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.
12 lines
415 B
Makefile
12 lines
415 B
Makefile
###############################################################################
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# GloblMak.mak
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#
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# A file that EVERY build makefile will include...
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###############################################################################
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#Bloodhound uses -DDEBUG, not DBG=1 to target debug builds...
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!IF "$(NTDEBUG)"=="ntsd" || "$(NTDEBUG)"=="cvp" || "$(NTDEBUG)"=="sym"
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C_DEFINES=$(C_DEFINES) -DDEBUG
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!ENDIF
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