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.
29 lines
971 B
Makefile
29 lines
971 B
Makefile
#
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# Include sdkbld.mak to build each of the entries in a list.
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# The steps are to change dir into the directory,
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# echo the current location, run nmake recursively,
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# and change dir back to the original directory level.
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#
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# MAKEFLAGS is an NMAKE macro that has the NMAKE options.
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#
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# makeopts has the command line, see sdkpropbldk.mak to change the standard options
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#
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# The SDKPROJ macro (above) is defined solely for the purpose of echoing
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# the current directory location to the screen. It is defined recursively
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# by appending the current directory name onto the end of the existing
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# string.
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#
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# Note, there must not be a space between the last comment and the
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# "@IF EXIST $(@D)\makefile <<nmaketmp.bat" line below.
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#
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@IF EXIST $(@D)\makefile <<nmaketmp.bat
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@cd $(@D)
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@echo *** $(SDKPROJ)\$(@D) *** $(MAKE) -nologo $(makeopts) /$(MAKEFLAGS)
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@$(MAKE) -nologo /$(MAKEFLAGS) $(makeopts)
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@cd ..
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<<
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#
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# End sdkbld.make
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#
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