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Diffstat (limited to 'vpc_scripts/source_replay.vpc')
| -rw-r--r-- | vpc_scripts/source_replay.vpc | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/vpc_scripts/source_replay.vpc b/vpc_scripts/source_replay.vpc new file mode 100644 index 0000000..281e89b --- /dev/null +++ b/vpc_scripts/source_replay.vpc @@ -0,0 +1,39 @@ +//----------------------------------------------------------------------------- +// 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] |