# Microsoft Developer Studio Project File - Name="GameEngineDevice" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Static Library" 0x0104 CFG=GameEngineDevice - Win32 Debug !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 "GameEngineDevice.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 "GameEngineDevice.mak" CFG="GameEngineDevice - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "GameEngineDevice - Win32 Release" (based on "Win32 (x86) Static Library") !MESSAGE "GameEngineDevice - Win32 Debug" (based on "Win32 (x86) Static Library") !MESSAGE "GameEngineDevice - Win32 Internal" (based on "Win32 (x86) Static Library") !MESSAGE "GameEngineDevice - Win32 Profile" (based on "Win32 (x86) Static Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/RTS/Code/GameEngineDevice", TNAAAAAA" # PROP Scc_LocalPath "." CPP=cl.exe RSC=rc.exe !IF "$(CFG)" == "GameEngineDevice - 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 "Release" # PROP Intermediate_Dir "Release" # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c # ADD CPP /nologo /G6 /MD /W3 /WX /GX /O2 /Ob2 /I "../Libraries/Source/Benchmark" /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "_LIB" /D "_WINDOWS" /D "IG_DEBUG_STACKTRACE" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_RELEASE" /YX /FD /c # SUBTRACT CPP /Fr # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo /out:"Lib\GameEngineDevice.lib" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "Debug" # PROP BASE Intermediate_Dir "Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "Debug" # PROP Intermediate_Dir "Debug" # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c # ADD CPP /nologo /G6 /MDd /W3 /WX /Gm /GX /ZI /Od /I "..\Libraries\Include\MSS" /I "../Libraries/Source/Benchmark" /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_WINDOWS" /YX /FD /GZ /c # SUBTRACT CPP /Fr # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo # ADD LIB32 /nologo /out:"Lib\GameEngineDeviceDebug.lib" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "Internal" # PROP BASE Intermediate_Dir "Internal" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "Internal" # PROP Intermediate_Dir "Internal" # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /Zi /O2 /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_WINDOWS" /YX /FD /c # ADD CPP /nologo /G6 /MD /W3 /WX /GX /Zi /Od /I "../Libraries/Source/Benchmark" /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_WINDOWS" /D "_INTERNAL" /YX /FD /c # SUBTRACT CPP /Fr # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo /out:"Lib\GameEngineDevice.lib" # ADD LIB32 /nologo /out:"Lib\GameEngineDeviceInternal.lib" !ELSEIF "$(CFG)" == "GameEngineDevice - 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 "Profile" # PROP Intermediate_Dir "Profile" # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /MD /W3 /WX /GX /O2 /Ob2 /I "../Libraries/Source/Benchmark" /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "_LIB" /D "_WINDOWS" /D "IG_DEBUG_STACKTRACE" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_RELEASE" /YX /FD /c # SUBTRACT BASE CPP /Fr # ADD CPP /nologo /G6 /MD /W3 /WX /GX /Zi /O2 /Ob2 /I "../Libraries/Source/Benchmark" /I "..\Main" /I "Include" /I "..\GameEngine\Include" /I "..\Libraries\Include" /I "..\Libraries\Source\WWVegas" /I "..\Libraries\Source\WWVegas\WW3D2" /I "..\Libraries\Source\WWVegas\WWLib" /I "..\Libraries\Source\WWVegas\WWDebug" /I "..\Libraries\Source\WWVegas\WWMath" /I "..\Libraries\Source\WWVegas\WWSaveLoad" /I "..\Libraries\Include\Granny" /D "_LIB" /D "_WINDOWS" /D "IG_DEBUG_STACKTRACE" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_RELEASE" /D "_PROFILE" /YX /FD /Gh /c # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LIB32=link.exe -lib # ADD BASE LIB32 /nologo /out:"Lib\GameEngineDevice.lib" # ADD LIB32 /nologo /out:"Lib\GameEngineDeviceProfile.lib" !ENDIF # Begin Target # Name "GameEngineDevice - Win32 Release" # Name "GameEngineDevice - Win32 Debug" # Name "GameEngineDevice - Win32 Internal" # Name "GameEngineDevice - Win32 Profile" # Begin Group "Source" # PROP Default_Filter "" # Begin Group "W3DDevice" # PROP Default_Filter "" # Begin Group "GameLogic (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameLogic\W3DGameLogic.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameLogic\W3DGhostObject.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameLogic\W3DTerrainLogic.cpp # End Source File # End Group # Begin Group "Common (W3DDevice)" # PROP Default_Filter "" # Begin Group "Thing (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\Common\Thing\W3DModuleFactory.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\Common\Thing\W3DThingFactory.cpp # End Source File # End Group # Begin Group "System (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\Common\System\W3DFunctionLexicon.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\Common\System\W3DRadar.cpp # End Source File # End Group # Begin Source File SOURCE=.\Source\W3DDevice\Common\W3DConvert.cpp # End Source File # End Group # Begin Group "GameClient (W3DDevice)" # PROP Default_Filter "" # Begin Group "Drawable (W3DDevice)" # PROP Default_Filter "" # Begin Group "Draw (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DDebrisDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DDefaultDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DDependencyModelDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DLaserDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DModelDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DOverlordAircraftDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DOverlordTankDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DOverlordTruckDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DPoliceCarDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DProjectileStreamDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DPropDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DRopeDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DScienceModelDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DSupplyDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DTankDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DTankTruckDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DTracerDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DTreeDraw.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Drawable\Draw\W3DTruckDraw.cpp # End Source File # End Group # End Group # Begin Group "GUI (W3DDevice)" # PROP Default_Filter "" # Begin Group "Gadget (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DCheckBox.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DComboBox.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DHorizontalSlider.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DListBox.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DProgressBar.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DPushButton.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DRadioButton.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DStaticText.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DTabControl.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DTextEntry.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\Gadget\W3DVerticalSlider.cpp # End Source File # End Group # Begin Group "GUICallbacks" # PROP Default_Filter "" # Begin Group "Menus" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\GUICallbacks\W3DMainMenu.cpp # End Source File # End Group # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\GUICallbacks\W3DControlBar.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\GUICallbacks\W3DMOTD.cpp # End Source File # End Group # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\W3DGameFont.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\W3DGameWindow.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\GUI\W3DGameWindowManager.cpp # End Source File # End Group # Begin Group "Water" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Water\W3DWater.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Water\W3DWaterTracks.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Water\wave.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvp "$(WkspDir)\..\Run\wave.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\wave.pso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvp "$(WkspDir)\..\Run\Shaders\wave.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\wave.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvp "$(WkspDir)\..\Run\Shaders\wave.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\wave.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvp "$(WkspDir)\..\Run\wave.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\wave.pso # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Water\wave.nvv !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvv "$(WkspDir)\..\Run\wave.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\wave.vso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvv "$(WkspDir)\..\Run\Shaders\wave.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\wave.vso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvv "$(WkspDir)\..\Run\Shaders\wave.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\wave.vso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Water\wave.nvv "$(WkspDir)\..\Run\wave.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\wave.vso # End Custom Build !ENDIF # End Source File # End Group # Begin Group "Shaders" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\fterrain.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\fterrain.nvp "$(WkspDir)\..\Run\Shaders\fterrain.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\fterrain.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\fterrain0.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\fterrain0.nvp "$(WkspDir)\..\Run\Shaders\fterrain0.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\fterrain0.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\fterrainnoise.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\fterrainnoise.nvp "$(WkspDir)\..\Run\Shaders\fterrainnoise.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\fterrainnoise.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\fterrainnoise2.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\fterrainnoise2.nvp "$(WkspDir)\..\Run\Shaders\fterrainnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\fterrainnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\invmonochrome.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\invmonochrome.nvp "$(WkspDir)\..\Run\Shaders\invmonochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\invmonochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\invmonochrome.nvp "$(WkspDir)\..\Run\Shaders\invmonochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\invmonochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\invmonochrome.nvp "$(WkspDir)\..\Run\Shaders\invmonochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\invmonochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\invmonochrome.nvp "$(WkspDir)\..\Run\Shaders\invmonochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\invmonochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\monochrome.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\monochrome.nvp "$(WkspDir)\..\Run\Shaders\monochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\monochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\monochrome.nvp "$(WkspDir)\..\Run\Shaders\monochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\monochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\monochrome.nvp "$(WkspDir)\..\Run\Shaders\monochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\monochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\monochrome.nvp "$(WkspDir)\..\Run\Shaders\monochrome.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\monochrome.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\motionblur.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\motionblur.nvp "$(WkspDir)\..\Run\Shaders\motionblur.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\motionblur.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\motionblur.nvp "$(WkspDir)\..\Run\Shaders\motionblur.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\motionblur.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\motionblur.nvp "$(WkspDir)\..\Run\Shaders\motionblur.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\motionblur.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\motionblur.nvp "$(WkspDir)\..\Run\Shaders\motionblur.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\motionblur.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\MotionBlur.nvv !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\MotionBlur.nvv "$(WkspDir)\..\Run\Shaders\MotionBlur.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\MotionBlur.vso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\MotionBlur.nvv "$(WkspDir)\..\Run\Shaders\MotionBlur.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\MotionBlur.vso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\MotionBlur.nvv "$(WkspDir)\..\Run\Shaders\MotionBlur.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\MotionBlur.vso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\MotionBlur.nvv "$(WkspDir)\..\Run\Shaders\MotionBlur.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\MotionBlur.vso # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\roadnoise2.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\roadnoise2.nvp "$(WkspDir)\..\Run\Shaders\roadnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\roadnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\roadnoise2.nvp "$(WkspDir)\..\Run\Shaders\roadnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\roadnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\roadnoise2.nvp "$(WkspDir)\..\Run\Shaders\roadnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\roadnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\roadnoise2.nvp "$(WkspDir)\..\Run\Shaders\roadnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\roadnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\terrain.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrain.nvp "$(WkspDir)\..\Run\Shaders\terrain.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrain.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrain.nvp "$(WkspDir)\..\Run\Shaders\terrain.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrain.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrain.nvp "$(WkspDir)\..\Run\Shaders\terrain.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrain.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrain.nvp "$(WkspDir)\..\Run\Shaders\terrain.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrain.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\terrainnoise.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\terrainnoise2.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise2.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise2.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise2.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\terrainnoise2.nvp "$(WkspDir)\..\Run\Shaders\terrainnoise2.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\terrainnoise2.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\Trees.nvp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvp "$(WkspDir)\..\Run\Shaders\Trees.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvp "$(WkspDir)\..\Run\Shaders\Trees.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvp "$(WkspDir)\..\Run\Shaders\Trees.pso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.pso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shaders\Trees.nvv !IF "$(CFG)" == "GameEngineDevice - Win32 Release" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvv "$(WkspDir)\..\Run\Shaders\Trees.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.vso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvv "$(WkspDir)\..\Run\Shaders\Trees.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.vso if ERRORLEVEL 7 ECHO Warning: Output File Read Only! # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" # Begin Custom Build WkspDir=. InputPath=.\Source\W3DDevice\GameClient\Shaders\Trees.nvv "$(WkspDir)\..\Run\Shaders\Trees.vso" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" ..\tools\nvasm\nvasm -d $(InputPath) $(WkspDir)\..\Run\Shaders\Trees.vso # End Custom Build !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" !ENDIF # End Source File # End Group # Begin Group "Shadow" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shadow\W3DBufferManager.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shadow\W3DProjectedShadow.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shadow\W3DShadow.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\Shadow\W3DVolumetricShadow.cpp # End Source File # End Group # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\BaseHeightMap.cpp !IF "$(CFG)" == "GameEngineDevice - Win32 Release" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Debug" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Internal" !ELSEIF "$(CFG)" == "GameEngineDevice - Win32 Profile" # ADD CPP /FAcs !ENDIF # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\camerashakesystem.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\FlatHeightMap.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\HeightMap.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\TerrainTex.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\TileData.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DAssetManager.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DAssetManagerExposed.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DBibBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DBridgeBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DCustomEdging.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDebugDisplay.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDebugIcons.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDisplay.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDisplayString.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDisplayStringManager.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DDynamicLight.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DFileSystem.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DGameClient.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DGranny.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DInGameUI.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DMouse.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DParticleSys.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DPoly.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DPropBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DRoadBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DScene.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DShaderManager.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DShroud.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DSmudge.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DSnow.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DStatusCircle.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DTerrainBackground.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DTerrainTracks.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DTerrainVisual.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DTreeBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DVideoBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DView.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3dWaypointBuffer.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\W3DWebBrowser.cpp # End Source File # Begin Source File SOURCE=.\Source\W3DDevice\GameClient\WorldHeightMap.cpp # End Source File # End Group # End Group # Begin Group "Win32Device" # PROP Default_Filter "" # Begin Group "Common (Win32Device)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32BIGFile.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32BIGFileSystem.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32CDManager.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32GameEngine.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32LocalFile.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32LocalFileSystem.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\Common\Win32OSDisplay.cpp # End Source File # End Group # Begin Group "GameClient (Win32Device)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\Win32Device\GameClient\Win32DIKeyboard.cpp # End Source File # Begin Source File SOURCE=.\Source\Win32Device\GameClient\Win32Mouse.cpp # End Source File # End Group # End Group # Begin Group "VideoDevice" # PROP Default_Filter "" # Begin Group "Bink" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\VideoDevice\Bink\BinkVideoPlayer.cpp # End Source File # End Group # End Group # Begin Group "MilesAudioDevice" # PROP Default_Filter "" # Begin Source File SOURCE=.\Source\MilesAudioDevice\MilesAudioManager.cpp # End Source File # End Group # End Group # Begin Group "Include" # PROP Default_Filter "" # Begin Group "W3DDevice H" # PROP Default_Filter "" # Begin Group "GameLogic H (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\W3DDevice\GameLogic\W3DGameLogic.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameLogic\W3DGhostObject.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameLogic\W3DTerrainLogic.h # End Source File # End Group # Begin Group "Common H (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\W3DDevice\Common\W3DConvert.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\Common\W3DFunctionLexicon.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\Common\W3DModuleFactory.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\Common\W3DRadar.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\Common\W3DThingFactory.h # End Source File # End Group # Begin Group "GameClient H (W3DDevice)" # PROP Default_Filter "" # Begin Group "Module H (W3DDevice)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DAssetManagerExposed.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DDebrisDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DDefaultDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DDependencyModelDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DLaserDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DModelDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DOverlordAircraftDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DOverlordTankDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DOverlordTruckDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DPoliceCarDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DProjectileStreamDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DPropDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DRopeDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DScienceModelDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DSupplyDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DTankDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DTankTruckDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DTracerDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DTreeDraw.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\Module\W3DTruckDraw.h # End Source File # End Group # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\BaseHeightMap.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\camerashakesystem.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\FlatHeightMap.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\HeightMap.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\TerrainTex.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\TileData.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DAssetManager.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DBibBuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DBridgeBuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DBufferManager.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DCustomEdging.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DCustomScene.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDebugDisplay.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDebugIcons.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDisplay.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDisplayString.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDisplayStringManager.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DDynamicLight.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DFileSystem.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGadget.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGameClient.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGameFont.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGameWindow.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGameWindowManager.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGranny.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DGUICallbacks.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DInGameUI.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DMirror.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DMouse.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DParticleSys.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DPoly.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DProjectedShadow.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DRoadBuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DScene.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DShaderManager.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DShadow.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DShroud.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DSmudge.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DSnow.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DStatusCircle.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DTerrainBackground.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DTerrainTracks.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DTerrainVisual.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DTreeBuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DVideobuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DView.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DVolumetricShadow.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DWater.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DWaterTracks.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DWaypointBuffer.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DWebBrowser.h # End Source File # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\WorldHeightMap.h # End Source File # End Group # Begin Source File SOURCE=.\Include\W3DDevice\GameClient\W3DPropBuffer.h # End Source File # End Group # Begin Group "Win32Device H" # PROP Default_Filter "" # Begin Group "Common H (Win32Device)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32BIGFile.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32BIGFileSystem.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32CDManager.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32GameEngine.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32LocalFile.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\Common\Win32LocalFileSystem.h # End Source File # End Group # Begin Group "GameClient H (Win32Device)" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\Win32Device\GameClient\Win32DIKeyboard.h # End Source File # Begin Source File SOURCE=.\Include\Win32Device\GameClient\Win32Mouse.h # End Source File # End Group # End Group # Begin Group "VideoDevice H" # PROP Default_Filter "" # Begin Group "Bink H" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\VideoDevice\Bink\BINK.H # End Source File # Begin Source File SOURCE=.\Include\VideoDevice\Bink\BinkVideoPlayer.h # End Source File # Begin Source File SOURCE=.\Include\VideoDevice\Bink\RAD.H # End Source File # Begin Source File SOURCE=.\Include\VideoDevice\Bink\radbase.h # End Source File # End Group # End Group # Begin Group "MilesAudioDevice H" # PROP Default_Filter "" # Begin Source File SOURCE=.\Include\MilesAudioDevice\MilesAudioManager.h # End Source File # End Group # End Group # End Target # End Project