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.
117 lines
4.8 KiB
Plaintext
117 lines
4.8 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="ScriptStrings" - 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=ScriptStrings - 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 "ScriptStrings.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 "ScriptStrings.mak" CFG="ScriptStrings - Win32 Release"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "ScriptStrings - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "ScriptStrings - Win32 Release" (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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# PROP Scc_ProjName ""$/GameLeapCode/mw4/Code/ScriptStrings", WCFAAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "ScriptStrings - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "Debug"
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# PROP BASE Intermediate_Dir "Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "../../../dbg.bin"
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# PROP Intermediate_Dir "DEBUG"
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# PROP Ignore_Export_Lib 1
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# PROP Target_Dir ""
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IF "$(CFG)"== "ScriptStrings - Win32 Debug"
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /Yu"stdafx.h" /FD /GZ /c
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# ADD CPP /nologo /G6 /Zp4 /MDd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /Fr /FD /GZ /c
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# SUBTRACT CPP /YX /Yc /Yu
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /incremental:no /machine:I386 /noentry
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# SUBTRACT LINK32 /pdb:none /debug
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# Begin Special Build Tool
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SOURCE="$(InputPath)"
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PostBuild_Cmds=md ..\..\..\dbg.bin\Content md ..\..\..\dbg.bin\Content\ShellScripts copy Resource.h ..\..\..\dbg.bin\Content\ShellScripts\ScriptStrings.h
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# End Special Build Tool
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!ELSEIF "$(CFG)" == "ScriptStrings - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "ScriptStrings___Win32_Release"
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# PROP BASE Intermediate_Dir "ScriptStrings___Win32_Release"
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# PROP BASE Ignore_Export_Lib 1
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "../../../rel.bin"
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# PROP Intermediate_Dir "Release"
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# PROP Ignore_Export_Lib 1
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# PROP Target_Dir ""
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IF "$(CFG)"== "ScriptStrings - Win32 Debug"
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /FD /GZ /c
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# SUBTRACT BASE CPP /YX /Yc /Yu
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# ADD CPP /nologo /G6 /Zp4 /MD /W3 /GR /Oa /Og /Oi /Gy /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SCRIPTSTRINGS_EXPORTS" /D "NDEBUG" /D "WIN32" /FD /c
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# SUBTRACT CPP /Fr
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /incremental:no /machine:I386 /noentry
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# SUBTRACT BASE LINK32 /pdb:none /debug
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /pdb:none /machine:I386 /noentry
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# SUBTRACT LINK32 /debug
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# Begin Special Build Tool
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SOURCE="$(InputPath)"
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PostBuild_Cmds=md ..\..\..\rel.bin\Content md ..\..\..\rel.bin\Content\ShellScripts copy Resource.h ..\..\..\rel.bin\Content\ShellScripts\ScriptStrings.h
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# End Special Build Tool
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!ENDIF
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# Begin Target
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# Name "ScriptStrings - Win32 Debug"
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# Name "ScriptStrings - Win32 Release"
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# Begin Source File
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SOURCE=.\resource.h
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# End Source File
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# Begin Source File
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SOURCE=.\StringResource.rc
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# End Source File
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# End Target
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# End Project
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