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- #
- # Makefile for Engine.lib
- #
- # Environment variable Requirements:
- #
- # INCLUDE=foo // can be set to anything, must be set
- # PATH= // must have proper nmake on path
- # FEDROOT=<path> // MUST point to base of fed src enlistment
- #
- # nmake args:
- #
- # Clean // will delete all files in destination dir
- # Full // will Clean, then build all derived files
- # Shell // opens os-specific cmd/command shell (helps to debug build)
- # RETAIL= // builds a retail build (default is DEBUG)
- # // no argument is used for debug builds
- #
- #
- # All derived files (temp files, .res, output of midl, *.obj, *.exe/.dll...
- # are placed directly into the appropriate tree under $(FEDROOT)\Objs.
- # The $(FEDROOT)\Objs tree is created on demand.
- # Since no derived files are placed in the source tree, multiple builds
- # can be run SIMULTANEOUSLY.
- MAINTARGROOT=Engine
- MAINTARGEXT=lib
- INCLUDELOCAL=$(FEDSRC)\Engine;$(FEDSRC)\ZLib
- PCHROOT=pch
- PCHINC=$(FEDSRC)\ZLib\*.h
- NODEPENDENCIES=1
- !include "..\makefile.inc"
- OBJS= $(DESTDIR)\dderror.obj \
- $(DESTDIR)\dinput.obj \
- $(DESTDIR)\videoimage.obj \
- $(DESTDIR)\geometry.obj \
- $(DESTDIR)\bspgeo.obj \
- $(DESTDIR)\image.obj \
- $(DESTDIR)\bounds.obj \
- $(DESTDIR)\surface.obj \
- $(DESTDIR)\ddsurface.obj \
- $(DESTDIR)\font.obj \
- $(DESTDIR)\raster.obj \
- $(DESTDIR)\softraster.obj \
- !IFDEF DREAMCAST
- $(DESTDIR)\dcdevice3d.obj \
- !ELSE
- $(DESTDIR)\device3d.obj \
- !ENDIF
- $(DESTDIR)\context.obj \
- $(DESTDIR)\d3ddevice.obj \
- $(DESTDIR)\dddevice.obj \
- $(DESTDIR)\engine.obj \
- $(DESTDIR)\material.obj \
- $(DESTDIR)\palette.obj \
- $(DESTDIR)\transform.obj \
- $(DESTDIR)\transform2.obj \
- $(DESTDIR)\keyframe.obj \
- $(DESTDIR)\xfile.obj \
- $(DESTDIR)\mdl.obj \
- $(DESTDIR)\mdlbin.obj \
- $(DESTDIR)\caption.obj \
- $(DESTDIR)\engineapp.obj \
- $(DESTDIR)\enginewindow.obj \
- $(DESTDIR)\value.obj \
- $(DESTDIR)\namespace.obj \
- $(DESTDIR)\modeler.obj \
- $(DESTDIR)\pixelformat.obj \
- $(DESTDIR)\camera.obj \
- $(DESTDIR)\viewport.obj \
- $(DESTDIR)\pane.obj \
- $(DESTDIR)\toppane.obj \
- $(DESTDIR)\button.obj \
- $(DESTDIR)\controls.obj \
- $(DESTDIR)\popup.obj \
- $(DESTDIR)\menu.obj \
- $(DESTDIR)\paneimage.obj \
- $(DESTDIR)\frameimage.obj \
- $(DESTDIR)\pch.obj
- #
- # Dependecies start here
- #
- $(MAINTARGFULLPATH): $(DESTDIR) $(OBJS)
- lib $(LIBARGS) $(OBJS)
- $(DESTDIR)\dinput.obj: $(PCHFILE)
- $(DESTDIR)\value.obj: $(PCHFILE)
- $(DESTDIR)\namespace.obj: $(PCHFILE)
- $(DESTDIR)\modeler.obj: $(PCHFILE)
- $(DESTDIR)\dderror.obj: $(PCHFILE)
- $(DESTDIR)\geometry.obj: $(PCHFILE)
- $(DESTDIR)\bspgeo.obj: $(PCHFILE)
- $(DESTDIR)\image.obj: $(PCHFILE)
- $(DESTDIR)\matrix.obj: $(PCHFILE)
- $(DESTDIR)\bounds.obj: $(PCHFILE)
- $(DESTDIR)\transform.obj: $(PCHFILE)
- $(DESTDIR)\transform2.obj: $(PCHFILE)
- $(DESTDIR)\keyframe.obj: $(PCHFILE)
- $(DESTDIR)\xfile.obj: $(PCHFILE)
- $(DESTDIR)\camera.obj: $(PCHFILE)
- $(DESTDIR)\viewport.obj: $(PCHFILE)
- $(DESTDIR)\pane.obj: $(PCHFILE)
- $(DESTDIR)\toppane.obj: $(PCHFILE)
- $(DESTDIR)\button.obj: $(PCHFILE)
- $(DESTDIR)\controls.obj: $(PCHFILE)
- $(DESTDIR)\popup.obj: $(PCHFILE)
- $(DESTDIR)\menu.obj: $(PCHFILE)
- $(DESTDIR)\paneimage.obj: $(PCHFILE)
- $(DESTDIR)\pixelformat.obj: $(PCHFILE)
- $(DESTDIR)\caption.obj: $(PCHFILE)
- $(DESTDIR)\engineapp.obj: $(PCHFILE)
- $(DESTDIR)\enginewindow.obj: $(PCHFILE)
- $(DESTDIR)\d3ddevice.obj: $(PCHFILE)
- $(DESTDIR)\dddevice.obj: $(PCHFILE)
- $(DESTDIR)\engine.obj: $(PCHFILE)
- $(DESTDIR)\surface.obj: $(PCHFILE)
- $(DESTDIR)\ddsurface.obj: $(PCHFILE)
- $(DESTDIR)\font.obj: $(PCHFILE)
- $(DESTDIR)\raster.obj: $(PCHFILE)
- $(DESTDIR)\softraster.obj: $(PCHFILE)
- !IFDEF DREAMCAST
- $(DESTDIR)\dcdevice3D.obj: $(PCHFILE)
- !ELSE
- $(DESTDIR)\device3D.obj: $(PCHFILE)
- !ENDIF
- $(DESTDIR)\context.obj: $(PCHFILE)
- $(DESTDIR)\material.obj: $(PCHFILE)
- $(DESTDIR)\palette.obj: $(PCHFILE)
- $(DESTDIR)\mdl.obj: $(PCHFILE)
- $(DESTDIR)\mdlbin.obj: $(PCHFILE)
- $(DESTDIR)\frameimage.obj: $(PCHFILE)
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