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395 lines
9.8 KiB
395 lines
9.8 KiB
# Microsoft Developer Studio Project File - Name="Dedicated" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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CFG=Dedicated - Win32 Release
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "dedicated.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "dedicated.mak" CFG="Dedicated - Win32 Release"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "Dedicated - Win32 Release" (based on "Win32 (x86) Application")
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!MESSAGE "Dedicated - Win32 Debug" (based on "Win32 (x86) Application")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""$/Src/dedicated", DJEBAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "Dedicated - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir ".\Release"
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# PROP BASE Intermediate_Dir ".\Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir ".\Release"
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# PROP Intermediate_Dir ".\Release"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
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# ADD CPP /nologo /G6 /MT /W4 /GR /GX /Zi /O2 /I "." /I "..\public" /I "..\public\tier1" /I "..\engine" /I "..\common" /D "_WIN32" /D "NDEBUG" /D "_WINDOWS" /D "DEDICATED" /D "LAUNCHERONLY" /YX /FD /c
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# SUBTRACT CPP /Fr
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# ADD BASE MTL /nologo /D "NDEBUG" /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
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# ADD LINK32 wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /libpath:"..\lib\common" /libpath:"..\lib\public"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build - Copying to root
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TargetDir=.\Release
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TargetPath=.\Release\dedicated.dll
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InputPath=.\Release\dedicated.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\dedicated.dll attrib -r ..\..\game\bin\dedicated.dll \
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copy $(TargetPath) ..\..\game\bin\dedicated.dll \
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if exist $(TargetDir)\dedicated.map copy $(TargetDir)\dedicated.map ..\..\game\bin\dedicated.map \
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if exist ..\..\game\bin\dedicated.pdb attrib -r ..\..\game\bin\dedicated.pdb \
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copy $(TargetDir)\dedicated.pdb ..\..\game\bin\dedicated.pdb \
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"..\..\game\bin\dedicated.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\dedicated.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "Dedicated - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir ".\Debug"
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# PROP BASE Intermediate_Dir ".\Debug"
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# PROP Use_MFC 0
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# PROP Output_Dir ".\Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /GX /ZI /Od /I "." /I "..\public" /I "..\public\tier1" /I "..\engine" /I "..\common" /D "_WIN32" /D "_DEBUG" /D "_WINDOWS" /D "DEDICATED" /D "LAUNCHERONLY" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "_DEBUG" /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386
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# ADD LINK32 wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common" /libpath:"..\lib\public"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build
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TargetDir=.\Debug
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TargetPath=.\Debug\dedicated.dll
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InputPath=.\Debug\dedicated.dll
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SOURCE="$(InputPath)"
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"..\..\game\bin\dedicated.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\dedicated.dll attrib -r ..\..\game\bin\dedicated.dll
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copy $(TargetPath) ..\..\game\bin\dedicated.dll
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if exist $(TargetDir)\dedicated.map copy $(TargetDir)\dedicated.map ..\..\game\bin\dedicated.map
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "Dedicated - Win32 Release"
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# Name "Dedicated - Win32 Debug"
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# Begin Group "Source Files"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
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# Begin Group "Console"
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# PROP Default_Filter ""
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# Begin Source File
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SOURCE=.\console\conproc.cpp
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# End Source File
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SOURCE=.\console\textconsole.cpp
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# End Source File
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SOURCE=.\console\TextConsoleWin32.cpp
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SOURCE=.\vgui\CreateMultiplayerGameServerPage.cpp
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SOURCE=.\vgui\MainPanel.cpp
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SOURCE=.\vgui\vguihelpers.cpp
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# PROP Default_Filter ""
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# Begin Source File
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SOURCE=..\filesystem\filesystem_stdio\BaseFileSystem.cpp
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SOURCE=..\filesystem\filesystem_stdio\filesystem_stdio.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\filesystem\filesystem_stdio\filesystem_steam.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\dedicated.rc
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# End Source File
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SOURCE=.\filesystem.cpp
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# End Source File
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SOURCE=..\tier1\interface.cpp
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# End Source File
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SOURCE=..\Public\Mathlib.cpp
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# End Source File
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SOURCE=..\public\tier0\memoverride.cpp
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# Begin Source File
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SOURCE=..\common\netapi.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\common\SteamAppStartup.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\sys_common.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\sys_ded.cpp
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SOURCE=.\sys_linux.cpp
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# PROP Exclude_From_Build 1
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SOURCE=.\sys_windows.cpp
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SOURCE=.\console\conproc.h
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# End Source File
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# Begin Source File
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SOURCE=..\common\IObjectContainer.h
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# End Source File
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# Begin Source File
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SOURCE=.\console\ObjectList.h
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SOURCE=.\console\textconsole.h
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SOURCE=.\console\TextConsoleWin32.h
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# PROP Default_Filter ""
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SOURCE=.\vgui\CreateMultiplayerGameServerPage.h
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SOURCE=.\vgui\MainPanel.h
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# End Source File
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SOURCE=.\vgui\vguihelpers.h
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SOURCE=..\Public\basetypes.h
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SOURCE=..\Public\commonmacros.h
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# End Source File
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SOURCE=..\public\tier0\dbg.h
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SOURCE=.\dedicated.h
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SOURCE=..\public\engine_hlds_api.h
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SOURCE=..\public\tier0\fasttimer.h
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SOURCE=..\common\IAdminServer.h
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SOURCE=..\public\appframework\IAppSystem.h
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SOURCE=..\public\idedicatedexports.h
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SOURCE=.\ifilesystem.h
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SOURCE=..\common\IManageServer.h
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SOURCE=..\public\tier1\interface.h
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SOURCE=.\isys.h
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SOURCE=..\Public\MATHLIB.H
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SOURCE=..\common\netapi.h
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SOURCE=..\public\tier0\platform.h
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SOURCE=..\public\protected_things.h
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SOURCE=..\common\SteamAppStartup.h
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SOURCE=..\public\string_t.h
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SOURCE=..\public\vstdlib\strtools.h
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SOURCE=..\public\tier0\vcr_shared.h
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SOURCE=..\lib\public\vstdlib.lib
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SOURCE=..\lib\public\tier0.lib
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SOURCE=..\lib\common\Steam.lib
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SOURCE=..\lib\public\vgui_controls.lib
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SOURCE=..\lib\public\appframework.lib
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