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.
294 lines
7.6 KiB
Plaintext
294 lines
7.6 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="ElementProxies" - 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) Static Library" 0x0104
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CFG=ElementProxies - 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 "ElementProxies.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 "ElementProxies.mak" CFG="ElementProxies - 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 "ElementProxies - Win32 Release" (based on "Win32 (x86) Static Library")
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!MESSAGE "ElementProxies - Win32 Profile" (based on "Win32 (x86) Static Library")
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!MESSAGE "ElementProxies - Win32 Armor" (based on "Win32 (x86) Static Library")
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!MESSAGE "ElementProxies - Win32 Debug" (based on "Win32 (x86) Static 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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RSC=rc.exe
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!IF "$(CFG)" == "ElementProxies - Win32 Release"
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MTL=midl.exe
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# ADD BASE LIB32 /nologo
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
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# 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 "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /Yu"ElementProxyHeaders.hpp" /Zl /FD /GF /c
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
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# ADD CPP /nologo /G6 /Zp4 /MDd /W4 /GR /Zi /Od /I "..\..\Libraries" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "_DEBUG" /D "_ARMOR" /D "WIN32" /D "_WINDOWS" /D "USE_PROTOTYPES" /D "STRICT" /Yu"ElementProxyHeaders.hpp" /Zl /FD /c
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# SUBTRACT CPP /WX
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# ADD BASE RSC /l 0x409
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# ADD RSC /l 0x409
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# ADD BASE BSC32 /nologo
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# ADD BASE LIB32 /nologo
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# ADD LIB32 /nologo
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!ENDIF
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# Begin Target
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# Name "ElementProxies - Win32 Release"
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# Name "ElementProxies - Win32 Profile"
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# Name "ElementProxies - Win32 Armor"
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# Name "ElementProxies - Win32 Debug"
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# Begin Group "Proxies"
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# PROP Default_Filter ""
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# Begin Source File
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SOURCE=.\ElementGroupProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementGroupProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementListProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementListProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementPolygonMeshProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementPolygonMeshProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementSceneProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementSceneProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRIndexProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRIndexProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRPolygonProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRPolygonProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRStateProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRStateProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRTextureProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRTextureProxy.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRVertexProxy.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MLRVertexProxy.hpp
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# End Source File
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# End Group
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# Begin Group "Processes"
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# PROP Default_Filter ""
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# Begin Source File
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SOURCE=.\ApplyDetailTextures.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ApplyDetailTextures.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementInfo.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementMakeSingleSided.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementOptimizeFlatShading.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementStateSort.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\OptimizeSync.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\OptimizeSync.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitAlphaMode.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitAlphaMode.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitFogMode.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitFogMode.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitLightingMode.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\SetExplicitLightingMode.hpp
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# End Source File
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# End Group
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# Begin Source File
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SOURCE=.\ElementProxies.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementProxies.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\ElementProxyHeaders.cpp
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# ADD CPP /Yc"ElementProxyHeaders.hpp"
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# End Source File
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# Begin Source File
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SOURCE=.\ElementProxyHeaders.hpp
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# End Source File
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# End Target
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# End Project
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