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path: root/linux/make_check/cache/engine.dsp.check
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-rw-r--r--linux/make_check/cache/engine.dsp.check5034
1 files changed, 5034 insertions, 0 deletions
diff --git a/linux/make_check/cache/engine.dsp.check b/linux/make_check/cache/engine.dsp.check
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index 0000000..6fe461f
--- /dev/null
+++ b/linux/make_check/cache/engine.dsp.check
@@ -0,0 +1,5034 @@
+# 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 "$(CFG)" == "engine - Win32 Dedicated Release"
+
+# PROP BASE Exclude_From_Build 1
+# PROP Exclude_From_Build 1
+
+!ENDIF
+
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_drawtreepanel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_helpers.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_texturebudgetpanel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_texturebudgetpanel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_vprofgraphpanel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_vprofgraphpanel.h
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_vprofpanel.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\vgui_vprofpanel.h
+# End Source File
+# End Group
+# Begin Source File
+
+SOURCE=..\public\anorms.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\baseautocompletefilelist.cpp
+# End Source File
+# Begin Source File
+
+SOURCE=.\baseautocompletefilelist.h
+# End Source File
+# Begin Source File
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+# SUBTRACT BASE CPP /YX /Yc /Yu
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+!IF "$(CFG)" == "engine - Win32 Debug"
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+# ADD CPP /Yu"glquake.h"
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+!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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+!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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+# PROP Exclude_From_Build 1
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