mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 15:13:45 +00:00
Added conf files for ProjectGen (Linux platform support).
This commit is contained in:
parent
546e3a219a
commit
27d50fae46
6 changed files with 456 additions and 0 deletions
67
Templates/Empty/buildFiles/config/project.linux.conf
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67
Templates/Empty/buildFiles/config/project.linux.conf
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<?php
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// Set the game project name, this is what your game's exe/dll will be called
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setGameProjectName("Empty");
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setPlatform( 'linux' );
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// Libs
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includeLib( 'mng' );
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includeLib( 'png' );
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includeLib( 'ungif' );
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includeLib( 'jpeg' );
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includeLib( 'tinyxml' );
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includeLib( 'opcode' );
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includeLib( 'squish' );
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includeLib( 'libvorbis' );
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includeLib( 'libtheora' );
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includeLib( 'libogg' );
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includeLib( 'zlib' );
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includeLib( 'pcre' );
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includeLib( 'collada_dom' );
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includeLib( 'convexDecomp' );
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// We need to pick the right physics engine to include.
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global $USE_BULLET_PHYSICS;
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/////// Application Config
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beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
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// Include only the dedicated crunchy Torque3D goodness
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echo( "\n - Loading project code configuration from \"torque3D.conf\"\n");
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include "torque3D.conf";
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// Include the project specific source files
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echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
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include "projectCode.conf";
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addEngineSrcDir( 'main' );
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endAppConfig();
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///////////////// And our solution
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beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
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addSolutionProjectRef( getGameProjectName() );
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addSolutionProjectRef( 'collada_dom' );
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addSolutionProjectRef( 'libvorbis' );
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addSolutionProjectRef( 'libtheora' );
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addSolutionProjectRef( 'libogg' );
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addSolutionProjectRef( 'ljpeg' );
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addSolutionProjectRef( 'lmng' );
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addSolutionProjectRef( 'lpng' );
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addSolutionProjectRef( 'lungif' );
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addSolutionProjectRef( 'opcode' );
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addSolutionProjectRef( 'pcre' );
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addSolutionProjectRef( 'squish' );
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addSolutionProjectRef( 'tinyxml' );
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addSolutionProjectRef( 'zlib' );
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addSolutionProjectRef( 'convexDecomp' );
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endSolutionConfig();
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?>
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65
Templates/Empty/buildFiles/config/project.linux_ded.conf
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65
Templates/Empty/buildFiles/config/project.linux_ded.conf
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@ -0,0 +1,65 @@
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<?php
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// Set the game project name, this is what your game's exe/dll will be called
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setGameProjectName("Empty");
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setPlatform( 'linux_dedicated' );
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// Libs
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includeLib( 'mng' );
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includeLib( 'png' );
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includeLib( 'ungif' );
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includeLib( 'jpeg' );
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includeLib( 'tinyxml' );
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includeLib( 'opcode' );
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includeLib( 'squish' );
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includeLib( 'libvorbis' );
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includeLib( 'libtheora' );
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includeLib( 'libogg' );
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includeLib( 'zlib' );
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includeLib( 'pcre' );
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includeLib( 'collada_dom' );
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includeLib( 'convexDecomp' );
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// We need to pick the right physics engine to include.
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global $USE_BULLET_PHYSICS;
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/////// Application Config
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beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
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// Include only the dedicated crunchy Torque3D goodness
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echo( "\n - Loading project code configuration from \"torque3D_dedicated.conf\"\n");
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include "torque3D_dedicated.conf";
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// Include the project specific source files
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echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
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include "projectCode.conf";
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addEngineSrcDir( 'main' );
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endAppConfig();
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///////////////// And our solution
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beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
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addSolutionProjectRef( getGameProjectName() );
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addSolutionProjectRef( 'collada_dom' );
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addSolutionProjectRef( 'libvorbis' );
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addSolutionProjectRef( 'libtheora' );
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addSolutionProjectRef( 'libogg' );
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addSolutionProjectRef( 'ljpeg' );
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addSolutionProjectRef( 'lmng' );
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addSolutionProjectRef( 'lpng' );
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addSolutionProjectRef( 'lungif' );
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addSolutionProjectRef( 'opcode' );
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addSolutionProjectRef( 'pcre' );
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addSolutionProjectRef( 'squish' );
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addSolutionProjectRef( 'tinyxml' );
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addSolutionProjectRef( 'zlib' );
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addSolutionProjectRef( 'convexDecomp' );
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endSolutionConfig();
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?>
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96
Templates/Empty/buildFiles/config/torque3D_dedicated.conf
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96
Templates/Empty/buildFiles/config/torque3D_dedicated.conf
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@ -0,0 +1,96 @@
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<?php
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/// Prefs
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addProjectDefine( 'TORQUE_SHADERGEN' );
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addProjectDefine( 'TORQUE_UNICODE' );
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addProjectDefine( 'TORQUE_DEDICATED' );
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/// For OPCODE
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addProjectDefine( 'BAN_OPCODE_AUTOLINK' );
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addProjectDefine( 'ICE_NO_DLL' );
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addProjectDefine( 'TORQUE_OPCODE' );
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// Additional includes
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addIncludePath( "../../game/shaders" );
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addLibIncludePath( "lmng" );
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addLibIncludePath( "lpng" );
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addLibIncludePath( "ljpeg" );
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addLibIncludePath( "lungif" );
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addLibIncludePath( "zlib" );
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addLibIncludePath( "tinyxml" );
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addLibIncludePath( "opcode" );
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addLibIncludePath( "squish" );
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addLibIncludePath( "libvorbis/include" );
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addLibIncludePath( "libogg/include" );
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addLibIncludePath( "libtheora/include" );
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addLibIncludePath( "convexDecomp" );
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// Modules
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includeModule( 'Torque3D' );
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includeModule( 'core' );
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includeModule( 'T3D' );
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includeModule( 'advancedLighting' );
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includeModule( 'basicLighting' );
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includeModule( 'vorbis' );
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includeModule( 'theora' );
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includeModule( 'collada' );
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// Dependencies
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addProjectDependency( 'lmng' );
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addProjectDependency( 'lpng' );
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addProjectDependency( 'lungif' );
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addProjectDependency( 'ljpeg' );
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addProjectDependency( 'zlib' );
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addProjectDependency( 'tinyxml' );
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addProjectDependency( 'opcode' );
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addProjectDependency( 'pcre' );
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addProjectDependency( 'squish' );
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addProjectDependency( 'collada_dom' );
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addProjectDependency( 'libvorbis' );
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addProjectDependency( 'libogg' );
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addProjectDependency( 'libtheora' );
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addProjectDependency( 'convexDecomp' );
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if ( $USE_BULLET_PHYSICS == true )
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{
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includeModule( 'bullet' );
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addProjectDependency( 'libbullet' );
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}
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if ( Generator::$platform == "mac" )
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{
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addProjectDefine( '__MACOSX__' );
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addProjectDefine( 'LTM_DESC' );
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}
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if (Generator::$platform == "win32")
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{
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setProjectModuleDefinitionFile('../../' . getLibSrcDir() . 'Torque3D/msvc/torque3d.def');
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addProjectDefine( 'UNICODE' );
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addProjectDefine( 'INITGUID' );
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addProjectDefine( '_CRT_SECURE_NO_DEPRECATE' );
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addProjectLibInput('COMCTL32.LIB');
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addProjectLibInput('COMDLG32.LIB');
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addProjectLibInput('USER32.LIB');
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addProjectLibInput('ADVAPI32.LIB');
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addProjectLibInput('GDI32.LIB');
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addProjectLibInput('WINMM.LIB');
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addProjectLibInput('WSOCK32.LIB');
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addProjectLibInput('vfw32.lib');
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addProjectLibInput('Imm32.lib');
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addProjectLibInput('d3d9.lib');
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addProjectLibInput('d3dx9.lib');
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addProjectLibInput('DxErr.lib');
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addProjectLibInput('ole32.lib');
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addProjectLibInput('shell32.lib');
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addProjectLibInput('oleaut32.lib');
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addProjectLibInput('version.lib');
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}
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?>
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67
Templates/Full/buildFiles/config/project.linux.conf
Normal file
67
Templates/Full/buildFiles/config/project.linux.conf
Normal file
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<?php
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// Set the game project name, this is what your game's exe/dll will be called
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setGameProjectName("Full");
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setPlatform( 'linux' );
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// Libs
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includeLib( 'mng' );
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includeLib( 'png' );
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includeLib( 'ungif' );
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includeLib( 'jpeg' );
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includeLib( 'tinyxml' );
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includeLib( 'opcode' );
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includeLib( 'squish' );
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includeLib( 'libvorbis' );
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includeLib( 'libtheora' );
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includeLib( 'libogg' );
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includeLib( 'zlib' );
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includeLib( 'pcre' );
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includeLib( 'collada_dom' );
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includeLib( 'convexDecomp' );
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// We need to pick the right physics engine to include.
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global $USE_BULLET_PHYSICS;
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/////// Application Config
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beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
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// Include only the dedicated crunchy Torque3D goodness
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echo( "\n - Loading project code configuration from \"torque3D.conf\"\n");
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include "torque3D.conf";
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// Include the project specific source files
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echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
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include "projectCode.conf";
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addEngineSrcDir( 'main' );
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endAppConfig();
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///////////////// And our solution
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beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
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addSolutionProjectRef( getGameProjectName() );
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addSolutionProjectRef( 'collada_dom' );
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addSolutionProjectRef( 'libvorbis' );
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addSolutionProjectRef( 'libtheora' );
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addSolutionProjectRef( 'libogg' );
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addSolutionProjectRef( 'ljpeg' );
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addSolutionProjectRef( 'lmng' );
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addSolutionProjectRef( 'lpng' );
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addSolutionProjectRef( 'lungif' );
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addSolutionProjectRef( 'opcode' );
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addSolutionProjectRef( 'pcre' );
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addSolutionProjectRef( 'squish' );
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addSolutionProjectRef( 'tinyxml' );
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addSolutionProjectRef( 'zlib' );
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addSolutionProjectRef( 'convexDecomp' );
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endSolutionConfig();
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?>
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65
Templates/Full/buildFiles/config/project.linux_ded.conf
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65
Templates/Full/buildFiles/config/project.linux_ded.conf
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<?php
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// Set the game project name, this is what your game's exe/dll will be called
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setGameProjectName("Full");
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setPlatform( 'linux_dedicated' );
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// Libs
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includeLib( 'mng' );
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includeLib( 'png' );
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includeLib( 'ungif' );
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includeLib( 'jpeg' );
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includeLib( 'tinyxml' );
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includeLib( 'opcode' );
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includeLib( 'squish' );
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includeLib( 'libvorbis' );
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includeLib( 'libtheora' );
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includeLib( 'libogg' );
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includeLib( 'zlib' );
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includeLib( 'pcre' );
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includeLib( 'collada_dom' );
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includeLib( 'convexDecomp' );
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// We need to pick the right physics engine to include.
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global $USE_BULLET_PHYSICS;
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/////// Application Config
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beginAppConfig( getGameProjectName(), '{CDECDFF9-E125-523F-87BC-2D89DB971CAB}' );
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// Include only the dedicated crunchy Torque3D goodness
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echo( "\n - Loading project code configuration from \"torque3D_dedicated.conf\"\n");
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include "torque3D_dedicated.conf";
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// Include the project specific source files
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echo( "\n - Loading project code configuration from \"projectCode.conf\"\n");
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include "projectCode.conf";
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addEngineSrcDir( 'main' );
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endAppConfig();
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///////////////// And our solution
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beginSolutionConfig( 'Makefile', '{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}' );
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addSolutionProjectRef( getGameProjectName() );
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addSolutionProjectRef( 'collada_dom' );
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addSolutionProjectRef( 'libvorbis' );
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addSolutionProjectRef( 'libtheora' );
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addSolutionProjectRef( 'libogg' );
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addSolutionProjectRef( 'ljpeg' );
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addSolutionProjectRef( 'lmng' );
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addSolutionProjectRef( 'lpng' );
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addSolutionProjectRef( 'lungif' );
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addSolutionProjectRef( 'opcode' );
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addSolutionProjectRef( 'pcre' );
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addSolutionProjectRef( 'squish' );
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addSolutionProjectRef( 'tinyxml' );
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addSolutionProjectRef( 'zlib' );
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addSolutionProjectRef( 'convexDecomp' );
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endSolutionConfig();
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?>
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96
Templates/Full/buildFiles/config/torque3D_dedicated.conf
Normal file
96
Templates/Full/buildFiles/config/torque3D_dedicated.conf
Normal file
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<?php
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/// Prefs
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addProjectDefine( 'TORQUE_SHADERGEN' );
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addProjectDefine( 'TORQUE_UNICODE' );
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addProjectDefine( 'TORQUE_DEDICATED' );
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/// For OPCODE
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addProjectDefine( 'BAN_OPCODE_AUTOLINK' );
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addProjectDefine( 'ICE_NO_DLL' );
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addProjectDefine( 'TORQUE_OPCODE' );
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// Additional includes
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addIncludePath( "../../game/shaders" );
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addLibIncludePath( "lmng" );
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addLibIncludePath( "lpng" );
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addLibIncludePath( "ljpeg" );
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addLibIncludePath( "lungif" );
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addLibIncludePath( "zlib" );
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addLibIncludePath( "tinyxml" );
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addLibIncludePath( "opcode" );
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addLibIncludePath( "squish" );
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addLibIncludePath( "libvorbis/include" );
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addLibIncludePath( "libogg/include" );
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addLibIncludePath( "libtheora/include" );
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addLibIncludePath( "convexDecomp" );
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// Modules
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includeModule( 'Torque3D' );
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includeModule( 'core' );
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includeModule( 'T3D' );
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includeModule( 'advancedLighting' );
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includeModule( 'basicLighting' );
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includeModule( 'vorbis' );
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includeModule( 'theora' );
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includeModule( 'collada' );
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// Dependencies
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addProjectDependency( 'lmng' );
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addProjectDependency( 'lpng' );
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addProjectDependency( 'lungif' );
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addProjectDependency( 'ljpeg' );
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addProjectDependency( 'zlib' );
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addProjectDependency( 'tinyxml' );
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addProjectDependency( 'opcode' );
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addProjectDependency( 'pcre' );
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addProjectDependency( 'squish' );
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addProjectDependency( 'collada_dom' );
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addProjectDependency( 'libvorbis' );
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addProjectDependency( 'libogg' );
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addProjectDependency( 'libtheora' );
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addProjectDependency( 'convexDecomp' );
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if ( $USE_BULLET_PHYSICS == true )
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{
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includeModule( 'bullet' );
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addProjectDependency( 'libbullet' );
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}
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if ( Generator::$platform == "mac" )
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{
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addProjectDefine( '__MACOSX__' );
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addProjectDefine( 'LTM_DESC' );
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}
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if (Generator::$platform == "win32")
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{
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setProjectModuleDefinitionFile('../../' . getLibSrcDir() . 'Torque3D/msvc/torque3d.def');
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addProjectDefine( 'UNICODE' );
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addProjectDefine( 'INITGUID' );
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addProjectDefine( '_CRT_SECURE_NO_DEPRECATE' );
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addProjectLibInput('COMCTL32.LIB');
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addProjectLibInput('COMDLG32.LIB');
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addProjectLibInput('USER32.LIB');
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addProjectLibInput('ADVAPI32.LIB');
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addProjectLibInput('GDI32.LIB');
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addProjectLibInput('WINMM.LIB');
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addProjectLibInput('WSOCK32.LIB');
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addProjectLibInput('vfw32.lib');
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addProjectLibInput('Imm32.lib');
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addProjectLibInput('d3d9.lib');
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addProjectLibInput('d3dx9.lib');
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addProjectLibInput('DxErr.lib');
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addProjectLibInput('ole32.lib');
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addProjectLibInput('shell32.lib');
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addProjectLibInput('oleaut32.lib');
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addProjectLibInput('version.lib');
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}
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?>
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