# Microsoft Developer Studio Project File - Name="engine" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Application" 0x0101 CFG=engine - 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 "engine.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 "engine.mak" CFG="engine - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Application") !MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Application") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "engine - Win32 Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\Release" # PROP BASE Intermediate_Dir ".\Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "..\temp\engine\!release" # PROP Intermediate_Dir "..\temp\engine\!release" # PROP Ignore_Export_Lib 1 # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /MD /W3 /GX /O2 /I "./" /I "common" /I "common/imagelib" /I "common/soundlib" /I "server" /I "client" /I "client/vgui" /I "../common" /I "../game_shared" /I "../pm_shared" /I "../utils/vgui/include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FD /c # 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End Custom Build !ELSEIF "$(CFG)" == "engine - Win32 Debug" # PROP BASE Use_MFC 0 # 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 "..\temp\engine\!debug" # PROP Intermediate_Dir "..\temp\engine\!debug" # PROP Ignore_Export_Lib 1 # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "common" /I "common/imagelib" /I "common/soundlib" /I "server" /I "client" /I "client/vgui" /I "../common" /I "../game_shared" /I "../pm_shared" /I "../utils/vgui/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FAs /FR /FD /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # 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End Custom Build !ENDIF # Begin Target # Name "engine - Win32 Release" # Name "engine - Win32 Debug" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" # Begin Source File SOURCE=.\common\avikit.c # End Source File # Begin Source File SOURCE=.\common\build.c # End Source File # Begin Source File SOURCE=.\common\cfgscript.c # End Source File # Begin Source File SOURCE=.\client\cl_cmds.c # End Source File # Begin Source File SOURCE=.\client\cl_custom.c # End Source File # Begin Source File SOURCE=.\client\cl_debug.c # End Source File # Begin Source File SOURCE=.\client\cl_demo.c # End Source File # Begin Source File SOURCE=.\client\cl_events.c # End Source File # Begin Source File SOURCE=.\client\cl_frame.c # End Source File # Begin Source File SOURCE=.\client\cl_game.c # End Source File # Begin Source File SOURCE=.\client\cl_gameui.c # End Source File # Begin Source File SOURCE=.\client\cl_main.c # End Source File # Begin Source File SOURCE=.\client\cl_netgraph.c # 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