//----------------------------------------------------------------------------- // SOURCE_REPLAY.VPC // // Controls compilation of the replay system via the REPLAY_ENABLE preprocessor // definition. // // The BUILD_REPLAY macro (below) controls the definition of REPLAY_ENABLE // across multiple projects like engine, TF client & server DLL's, and any // other games with replay support. // // This file serves two purposes: // // 1. To provide a single place where replay can be built out of all games, // in other words the engine, as well as any supported game client/server // DLL's. This is useful for avoiding shipping any replay code prematurely // (i.e. when we do staging -> rel integrations), for example. // // 1. Any client/server DLL's that don't have REPLAY_ENABLE defined will not // attempt to load or interact with the replay system, because they will // not build the code to do so. // // If BUILD_REPLAY=1, replay will be built in the engine, and client/server // projects for supported games - otherwise, it will not. // // If you are adding replay support to a specific game, you must include this // file in both its client_* and server_*.vpc files. // // This file should not be included in client_base.vpc or server_base.vpc. // // Replay is only loaded for games explicitly specified in engine/replay.cpp // (see s_pSupportedReplayGames). // //----------------------------------------------------------------------------- $Macro BUILD_REPLAY 1 //----------------------------------------------------------------------------- $Include "$SRCDIR\vpc_scripts\source_replay_private.vpc" [$BUILD_REPLAY && !$X360]