diff options
Diffstat (limited to 'linux/make_check/cache/engine.dsp.check')
| -rw-r--r-- | linux/make_check/cache/engine.dsp.check | 5034 |
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 new file mode 100644 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 "$(CFG)" == "engine - Win32 Dedicated Release" + +# PROP BASE Exclude_From_Build 1 +# PROP Exclude_From_Build 1 + +!ENDIF + +# End Source File +# Begin Source File + +SOURCE=.\vgui_drawtreepanel.cpp +# End Source File +# Begin Source File + +SOURCE=.\vgui_helpers.cpp +# End Source File +# Begin Source File + +SOURCE=.\vgui_texturebudgetpanel.cpp +# End Source File +# Begin Source File + +SOURCE=.\vgui_texturebudgetpanel.h +# End Source File +# Begin Source File + +SOURCE=.\vgui_vprofgraphpanel.cpp +# End Source File +# Begin Source File + +SOURCE=.\vgui_vprofgraphpanel.h +# End Source File +# Begin Source File + +SOURCE=.\vgui_vprofpanel.cpp +# End Source File +# Begin Source File + +SOURCE=.\vgui_vprofpanel.h +# End Source File +# End Group +# Begin Source File + +SOURCE=..\public\anorms.cpp +# End Source File +# Begin Source File + +SOURCE=.\baseautocompletefilelist.cpp +# End Source File +# Begin Source File + +SOURCE=.\baseautocompletefilelist.h +# End Source File +# Begin Source File + +SOURCE=.\baseclient.cpp +# End Source File +# Begin Source File + +SOURCE=.\baseclientstate.cpp +# End Source File +# Begin Source File + +SOURCE=.\baseserver.cpp +# End Source File +# Begin Source File + +SOURCE=..\tier1\bitbuf.cpp +# End Source File +# Begin Source File + +SOURCE=.\bitbuf_errorhandler.cpp +# End Source File +# Begin Source File + +SOURCE=..\public\blockingudpsocket.cpp +# End Source File +# Begin Source File + +SOURCE=..\Public\BSPTreeData.cpp +# End Source File +# Begin Source File + +SOURCE=.\bugreporter.cpp + +!IF "$(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 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