Files
RP412/DivLoader/DivLoader.vcxproj
T
CydandClaude Fable 5 12b31187f9 Move the build to VS2022 (v143) with runtime parity against VC9
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143,
Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now
builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln.

Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO,
/FORCE:MULTIPLE (header-defined globals still duplicated across TUs).
Changed: CRT unified to /MD(d); import libs linked by the exes instead of
merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined;
legacy_stdio_definitions.lib for the June-2010 dxerr.lib.

Source fixes, all behavior-preserving: Time gains standard (non-volatile)
copy-ctor/assignment overloads (rvalues cannot bind to volatile& in
standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's
Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG);
std::ios.in -> std::ios::in in CAMMGR.cpp.

Verified: VC9 baseline rebuilt from this tree first, then the v143 build
compared against it in a sandboxed game working copy - identical logs and
behavior through RIO init (against vRIO) and mission load, including the
same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both
toolchains hit; documented in BUILD.md 4 as the next debugging target.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:22:31 -05:00

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XML

<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{2742FFCF-E94C-4202-BB0E-36D86CD04A09}</ProjectGuid>
<RootNamespace>DivLoader</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Label="Configuration">
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</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
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<WholeProgramOptimization>true</WholeProgramOptimization>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<PropertyGroup>
<IntDir>$(Configuration)\</IntDir>
<!-- Legacy DirectX SDK (June 2010) after the Windows SDK so modern headers win. -->
<IncludePath>$(IncludePath);$(DXSDK_DIR)Include</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Debug'">
<OutDir>$(SolutionDir)$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)'=='Release'">
<OutDir>..\lib\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup>
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<ConformanceMode>false</ConformanceMode>
<PreprocessorDefinitions>_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
<Optimization>Disabled</Optimization>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="VGCDivLoader.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="tagIdents.h" />
<ClInclude Include="VGCDivLoader.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
</Project>