Leaked source code of windows server 2003
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
# Microsoft Developer Studio Project File - Name="Direct" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=Direct - 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 "DIRECT.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 "DIRECT.mak" CFG="Direct - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "Direct - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "Direct - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe MTL=midl.exe RSC=rc.exe
!IF "$(CFG)" == "Direct - Win32 Release"
# PROP BASE Use_MFC 2 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\Release" # PROP BASE Intermediate_Dir ".\Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir ".\Release" # PROP Intermediate_Dir ".\Release" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MD /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /Yu"stdafx.h" /c # ADD CPP /nologo /MT /W3 /O2 /D "NDEBUG" /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL." /D "DX7" /D "OLDDSENUM" /FR /FD /c # SUBTRACT CPP /YX /Yc /Yu # ADD BASE MTL /nologo /D "NDEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL" # ADD RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 /nologo /subsystem:windows /dll /machine:I386 # ADD LINK32 gdi32.lib winmm.lib dinput.lib msacm32.lib d3drm.lib d3dxof.lib dxguid.lib dvoice.lib /nologo /entry:"DllMain" /subsystem:windows /dll /machine:I386 /out:".\Release\DX8VB.DLL" # SUBTRACT LINK32 /pdb:none /incremental:yes /nodefaultlib # Begin Custom Build - Registering OLE server OutDir=.\Release TargetPath=.\Release\DX8VB.DLL InputPath=.\Release\DX8VB.DLL SOURCE="$(InputPath)"
"$(OutDir)\regsvr32.trg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" regsvr32 /s /c "$(TARGETPATH)" echo regsrv32 exec. time >"$(OutDir)\regsvr32.trg" # End Custom Build
!ELSEIF "$(CFG)" == "Direct - Win32 Debug"
# PROP BASE Use_MFC 2 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug" # PROP BASE Intermediate_Dir ".\Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\Debug" # PROP Intermediate_Dir ".\Debug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MDd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /Yu"stdafx.h" /c # ADD CPP /nologo /MTd /W3 /Gm /ZI /Od /D "_DEBUG" /D "_WIN32" /D "WIN32" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /YX"stdafx.h" /FD /c # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL" # ADD RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 /nologo /subsystem:windows /dll /debug /machine:I386 # ADD LINK32 gdi32.lib winmm.lib dinput.lib msacm32.lib d3dxof.lib d3dx8.lib d3d8.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /out:".\Debug\DX8VB.DLL" # SUBTRACT LINK32 /pdb:none # Begin Custom Build - Registering OLE server OutDir=.\Debug TargetPath=.\Debug\DX8VB.DLL InputPath=.\Debug\DX8VB.DLL SOURCE="$(InputPath)"
"$(OutDir)\regsvr32.trg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" regsvr32 /s /c "$(TARGETPATH)" echo regsrv32 exec. time >"$(OutDir)\regsvr32.trg" copy $(TARGETPATH) F:\WINNT\SYSTEM32 # End Custom Build
!ENDIF
# Begin Target
# Name "Direct - Win32 Release" # Name "Direct - Win32 Debug" # Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" # Begin Source File
SOURCE=.\d3dx8obj.cpp # End Source File # Begin Source File
SOURCE=.\d3dxmathvb.cpp # End Source File # Begin Source File
SOURCE=.\d3dxtexvb.cpp # End Source File # Begin Source File
SOURCE=.\diDevInstObj.cpp # End Source File # Begin Source File
SOURCE=.\diDevObjInstObj.cpp # End Source File # Begin Source File
SOURCE=.\DIEnumDeviceObjectsObj.cpp # End Source File # Begin Source File
SOURCE=.\DIEnumDevicesObj.cpp # End Source File # Begin Source File
SOURCE=.\dienumEffectsobj.cpp # End Source File # Begin Source File
SOURCE=.\dInput1Obj.cpp # End Source File # Begin Source File
SOURCE=.\dInputDeviceObj.cpp # End Source File # Begin Source File
SOURCE=.\dinputeffectobj.cpp # End Source File # Begin Source File
SOURCE=.\Direct.cpp # End Source File # Begin Source File
SOURCE=.\Direct.def # End Source File # Begin Source File
SOURCE=.\Direct.idl
!IF "$(CFG)" == "Direct - Win32 Release"
# PROP Ignore_Default_Tool 1 # Begin Custom Build - Running MIDL InputPath=.\Direct.idl
BuildCmds= \ midl Direct.idl
"direct.tlb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"direct.h" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"direct_i.c" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ELSEIF "$(CFG)" == "Direct - Win32 Debug"
# PROP Ignore_Default_Tool 1 # Begin Custom Build - Running MIDL InputPath=.\Direct.idl
BuildCmds= \ midl Direct.idl
"direct.tlb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"direct.h" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"direct_i.c" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ENDIF
# End Source File # Begin Source File
SOURCE=.\Direct.rc # End Source File # Begin Source File
SOURCE=.\dmBandObj.cpp # End Source File # Begin Source File
SOURCE=.\dmChordMapObj.cpp # End Source File # Begin Source File
SOURCE=.\dmCollectionObj.cpp # End Source File # Begin Source File
SOURCE=.\dmComposerObj.cpp # End Source File # Begin Source File
SOURCE=.\dmLoaderObj.cpp # End Source File # Begin Source File
SOURCE=.\dmPerformanceObj.cpp # End Source File # Begin Source File
SOURCE=.\dmSegmentObj.cpp # End Source File # Begin Source File
SOURCE=.\dmSegmentStateObj.cpp # End Source File # Begin Source File
SOURCE=.\dmStyleObj.cpp # End Source File # Begin Source File
SOURCE=.\DMusAudioPathObj.cpp # End Source File # Begin Source File
SOURCE=.\DMusSongObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayAddressObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayBufHelp.cpp # End Source File # Begin Source File
SOURCE=.\DPlayClientObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayLobbiedAppObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayLobbyClientObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayPeerObj.cpp # End Source File # Begin Source File
SOURCE=.\DPlayServerObj.cpp # End Source File # Begin Source File
SOURCE=.\dplayvoiceclientobj.cpp # End Source File # Begin Source File
SOURCE=.\dplayvoiceserverobj.cpp # End Source File # Begin Source File
SOURCE=.\dplayvoicesetupobj.cpp # End Source File # Begin Source File
SOURCE=.\DSEnumObj.cpp # End Source File # Begin Source File
SOURCE=.\dSound3DBuffer.cpp # End Source File # Begin Source File
SOURCE=.\dSound3DListener.cpp # End Source File # Begin Source File
SOURCE=.\dSoundBufferObj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundCaptureBufferObj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundCaptureObj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxchorusobj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxcompressorobj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxdistortionobj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxechoobj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxflangerobj.cpp # End Source File # Begin Source File
SOURCE=.\DSoundFXGargleObj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxi3dl2reverbobj.cpp # End Source File # Begin Source File
SOURCE=.\dsoundfxi3dl2sourceobj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundFXParamEqObj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundFXSendObj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundFXWavesReverbObj.cpp # End Source File # Begin Source File
SOURCE=.\dSoundObj.cpp # End Source File # Begin Source File
SOURCE=.\DSoundPrimaryBufferObj.cpp # End Source File # Begin Source File
SOURCE=.\dxGlob7Obj.cpp # End Source File # Begin Source File
SOURCE=.\guids.cpp # End Source File # Begin Source File
SOURCE=.\resource.h # End Source File # Begin Source File
SOURCE=.\StdAfx.cpp # ADD CPP /Yc"stdafx.h" # End Source File # Begin Source File
SOURCE=.\wave.cpp # End Source File # Begin Source File
SOURCE=.\xfilebinaryobj.cpp # End Source File # Begin Source File
SOURCE=.\xfiledataobj.cpp # End Source File # Begin Source File
SOURCE=.\xfileenumobj.cpp # End Source File # Begin Source File
SOURCE=.\xfileobj.cpp # End Source File # Begin Source File
SOURCE=.\xfilereferenceobj.cpp # End Source File # Begin Source File
SOURCE=.\xfilesaveobj.cpp # End Source File # End Group # Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # Begin Source File
SOURCE=.\d3dx8obj.h # End Source File # Begin Source File
SOURCE=.\d3dxerr.h # End Source File # Begin Source File
SOURCE=.\d3dxmath.h # End Source File # Begin Source File
SOURCE=.\d3dxmathvb.h # End Source File # Begin Source File
SOURCE=.\didevinstobj.h # End Source File # Begin Source File
SOURCE=.\didevobjinstobj.h # End Source File # Begin Source File
SOURCE=.\dienumdeviceobjectsobj.h # End Source File # Begin Source File
SOURCE=.\dienumdevicesobj.h # End Source File # Begin Source File
SOURCE=.\dienumeffectsobj.h # End Source File # Begin Source File
SOURCE=.\inc\dinput.h # End Source File # Begin Source File
SOURCE=.\dinputdeviceobj.h # End Source File # Begin Source File
SOURCE=.\dinputeffectobj.h # End Source File # Begin Source File
SOURCE=.\Direct.h # End Source File # Begin Source File
SOURCE=.\directinput.h # End Source File # Begin Source File
SOURCE=.\dmchordmapobj.h # End Source File # Begin Source File
SOURCE=.\dmcollectionobj.h # End Source File # Begin Source File
SOURCE=.\dmcomposerobj.h # End Source File # Begin Source File
SOURCE=.\dmloaderobj.h # End Source File # Begin Source File
SOURCE=.\dmperformanceobj.h # End Source File # Begin Source File
SOURCE=.\Dms.h # End Source File # Begin Source File
SOURCE=.\dmsegmentobj.h # End Source File # Begin Source File
SOURCE=.\dmsegmentstateobj.h # End Source File # Begin Source File
SOURCE=.\dmstyleobj.h # End Source File # Begin Source File
SOURCE=.\DMusAudioPathObj.h # End Source File # Begin Source File
SOURCE=.\DMusSongObj.h # End Source File # Begin Source File
SOURCE=.\DPlayAddressObj.h # End Source File # Begin Source File
SOURCE=.\DPlayClientObj.h # End Source File # Begin Source File
SOURCE=.\DPlayLobbiedAppObj.h # End Source File # Begin Source File
SOURCE=.\DPlayLobbyClientObj.h # End Source File # Begin Source File
SOURCE=.\DPlayPeerObj.h # End Source File # Begin Source File
SOURCE=.\DPlayServerObj.h # End Source File # Begin Source File
SOURCE=.\DplayVoiceClientObj.H # End Source File # Begin Source File
SOURCE=.\DPlayVoiceServerObj.h # End Source File # Begin Source File
SOURCE=.\DPlayVoiceSetupObj.h # End Source File # Begin Source File
SOURCE=.\dsenumobj.h # End Source File # Begin Source File
SOURCE=.\dSound3DBuffer.h # End Source File # Begin Source File
SOURCE=.\dSound3DListener.h # End Source File # Begin Source File
SOURCE=.\dSoundBufferObj.h # End Source File # Begin Source File
SOURCE=.\dsoundcapturebufferobj.h # End Source File # Begin Source File
SOURCE=.\dsoundcaptureobj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXChorusObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXCompressorObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXDistortionObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXEchoObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXFlangerObj.h # End Source File # Begin Source File
SOURCE=.\DSoundFXGargleObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXI3DL2ReverbObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXI3DL2SourceObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXParamEqObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXSendObj.h # End Source File # Begin Source File
SOURCE=.\dSoundFXWavesReverbObj.h # End Source File # Begin Source File
SOURCE=.\dSoundObj.h # End Source File # Begin Source File
SOURCE=.\DSoundPrimaryBufferObj.h # End Source File # Begin Source File
SOURCE=.\dxglob7obj.h # End Source File # Begin Source File
SOURCE=.\StdAfx.h # End Source File # Begin Source File
SOURCE=.\xfilebinaryobj.h # End Source File # Begin Source File
SOURCE=.\xfiledataobj.h # End Source File # Begin Source File
SOURCE=.\xfileenumobj.h # End Source File # Begin Source File
SOURCE=.\xfileobj.h # End Source File # Begin Source File
SOURCE=.\xfilereferenceobj.h # End Source File # Begin Source File
SOURCE=.\xfilesaveobj.h # End Source File # End Group # Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe" # End Group # End Target # End Project
|