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.
188 lines
5.8 KiB
Plaintext
188 lines
5.8 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="MW4Animation" - 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=MW4Animation - 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 "MW4Animation.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 "MW4Animation.mak" CFG="MW4Animation - 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 "MW4Animation - Win32 Release" (based on "Win32 (x86) Static Library")
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!MESSAGE "MW4Animation - Win32 Profile" (based on "Win32 (x86) Static Library")
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!MESSAGE "MW4Animation - Win32 Armor" (based on "Win32 (x86) Static Library")
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!MESSAGE "MW4Animation - 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)" == "MW4Animation - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Target_Dir ""
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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 /WX /GR /Zi /Ox /Ot /Oa /Og /Oi /I "..\..\Libraries" /I "." /I "..\..\Code" /I "..\..\..\CoreTech\Libraries" /D "MULTI_PLAYER" /D "USE_PROTOTYPES" /D "STRICT" /D TEST_CLASS=50 /D "NDEBUG" /D "_WINDOWS" /D "WIN32" /D "RELEASE" /YX"MW4AnimationSystem.hpp" /Zl /FD /GF /c
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# SUBTRACT CPP /Gf
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# ADD BASE RSC /l 0x409
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# ADD RSC /l 0x409
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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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LIB32=link.exe -lib
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# ADD BASE LIB32 /nologo
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# ADD LIB32 /nologo
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!ELSEIF "$(CFG)" == "MW4Animation - Win32 Profile"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Profile"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Profile"
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# PROP Intermediate_Dir "Profile"
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# PROP Target_Dir ""
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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 /WX /GR /Zi /Ox /Ot /Oa /Og /Oi /I "..\..\Libraries" /I "." /I "..\..\Code" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "NDEBUG" /D "MULTI_PLAYER" /D "USE_PROTOTYPES" /D "STRICT" /D TEST_CLASS=50 /D "_WINDOWS" /D "WIN32" /YX"MW4AnimationSystem.hpp" /Zl /FD /GF /c
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# SUBTRACT CPP /Gf
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# ADD BASE RSC /l 0x409
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# ADD RSC /l 0x409
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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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LIB32=link.exe -lib
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# ADD BASE LIB32 /nologo
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# ADD LIB32 /nologo
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!ELSEIF "$(CFG)" == "MW4Animation - Win32 Armor"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Armor"
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# PROP BASE Intermediate_Dir "Armor"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Armor"
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# PROP Intermediate_Dir "Armor"
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# PROP Target_Dir ""
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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 /WX /GR /Zi /Ox /Ot /Oa /Og /Oi /I "..\..\Libraries" /I "." /I "..\..\Code" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "NDEBUG" /D "MULTI_PLAYER" /D "USE_PROTOTYPES" /D "STRICT" /D TEST_CLASS=50 /D "_WINDOWS" /D "WIN32" /D "_ARMOR" /YX"MW4AnimationSystem.hpp" /Zl /FD /GF /c
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# SUBTRACT CPP /Gf
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# ADD BASE RSC /l 0x409
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# ADD RSC /l 0x409
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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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LIB32=link.exe -lib
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# ADD BASE LIB32 /nologo
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# ADD LIB32 /nologo
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!ELSEIF "$(CFG)" == "MW4Animation - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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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 0
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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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 /WX /GR /ZI /Od /I "..\..\Libraries" /I "." /I "..\..\Code" /I "..\..\..\CoreTech\Libraries" /D "LAB_ONLY" /D "_DEBUG" /D "MULTI_PLAYER" /D "USE_PROTOTYPES" /D "STRICT" /D TEST_CLASS=50 /D "_WINDOWS" /D "WIN32" /D "_ARMOR" /YX"MW4AnimationSystem.hpp" /Zl /FD /GF /c
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# ADD BASE RSC /l 0x409
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# ADD RSC /l 0x409
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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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LIB32=link.exe -lib
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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 "MW4Animation - Win32 Release"
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# Name "MW4Animation - Win32 Profile"
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# Name "MW4Animation - Win32 Armor"
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# Name "MW4Animation - Win32 Debug"
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# Begin Source File
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SOURCE=.\AngleAxis.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimFormat.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimFormat.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimInstance.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimInstance.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimInterp.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimInterp.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimIterator.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimIterator.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimIteratorManager.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnimIteratorManager.hpp
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# End Source File
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# Begin Source File
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SOURCE=.\MW4AnimationSystem.hpp
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# End Source File
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# End Target
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# End Project
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