Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
213 lines
4.5 KiB
Plaintext
213 lines
4.5 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="Effect" - 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=Effect - Win32 Debug
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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 "Effect.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 "Effect.mak" CFG="Effect - Win32 Debug"
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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 "Effect - Win32 Release" (based on "Win32 (x86) Static Library")
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!MESSAGE "Effect - 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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# PROP Scc_ProjName ""$/Effect", ILCAAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "Effect - 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 Output_Dir "Release"
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
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# ADD BASE RSC /l 0x412 /d "NDEBUG"
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# ADD RSC /l 0x412 /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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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)" == "Effect - 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 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 "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
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# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
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# ADD BASE RSC /l 0x412 /d "_DEBUG"
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# ADD RSC /l 0x412 /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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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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# Name "Effect - Win32 Debug"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# Begin Source File
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SOURCE=.\CEffscript.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\CGemRender.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\CLightning.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\EffDebugLog.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\MemoryPool.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffect.cpp
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# End Source File
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SOURCE=.\X3DEffectBase.cpp
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# End Source File
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SOURCE=.\X3DEffectBillboard.cpp
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# End Source File
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SOURCE=.\X3DEffectCylinder.cpp
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SOURCE=.\X3DEffectManager.cpp
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SOURCE=.\X3DEffectMesh.cpp
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SOURCE=.\X3DEffectParticle.cpp
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SOURCE=.\X3DEffectPlane.cpp
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SOURCE=.\X3DEffectSphere.cpp
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# PROP Default_Filter "h;hpp;hxx;hm;inl"
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# Begin Source File
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SOURCE=.\CEffscript.h
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SOURCE=.\CEffscriptDefine.h
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# End Source File
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# Begin Source File
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SOURCE=.\CGemRender.h
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# End Source File
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# Begin Source File
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SOURCE=.\CLightning.h
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# End Source File
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# Begin Source File
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SOURCE=.\EffDebugLog.h
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# End Source File
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# Begin Source File
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SOURCE=.\Key.h
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# End Source File
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# Begin Source File
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SOURCE=.\MemoryPool.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffect.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectBase.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectBillboard.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectCylinder.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectManager.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectMesh.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectParticle.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectPlane.h
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# End Source File
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# Begin Source File
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SOURCE=.\X3DEffectSphere.h
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# End Source File
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# End Group
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# End Target
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# End Project
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