Files
firestorm/Gameleap/code/mw4/Libraries/mlr/MLR.dsp
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

728 lines
16 KiB
Plaintext

# Microsoft Developer Studio Project File - Name="MLR" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=MLR - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "MLR.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "MLR.mak" CFG="MLR - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "MLR - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "MLR - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE "MLR - Win32 Armor" (based on "Win32 (x86) Static Library")
!MESSAGE "MLR - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "MLR - Win32 icecap" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/GameLeapCode/mw4/Libraries/MLR", STHAAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "MLR - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../rel.bin"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /Zp4 /MD /W4 /GR /Oa /Og /Oi /Oy /Gy /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "RELEASE" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "NDEBUG" /D "WIN32" /Yu"MLRHeaders.hpp" /FD /GF /c
# SUBTRACT CPP /WX /Fr
# ADD BASE RSC /l 0x409
# ADD RSC /l 0x409
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "MLR - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Profile"
# PROP BASE Intermediate_Dir "Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../pro.bin"
# PROP Intermediate_Dir "Profile"
# PROP Target_Dir ""
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /Zp4 /MD /W4 /Zi /O2 /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "NDEBUG" /D "WIN32" /Yu"MLRHeaders.hpp" /FD /GF /c
# SUBTRACT CPP /WX /Fr
# ADD BASE RSC /l 0x409
# ADD RSC /l 0x409
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "MLR - Win32 Armor"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Armor"
# PROP BASE Intermediate_Dir "Armor"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../arm.bin"
# PROP Intermediate_Dir "Armor"
# PROP Target_Dir ""
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /Zp4 /MD /W4 /GR /Zi /Ox /Ot /Oa /Og /Oi /Gy /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "NDEBUG" /D "_ARMOR" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "WIN32" /Yu"MLRHeaders.hpp" /FD /GF /c
# SUBTRACT CPP /WX /Fr
# ADD BASE RSC /l 0x409
# ADD RSC /l 0x409
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "MLR - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../dbg.bin"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /Zp4 /MDd /W4 /GR /Zi /Od /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "TRACE_ENABLE" /D "_ARMOR" /D "LAB_ONLY" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "WIN32" /D "_DEBUG" /FR /Yu"MLRHeaders.hpp" /FD /c
# SUBTRACT CPP /WX
# ADD BASE RSC /l 0x409
# ADD RSC /l 0x409
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "MLR - Win32 icecap"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "icecap"
# PROP BASE Intermediate_Dir "icecap"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../ice.bin"
# PROP Intermediate_Dir "icecap"
# PROP Target_Dir ""
MTL=midl.exe
# ADD BASE CPP /nologo /G6 /Zp4 /MD /W4 /WX /Zi /Ox /Ot /Oa /Og /Oi /Gy /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "NDEBUG" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "WIN32" /Yu"MLRHeaders.hpp" /FD /GF /c
# SUBTRACT BASE CPP /Gf
# ADD CPP /nologo /G6 /Zp4 /MD /W4 /Zi /Ot /Oa /Oi /Gy /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "USE_PROTOTYPES" /D "STRICT" /D "_WINDOWS" /D "NDEBUG" /D "WIN32" /D "_ICECAP" /Yu"MLRHeaders.hpp" /FD /GF /c
# SUBTRACT CPP /WX /Og /Fr
# ADD BASE RSC /l 0x409
# ADD RSC /l 0x409
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "MLR - Win32 Release"
# Name "MLR - Win32 Profile"
# Name "MLR - Win32 Armor"
# Name "MLR - Win32 Debug"
# Name "MLR - Win32 icecap"
# Begin Group "Geometries"
# PROP Default_Filter ""
# Begin Group "Indexed Polygon Meshes"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLR_I_C_DeT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DeT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DeT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DeT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DeT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DeT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DT_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DT_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_PMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_PMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_PMesh.hpp
# End Source File
# End Group
# Begin Group "Indexed Triangle Meshes"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLR_I_C_DeT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DeT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_DT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_C_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DeT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DeT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_DT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DeT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DeT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DT_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_DT_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_L_TMesh.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_TMesh.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_I_TMesh.hpp
# End Source File
# End Group
# Begin Group "Terrain"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLR_BumpyWater.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_BumpyWater.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_Terrain2.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_Terrain2.hpp
# End Source File
# Begin Source File
SOURCE=.\MLR_Water.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR_Water.hpp
# End Source File
# End Group
# Begin Source File
SOURCE=.\MLRClipTrick.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRCulturShape.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRCulturShape.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRFootstep.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRFootstep.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRIndexedPrimitiveBase.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRIndexedPrimitiveBase.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRPrimitiveBase.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRPrimitiveBase.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRPrimitiveClipping.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRPrimitiveLighting.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRShape.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRShape.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRTriangleClipping.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRTriangleLighting.hpp
# End Source File
# End Group
# Begin Group "Lighting"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLRAmbientLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRAmbientLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRCenterPointLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRCenterPointLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRInfiniteLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRInfiniteLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRInfiniteLightWithFalloff.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRInfiniteLightWithFallOff.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRLightMap.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRLightMap.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRLookUpLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRLookUpLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRPointLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRPointLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRProjectLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRProjectLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRShadowLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRShadowLight.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRSpotLight.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRSpotLight.hpp
# End Source File
# End Group
# Begin Group "Sorting"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLRSortByOrder.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRSortByOrder.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRSorter.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRSorter.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRState.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRState.hpp
# End Source File
# End Group
# Begin Group "Texture"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLRMovieTexture.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRMovieTexture.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRTexture.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRTexture.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRTexturePool.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRTexturePool.hpp
# End Source File
# End Group
# Begin Group "Rasterizer"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\GOSImage.cpp
# End Source File
# Begin Source File
SOURCE=.\GOSImage.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSImagePool.cpp
# End Source File
# Begin Source File
SOURCE=.\GOSImagePool.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex.cpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex2UV.cpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex2UV.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex3UV.cpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertex3UV.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertexManipulation.hpp
# End Source File
# Begin Source File
SOURCE=.\GOSVertexPool.hpp
# End Source File
# End Group
# Begin Group "Clipping"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLRClipper.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRClipper.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRClippingState.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRClippingState.hpp
# End Source File
# End Group
# Begin Group "Effects"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\MLRCardCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRCardCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLREffect.cpp
# End Source File
# Begin Source File
SOURCE=.\MLREffect.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRIndexedTriangleCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRIndexedTriangleCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRLineCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRLineCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRNGonCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRNGonCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRPointCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRPointCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRSpriteCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRSpriteCloud.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRTriangleCloud.cpp
# End Source File
# Begin Source File
SOURCE=.\MLRTriangleCloud.hpp
# End Source File
# End Group
# Begin Group "Documentation"
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\Documentation\overview.txt
# End Source File
# End Group
# Begin Source File
SOURCE=.\MLR.cpp
# End Source File
# Begin Source File
SOURCE=.\MLR.hpp
# End Source File
# Begin Source File
SOURCE=.\MLRHeaders.cpp
# ADD CPP /Yc"MLRHeaders.hpp"
# End Source File
# Begin Source File
SOURCE=.\MLRHeaders.hpp
# End Source File
# End Target
# End Project