Team Fortress 2 Source Code as on 22/4/2020
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# Microsoft Developer Studio Project File - Name="MaterialSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=MATERIALSYSTEM - WIN32 RELEASE
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "materialsystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "materialsystem.mak" CFG="MATERIALSYSTEM - WIN32 RELEASE"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "MaterialSystem - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "MaterialSystem - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
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# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /YX /FD /c
# ADD CPP /nologo /G6 /W4 /Zi /O2 /Ob2 /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /Fr /FD /c
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if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll \
if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map \
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll \
if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map \
if exist ..\..\game\bin\MaterialSystem.pdb attrib -r ..\..\game\bin\MaterialSystem.pdb \
if exist $(TargetDir)\MaterialSystem.pdb copy $(TargetDir)\MaterialSystem.pdb ..\..\game\bin \
"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
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# ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\common" /I "..\public" /I "..\public\tier1" /D fopen=dont_use_fopen /D "_DEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /FR /FD /GZ /c
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# SUBTRACT LINK32 /nodefaultlib
# Begin Custom Build
TargetDir=.\Debug
TargetPath=.\Debug\materialsystem.dll
InputPath=.\Debug\materialsystem.dll
SOURCE="$(InputPath)"
"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll
if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll
if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map
# End Custom Build
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# SUBTRACT CPP /YX /Yc /Yu
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# SUBTRACT CPP /YX /Yc /Yu
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# SUBTRACT CPP /YX /Yc /Yu
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