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>
132 lines
6.1 KiB
XML
132 lines
6.1 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{4A7C7DFD-1383-4C1A-926C-B70F654429A9}</ProjectGuid>
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<RootNamespace>RPL4TOOL</RootNamespace>
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<Keyword>Win32Proj</Keyword>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
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<UseDebugLibraries>true</UseDebugLibraries>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<PropertyGroup>
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<OutDir>$(SolutionDir)$(Configuration)\</OutDir>
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<!-- Keep a distinct IntDir from RP_L4.vcxproj (both live in this folder);
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the $(Configuration)-prefixed name stays inside .gitignore's Release*/ rule. -->
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<IntDir>$(Configuration)_RPL4TOOL\</IntDir>
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<TargetName>RPL4TOOL</TargetName>
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<!-- Legacy DirectX SDK (June 2010) after the Windows SDK so modern headers/libs win. -->
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<IncludePath>$(IncludePath);$(DXSDK_DIR)Include</IncludePath>
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<LibraryPath>$(LibraryPath);$(DXSDK_DIR)Lib\x86</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Debug'">
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<LinkIncremental>true</LinkIncremental>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Release'">
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<LinkIncremental>false</LinkIncremental>
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</PropertyGroup>
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<ItemDefinitionGroup>
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<ConformanceMode>false</ConformanceMode>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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<!-- NOTE: the original RPL4TOOL project did NOT use /Zp1 - kept faithful. -->
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<PreprocessorDefinitions>WIN32;_CONSOLE;WINDOWS_IGNORE_PACKING_MISMATCH;_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<DisableSpecificWarnings>4996;4244;4267;4305;4018;4138;%(DisableSpecificWarnings)</DisableSpecificWarnings>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<TargetMachine>MachineX86</TargetMachine>
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<AdditionalOptions>/FORCE:MULTIPLE %(AdditionalOptions)</AdditionalOptions>
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<AdditionalLibraryDirectories>..\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<!-- OpenAL32/d3d9/d3dx9 were historically merged into Munga_L4.lib by the
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librarian; the vcxproj build links them here instead. -->
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<AdditionalDependencies>ws2_32.lib;dinput8.lib;dxguid.lib;OpenAL32.lib;libsndfile-1.lib;d3d9.lib;legacy_stdio_definitions.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
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<ClCompile>
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<Optimization>Disabled</Optimization>
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<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<AdditionalDependencies>d3dx9d.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
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<ClCompile>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
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<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<AdditionalDependencies>d3dx9.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<LinkTimeCodeGeneration>UseLinkTimeCodeGeneration</LinkTimeCodeGeneration>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ProjectReference Include="..\MUNGA_L4\Munga_L4.vcxproj">
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<Project>{F988B198-A386-40DD-A50E-9A5CE17A92A5}</Project>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\RP\BLOCKER.cpp" />
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<ClCompile Include="..\RP\BOOSTER.cpp" />
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<ClCompile Include="..\RP\CHUTE.cpp" />
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<ClCompile Include="..\RP\CRUSHER.cpp" />
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<ClCompile Include="..\RP\DEMOPACK.cpp" />
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<ClCompile Include="..\RP\RIVET.cpp" />
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<ClCompile Include="..\RP\RPCNSL.cpp" />
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<ClCompile Include="..\RP\RPDIRECT.cpp" />
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<ClCompile Include=".\RPL4MODE.cpp" />
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<ClCompile Include=".\RPL4TOOL.cpp" />
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<ClCompile Include="..\RP\RPMSSN.cpp" />
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<ClCompile Include="..\RP\RPPLAYER.cpp" />
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<ClCompile Include="..\RP\RPREG.cpp" />
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<ClCompile Include="..\RP\RPTOOL.cpp" />
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<ClCompile Include="..\RP\RUNNER.cpp" />
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<ClCompile Include="..\RP\SCORZONE.cpp" />
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<ClCompile Include="..\RP\THRUSTER.cpp" />
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<ClCompile Include="..\RP\VTV.cpp" />
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<ClCompile Include="..\RP\VTVMPPR.cpp" />
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<ClCompile Include="..\RP\VTVPWR.cpp" />
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<ClCompile Include="..\RP\VTVSUB.cpp" />
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<ClCompile Include="..\RP\WEAPSYS.cpp" />
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<ClCompile Include=".\WTPresets.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\RP\RPTOOL.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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</Project>
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