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HL2Overcharged/game/client/client_episodic.vcxproj
2025-05-21 21:09:22 +03:00

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>Client (Episodic)</ProjectName>
<ProjectGuid>{353A799F-E73F-7A69-07AD-B2AD57F3B775}</ProjectGuid>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<TargetName>client</TargetName>
<PlatformToolset>v143</PlatformToolset>
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<ConfigurationType>DynamicLibrary</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<TargetName>client</TargetName>
<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>MultiByte</CharacterSet>
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<ImportGroup Label="ExtensionSettings">
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<PropertyGroup Label="UserMacros" />
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<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.\Debug_mod_episodic\</IntDir>
<TargetExt Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">.dll</TargetExt>
<TargetExt Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">.dll</TargetExt>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
<PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PreBuildEventUseInBuild>
<PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</PreBuildEventUseInBuild>
<PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PreLinkEventUseInBuild>
<PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</PreLinkEventUseInBuild>
<IgnoreImportLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</IgnoreImportLibrary>
<IgnoreImportLibrary Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</IgnoreImportLibrary>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</LinkIncremental>
<GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</GenerateManifest>
<GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</GenerateManifest>
<PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</PostBuildEventUseInBuild>
<PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</PostBuildEventUseInBuild>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">C:\Steam\steamapps\sourcemods\OVERCHARGED\bin</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.\Release_episodic\</IntDir>
<TargetExt Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">.dll</TargetExt>
<TargetExt Condition="'$(Configuration)|$(Platform)'=='Release|x64'">.dll</TargetExt>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\devtools\vstools;$(ExecutablePath);$(Path)</ExecutablePath>
<PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</PreBuildEventUseInBuild>
<PreBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</PreBuildEventUseInBuild>
<PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</PreLinkEventUseInBuild>
<PreLinkEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</PreLinkEventUseInBuild>
<IgnoreImportLibrary Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</IgnoreImportLibrary>
<IgnoreImportLibrary Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</IgnoreImportLibrary>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</GenerateManifest>
<GenerateManifest Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</GenerateManifest>
<PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</PostBuildEventUseInBuild>
<PostBuildEventUseInBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</PostBuildEventUseInBuild>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent>
<Command>if EXIST ..\..\..\game\mod_episodic\bin\.\$(TargetFileName) for /f "delims=" %%A in ('attrib "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"') do set valveTmpIsReadOnly="%%A"
set valveTmpIsReadOnlyLetter=%valveTmpIsReadOnly:~6,1%
if "%valveTmpIsReadOnlyLetter%"=="R" del /q "$(TargetDir)"$(TargetFileName)
if exist "..\..\devtools\bin\vpc.exe" "..\..\devtools\bin\vpc.exe" -crc2 "client_episodic.vcxproj"
if ERRORLEVEL 1 exit /b 1
</Command>
</PreBuildEvent>
<ClCompile>
<AdditionalOptions>/Zm200 /Gw /Zc:inline</AdditionalOptions>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>.\hl2;.\hl2\elements;..\..\game\shared\hl2;..\..\game\shared\episodic;..\..\public;.\;..\..\common;..\..\public\tier0;..\..\public\tier1;..\..\game\client\generated_proto_mod_episodic;..\..\thirdparty\protobuf-2.3.0\src;..\..\vgui2\include;..\..\vgui2\controls;..\..\game\shared;.\game_controls;..\..\thirdparty\sixensesdk\include;..\..\game\shared\OverCharged\Tools</AdditionalIncludeDirectories>
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<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<BufferSecurityCheck>true</BufferSecurityCheck>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
<ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>cbase.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)/client.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)/</AssemblerListingLocation>
<ObjectFileName>$(IntDir)/</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)/</ProgramDataBaseFileName>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
<BrowseInformation>false</BrowseInformation>
<WarningLevel>Level4</WarningLevel>
<TreatWarningAsError>false</TreatWarningAsError>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>CompileAsCpp</CompileAs>
<UseFullPaths>true</UseFullPaths>
<DisableSpecificWarnings>;4316;4594;4457;4456;4458;4459;4624;4577</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<BrowseInformationFile>$(IntDir)/</BrowseInformationFile>
<ErrorReporting>Prompt</ErrorReporting>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>;_DEBUG;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>1033</Culture>
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<PreLinkEvent>
</PreLinkEvent>
<Link>
<AdditionalOptions> /ignore:4221</AdditionalOptions>
<AdditionalDependencies>shell32.lib;user32.lib;advapi32.lib;gdi32.lib;comdlg32.lib;ole32.lib;winmm.lib;lua52.lib</AdditionalDependencies>
<ShowProgress>NotSet</ShowProgress>
<OutputFile>$(OutDir)\client.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\lib\common\.;..\..\lib\public\.</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc;libcd;libcmt;libcpmt;libcpmt1</IgnoreSpecificDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)/$(TargetName).pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
<BaseAddress>
</BaseAddress>
<TargetMachine>MachineX86</TargetMachine>
<LinkErrorReporting>PromptImmediately</LinkErrorReporting>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
</Link>
<Manifest>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Manifest>
<Xdcmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Xdcmake>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>$(OutDir)/client.bsc</OutputFile>
</Bscmake>
<PostBuildEvent>
<Message>Publishing to ..\..\..\game\mod_episodic\bin\.</Message>
<Command>if not exist "..\..\..\game\mod_episodic\bin\." mkdir "..\..\..\game\mod_episodic\bin\."
copy "$(TargetDir)$(TargetFileName)" "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"
if ERRORLEVEL 1 goto BuildEventFailed
if exist "$(TargetDir)$(TargetName).map" copy "$(TargetDir)$(TargetName).map" ..\..\..\game\mod_episodic\bin\.\$(TargetName).map
copy "$(TargetDir)$(TargetName).pdb" ..\..\..\game\mod_episodic\bin\.\$(TargetName).pdb
if ERRORLEVEL 1 goto BuildEventFailed
goto BuildEventOK
:BuildEventFailed
echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***
del /q "$(TargetDir)$(TargetFileName)"
exit 1
:BuildEventOK
</Command>
</PostBuildEvent>
<CustomBuildStep>
</CustomBuildStep>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<PreBuildEvent>
<Command>if EXIST ..\..\..\game\mod_episodic\bin\.\$(TargetFileName) for /f "delims=" %%A in ('attrib "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"') do set valveTmpIsReadOnly="%%A"
set valveTmpIsReadOnlyLetter=%valveTmpIsReadOnly:~6,1%
if "%valveTmpIsReadOnlyLetter%"=="R" del /q "$(TargetDir)"$(TargetFileName)
if exist "..\..\devtools\bin\vpc.exe" "..\..\devtools\bin\vpc.exe" -crc2 "client_episodic.vcxproj"
if ERRORLEVEL 1 exit /b 1
</Command>
</PreBuildEvent>
<ClCompile>
<AdditionalOptions>/Zm200 /Gw /Zc:inline</AdditionalOptions>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>.\hl2;.\hl2\elements;..\..\game\shared\hl2;..\..\game\shared\episodic;..\..\public;.\;..\..\common;..\..\public\tier0;..\..\public\tier1;..\..\game\client\generated_proto_mod_episodic;..\..\thirdparty\protobuf-2.3.0\src;..\..\vgui2\include;..\..\vgui2\controls;..\..\game\shared;.\game_controls;..\..\thirdparty\sixensesdk\include</AdditionalIncludeDirectories>
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<StringPooling>true</StringPooling>
<ExceptionHandling>false</ExceptionHandling>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<BufferSecurityCheck>true</BufferSecurityCheck>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
<ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>cbase.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)/client.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)/</AssemblerListingLocation>
<ObjectFileName>$(IntDir)/</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)/</ProgramDataBaseFileName>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
<BrowseInformation>false</BrowseInformation>
<WarningLevel>Level4</WarningLevel>
<TreatWarningAsError>true</TreatWarningAsError>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>CompileAsCpp</CompileAs>
<UseFullPaths>true</UseFullPaths>
<DisableSpecificWarnings>;4316;4594;4457;4456;4458;4459;4624;4577</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<BrowseInformationFile>$(IntDir)/</BrowseInformationFile>
<ErrorReporting>Prompt</ErrorReporting>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>;_DEBUG;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>1033</Culture>
</ResourceCompile>
<PreLinkEvent />
<Link>
<AdditionalOptions> /ignore:4221</AdditionalOptions>
<AdditionalDependencies>shell32.lib;user32.lib;advapi32.lib;gdi32.lib;comdlg32.lib;ole32.lib;winmm.lib;lua52.lib</AdditionalDependencies>
<ShowProgress>NotSet</ShowProgress>
<OutputFile>$(OutDir)\client.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\lib\common\.;..\..\lib\public\.</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc;libcd;libcmt;libcpmt;libcpmt1</IgnoreSpecificDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)/$(TargetName).pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
<BaseAddress>
</BaseAddress>
<LinkErrorReporting>PromptImmediately</LinkErrorReporting>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
</Link>
<Manifest>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Manifest>
<Xdcmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Xdcmake>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>$(OutDir)/client.bsc</OutputFile>
</Bscmake>
<PostBuildEvent>
<Message>Publishing to ..\..\..\game\mod_episodic\bin\.</Message>
<Command>if not exist "..\..\..\game\mod_episodic\bin\." mkdir "..\..\..\game\mod_episodic\bin\."
copy "$(TargetDir)$(TargetFileName)" "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"
if ERRORLEVEL 1 goto BuildEventFailed
if exist "$(TargetDir)$(TargetName).map" copy "$(TargetDir)$(TargetName).map" ..\..\..\game\mod_episodic\bin\.\$(TargetName).map
copy "$(TargetDir)$(TargetName).pdb" ..\..\..\game\mod_episodic\bin\.\$(TargetName).pdb
if ERRORLEVEL 1 goto BuildEventFailed
goto BuildEventOK
:BuildEventFailed
echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***
del /q "$(TargetDir)$(TargetFileName)"
exit 1
:BuildEventOK
</Command>
</PostBuildEvent>
<CustomBuildStep />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent>
<Command>if EXIST ..\..\..\game\mod_episodic\bin\.\$(TargetFileName) for /f "delims=" %%A in ('attrib "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"') do set valveTmpIsReadOnly="%%A"
set valveTmpIsReadOnlyLetter=%valveTmpIsReadOnly:~6,1%
if "%valveTmpIsReadOnlyLetter%"=="R" del /q "$(TargetDir)"$(TargetFileName)
if exist "..\..\devtools\bin\vpc.exe" "..\..\devtools\bin\vpc.exe" -crc2 "client_episodic.vcxproj"
if ERRORLEVEL 1 exit /b 1
</Command>
</PreBuildEvent>
<ClCompile>
<AdditionalOptions>/Zm200 /Zo /Gw /Zc:inline</AdditionalOptions>
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>.\hl2;.\hl2\elements;..\..\public\lua;..\..\game\shared\hl2;..\..\game\shared\episodic;..\..\public;.\;..\..\common;..\..\public\tier0;..\..\public\tier1;..\..\game\client\generated_proto_mod_episodic;..\..\thirdparty\protobuf-2.3.0\src;..\..\vgui2\include;..\..\vgui2\controls;..\..\game\shared;.\game_controls;..\..\thirdparty\sixensesdk\include;..\..\public\FMOD\api\inc</AdditionalIncludeDirectories>
<PreprocessorDefinitions>VPC;RAD_TELEMETRY_DISABLED;WIN32;_WIN32;NDEBUG;_WINDOWS;_USRDLL;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;_ALLOW_RUNTIME_LIBRARY_MISMATCH;_ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH;_ALLOW_MSC_VER_MISMATCH;%(PreprocessorDefinitions);COMPILER_MSVC32;COMPILER_MSVC;_DLL_EXT=.dll;DLLNAME=client;BINK_VIDEO;AVI_VIDEO;WMV_VIDEO;DEV_BUILD;FRAME_POINTER_OMISSION_DISABLED;NO_STRING_T;CLIENT_DLL;VECTOR;VERSION_SAFE_STEAM_API_INTERFACES;PROTECTED_THINGS_ENABLE;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead;fopen=dont_use_fopen;HL2_CLIENT_DLL;HL2_EPISODIC;MAPBASE;ASW_PROJECTED_TEXTURES;DYNAMIC_RTT_SHADOWS;_EXTERNAL_DLL_EXT=.dll;VPCGAMECAPS=VALVE;PROJECTDIR=C:\games\source_plus\src\game\client;SOURCE1=1;VPCGAME=valve</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<ExceptionHandling>false</ExceptionHandling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>true</BufferSecurityCheck>
<FunctionLevelLinking>true</FunctionLevelLinking>
<EnableEnhancedInstructionSet>StreamingSIMDExtensions</EnableEnhancedInstructionSet>
<FloatingPointModel>Fast</FloatingPointModel>
<ForceConformanceInForLoopScope>true</ForceConformanceInForLoopScope>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>cbase.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)/client.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)/</AssemblerListingLocation>
<ObjectFileName>$(IntDir)/</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)/</ProgramDataBaseFileName>
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
<BrowseInformation>false</BrowseInformation>
<WarningLevel>Level4</WarningLevel>
<TreatWarningAsError>false</TreatWarningAsError>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<CompileAs>CompileAsCpp</CompileAs>
<UseFullPaths>true</UseFullPaths>
<DisableSpecificWarnings>;4316;4594;4457;4456;4458;4459;4624;4577</DisableSpecificWarnings>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<BrowseInformationFile>$(IntDir)/</BrowseInformationFile>
<ErrorReporting>Prompt</ErrorReporting>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>;NDEBUG;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>1033</Culture>
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<PreLinkEvent>
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<Link>
<AdditionalOptions> /ignore:4221</AdditionalOptions>
<AdditionalDependencies>shell32.lib;user32.lib;advapi32.lib;gdi32.lib;comdlg32.lib;ole32.lib;winmm.lib;lua52.lib</AdditionalDependencies>
<ShowProgress>NotSet</ShowProgress>
<OutputFile>$(OutDir)\client.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\lib\common\.;..\..\lib\public\.;..\..\public\FMOD\api\inc</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc;libcd;libcmtd;libcpmtd;libcpmtd0;libcpmtd1</IgnoreSpecificDefaultLibraries>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)/$(TargetName).pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>false</EnableCOMDATFolding>
<BaseAddress>
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<TargetMachine>MachineX86</TargetMachine>
<LinkErrorReporting>PromptImmediately</LinkErrorReporting>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<ImageHasSafeExceptionHandlers>false</ImageHasSafeExceptionHandlers>
</Link>
<Manifest>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Manifest>
<Xdcmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
</Xdcmake>
<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>$(OutDir)/client.bsc</OutputFile>
</Bscmake>
<PostBuildEvent>
<Message>Publishing to ..\..\..\game\mod_episodic\bin\.</Message>
<Command>if not exist "..\..\..\game\mod_episodic\bin\." mkdir "..\..\..\game\mod_episodic\bin\."
copy "$(TargetDir)$(TargetFileName)" "..\..\..\game\mod_episodic\bin\.\$(TargetFileName)"
if ERRORLEVEL 1 goto BuildEventFailed
if exist "$(TargetDir)$(TargetName).map" copy "$(TargetDir)$(TargetName).map" ..\..\..\game\mod_episodic\bin\.\$(TargetName).map
copy "$(TargetDir)$(TargetName).pdb" ..\..\..\game\mod_episodic\bin\.\$(TargetName).pdb
if ERRORLEVEL 1 goto BuildEventFailed
goto BuildEventOK
:BuildEventFailed
echo *** ERROR! PostBuildStep FAILED for $(ProjectName)! EXE or DLL is probably running. ***
del /q "$(TargetDir)$(TargetFileName)"
exit 1
:BuildEventOK
</Command>
</PostBuildEvent>
<CustomBuildStep>
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