# 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) Dynamic-Link Library" 0x0102 CFG=engine - Win32 Dedicated 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 Dedicated Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "engine - Win32 Dedicated Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "engine - Win32 Dedicated Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Src/engine", BTEBAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "engine - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\quiver__" # PROP BASE Intermediate_Dir ".\quiver__" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\GLDebug" # PROP Intermediate_Dir ".\GLDebug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /FR /YX /c # ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /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 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo /o".\GLDebug\hw.bsc" LINK32=link.exe # ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" # SUBTRACT BASE LINK32 /nodefaultlib # ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /nodefaultlib:"libcd" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # SUBTRACT LINK32 /pdb:none /incremental:no /map # Begin Custom Build - Copying to game dir TargetDir=.\GLDebug TargetPath=.\GLDebug\engine.dll InputPath=.\GLDebug\engine.dll SOURCE="$(InputPath)" "..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map # End Custom Build !ELSEIF "$(CFG)" == "engine - Win32 Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\quiver__" # PROP BASE Intermediate_Dir ".\quiver__" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\GLRelease" # PROP Intermediate_Dir ".\GLRelease" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /D "GLQUAKE" /FR /YX /c # ADD CPP /nologo /G6 /MT /W4 /GR /Zi /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "NDEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /fo".\GLRelease\hw.res" /d "NDEBUG" /d "GLQUAKE" BSC32=bscmake.exe # ADD BASE BSC32 /nologo /o"debuggl/enginegl.bsc" # ADD BSC32 /nologo /o".\GLRelease\hw.bsc" LINK32=link.exe # ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" /out:"debuggl/enginegl.exe" # SUBTRACT BASE LINK32 /nodefaultlib # ADD LINK32 dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # SUBTRACT LINK32 /pdb:none # Begin Custom Build - Copying to game dir TargetDir=.\GLRelease TargetPath=.\GLRelease\engine.dll InputPath=.\GLRelease\engine.dll SOURCE="$(InputPath)" BuildCmds= \ if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll \ if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll \ if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map \ if exist ..\..\game\bin\engine.pdb attrib -r ..\..\game\bin\engine.pdb \ if exist $(TargetDir)\engine.pdb copy $(TargetDir)\engine.pdb ..\..\game\bin\engine.pdb \ "..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) "..\..\game\bin\engine.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "engine___Win32_Dedicated_Debug0" # PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Debug0" # PROP BASE Ignore_Export_Lib 1 # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "engine_Dedicated_Debug" # PROP Intermediate_Dir "engine_Dedicated_Debug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\vgui2\include" /I "..\vgui2\controls" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /FR /FD /GM /c # SUBTRACT BASE CPP /YX # ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" # ADD RSC /l 0x409 /fo".\engine_Dedicated_Debug\swds.res" /d "_DEBUG" /d "GLQUAKE" BSC32=bscmake.exe # ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc" # ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc" LINK32=link.exe # ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # SUBTRACT BASE LINK32 /pdb:none /incremental:no /map # ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # SUBTRACT LINK32 /pdb:none /incremental:no # Begin Custom Build - Copying to game dir TargetDir=.\engine_Dedicated_Debug TargetPath=.\engine_Dedicated_Debug\swds.dll InputPath=.\engine_Dedicated_Debug\swds.dll SOURCE="$(InputPath)" "..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map # End Custom Build !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "engine___Win32_Dedicated_Release" # PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Release" # PROP BASE Ignore_Export_Lib 1 # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "engine___Win32_Dedicated_Release" # PROP Intermediate_Dir "engine___Win32_Dedicated_Release" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /Gm /GR /ZI /Od /Op /I "..\public" /I "..\public\tier1" /I "..\common" /I "audio\public" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /FR /FD /GM /c # SUBTRACT BASE CPP /YX # ADD CPP /nologo /G6 /MT /W4 /GR /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" # ADD RSC /l 0x409 /fo".\engine_Dedicated_Release\swds.res" /d "GLQUAKE" /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc" # ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc" LINK32=link.exe # ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # SUBTRACT BASE LINK32 /pdb:none /incremental:no /map # ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /pdb:none /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /out:"engine_Dedicated_Release/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" # Begin Custom Build - Copying to game dir TargetDir=.\engine_Dedicated_Release TargetPath=.\engine_Dedicated_Release\swds.dll InputPath=.\engine_Dedicated_Release\swds.dll SOURCE="$(InputPath)" "..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map # End Custom Build !ENDIF # Begin Target # Name "engine - Win32 Debug" # Name "engine - Win32 Release" # Name "engine - Win32 Dedicated Debug" # Name "engine - Win32 Dedicated Release" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90" # Begin Group "Audio Code" # PROP Default_Filter "" # Begin Source File SOURCE=.\EngineSoundClient.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\EngineSoundServer.cpp # End Source File # Begin Source File SOURCE=.\EngSoundService.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\Public\riff.cpp !IF "$(CFG)" == "engine - Win32 Debug" # ADD CPP /I ".\audio\private" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\snd_io.cpp !IF "$(CFG)" == "engine - Win32 Debug" # ADD CPP /I ".\audio\private" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # End Group # Begin Group "VGUI Panels" # PROP Default_Filter "" # Begin Source File SOURCE=..\common\vgui\vgui_basebudgetpanel.cpp # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_basebudgetpanel.h # End Source File # Begin Source File SOURCE=.\vgui_BasePanel.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\vgui_baseui_interface.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\vgui_baseui_interface.h !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgetbargraphpanel.cpp # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgetbargraphpanel.h # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgethistorypanel.cpp # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgethistorypanel.h # End Source File # Begin Source File SOURCE=.\vgui_budgetpanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_budgetpanel.h # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgetpanelshared.cpp # End Source File # Begin Source File SOURCE=..\common\vgui\vgui_budgetpanelshared.h # End Source File # Begin Source File SOURCE=.\vgui_DebugSystemPanel.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\vgui_drawtreepanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_helpers.cpp # End Source File # Begin Source File SOURCE=.\vgui_texturebudgetpanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_texturebudgetpanel.h # End Source File # Begin Source File SOURCE=.\vgui_vprofgraphpanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_vprofgraphpanel.h # End Source File # Begin Source File SOURCE=.\vgui_vprofpanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_vprofpanel.h # End Source File # End Group # Begin Source File SOURCE=..\public\anorms.cpp # End Source File # Begin Source File SOURCE=.\baseautocompletefilelist.cpp # End Source File # Begin Source File SOURCE=.\baseautocompletefilelist.h # End Source File # Begin Source File SOURCE=.\baseclient.cpp # End Source File # Begin Source File SOURCE=.\baseclientstate.cpp # End Source File # Begin Source File SOURCE=.\baseserver.cpp # End Source File # Begin Source File SOURCE=..\tier1\bitbuf.cpp # End Source File # Begin Source File SOURCE=.\bitbuf_errorhandler.cpp # End Source File # Begin Source File SOURCE=..\public\blockingudpsocket.cpp # End Source File # Begin Source File SOURCE=..\Public\BSPTreeData.cpp # End Source File # Begin Source File SOURCE=.\bugreporter.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\public\builddisp.cpp # End Source File # Begin Source File SOURCE=.\buildnum.cpp # End Source File # Begin Source File SOURCE=..\Public\bumpvects.cpp # End Source File # Begin Source File SOURCE=.\BxMovieTools.cpp # End Source File # Begin Source File SOURCE=.\cache.cpp # End Source File # Begin Source File SOURCE=.\cbenchmark.cpp # End Source File # Begin Source File SOURCE=.\cd.cpp !IF "$(CFG)" == "engine - Win32 Debug" !ELSEIF "$(CFG)" == "engine - Win32 Release" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\cd.h # End Source File # Begin Source File SOURCE=.\cd_internal.h # End Source File # Begin Source File SOURCE=.\cdll_engine_int.cpp !IF "$(CFG)" == "engine - Win32 Debug" # ADD CPP /Yu"glquake.h" !ELSEIF "$(CFG)" == "engine - Win32 Release" # ADD CPP /Yu"glquake.h" !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" # 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