Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
253 lines
10 KiB
Plaintext
253 lines
10 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="BRB" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
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CFG=BRB - Win32 Release
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "BRB.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "BRB.mak" CFG="BRB - Win32 Release"
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!MESSAGE "BRB - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "BRB - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "BRB - Win32 Armor" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "BRB - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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# ADD CPP /nologo /G6 /Zp4 /MD /W3 /GR /Zi /Ox /Ot /Oa /Og /Oi /Gy /I "..\..\..\Libraries\3dsmax2\Include" /I "." /I "..\..\..\Libraries\3dsmax2\include" /I "..\..\..\Libraries\stlport" /I "..\..\..\Code\Mw4" /I "..\..\..\Code" /I "..\..\..\Libraries" /I "..\..\..\..\CoreTech\Libraries" /D "_USRDLL" /D "_WINDLL" /D "_AFXDLL" /D "NDEBUG" /D "RELEASE" /D "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /Yu"stdafx.h" /FD /GF /c
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# ADD LINK32 bmm.lib Core.lib Geom.lib Gfx.Lib Mesh.lib winmm.lib Util.lib Ws2_32.lib /nologo /subsystem:windows /dll /machine:I386 /out:"..\..\..\Binaries\3DSPlug-ins\Release\BRB.dlu" /libpath:"..\..\..\Libraries\3dsMax2\Rellib"
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# ADD CPP /nologo /G6 /Zp4 /MD /W3 /GR /Zi /Ox /Ot /Oa /Og /Oi /Gy /I "..\..\..\Libraries\3dsmax2\Include" /I "." /I "..\..\..\Libraries\3dsmax2\include" /I "..\..\..\Libraries\stlport" /I "..\..\..\Code\Mw4" /I "..\..\..\Code" /I "..\..\..\Libraries" /I "..\..\..\..\CoreTech\Libraries" /D "NDEBUG" /D "_USRDLL" /D "_WINDLL" /D "_AFXDLL" /D "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /Yu"stdafx.h" /FD /c
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# ADD LINK32 Core.lib Geom.lib Gfx.Lib Mesh.lib winmm.lib Util.lib Ws2_32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"..\..\..\Binaries\3DSPlug-ins\Profile\BRB.dlu" /libpath:"..\..\..\Libraries\3dsMax2\Rellib"
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# ADD CPP /nologo /G6 /Zp4 /MD /W3 /GR /Zi /Ox /Ot /Oa /Og /Oi /Gy /I "..\..\..\Libraries\3dsmax2\Include" /I "." /I "..\..\..\Libraries\3dsmax2\include" /I "..\..\..\Libraries\stlport" /I "..\..\..\Code\Mw4" /I "..\..\..\Code" /I "..\..\..\Libraries" /I "..\..\..\..\CoreTech\Libraries" /D "NDEBUG" /D "_USRDLL" /D "_WINDLL" /D "_AFXDLL" /D "_ARMOR" /D "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /Yu"stdafx.h" /FD /c
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# SUBTRACT CPP /Ow /Gf
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# ADD LINK32 Core.lib Geom.lib Gfx.Lib Mesh.lib winmm.lib Util.lib Ws2_32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"..\..\..\Binaries\3DSPlug-ins\Armor\BRB.dlu" /libpath:"..\..\..\Libraries\3dsMax2\Rellib"
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# ADD CPP /nologo /G6 /Zp4 /MDd /W3 /GR /Zi /Od /I "." /I "..\..\..\Libraries\3dsmax2\include" /I "..\..\..\Libraries\stlport" /I "..\..\..\Code\Mw4" /I "..\..\..\Code" /I "..\..\..\Libraries" /I "..\..\..\..\CoreTech\Libraries" /D "_AFX_NO_DB_SUPPORT" /D "_DEBUG" /D "_USRDLL" /D "_WINDLL" /D "_AFXDLL" /D "_ARMOR" /D "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /FR /Yu"stdafx.h" /FD /c
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# Section BRB : {5F4DF280-531B-11CF-91F6-C2863C385E30}
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# 2:5:Class:CMSFlexGrid
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# End Section
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# Section BRB : {BEF6E003-A874-101A-8BBA-00AA00300CAB}
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# 2:21:DefaultSinkHeaderFile:msflexgrid.h
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# End Section
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# Section BRB : {9F6AA700-D188-11CD-AD48-00AA003C9CB6}
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# 2:5:Class:CRowCursor
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# End Section
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