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

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7.4 KiB
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//-----------------------------------------------------------------------------
// CLIENT_EPISODIC.VPC
//
// Project Script
//-----------------------------------------------------------------------------
$Macro SRCDIR "..\.."
$Macro GAMENAME "mod_episodic"
$Include "$SRCDIR\game\client\client_base.vpc"
$Configuration
{
$Compiler
{
$AdditionalIncludeDirectories ".\hl2;.\hl2\elements;$SRCDIR\game\shared\hl2;$SRCDIR\public\lua;$SRCDIR\game\shared\episodic;..\..\public;$BASE"
$PreprocessorDefinitions "$BASE;HL2_CLIENT_DLL;HL2_EPISODIC"
}
$Linker
{
$AdditionalDependencies "$BASE;lua52.lib"
}
}
$Project "Client (Episodic)"
{
$Folder "OverCharged"
{
$File "c_ar2_middle_muzzleflash_effect.cpp"
$File "c_ar2_middle_muzzleflash_effect.h"
$File "c_ar2_muzzleflash_effect.cpp"
$File "c_ar2_muzzleflash_effect.h"
$File "c_cam_attachment.cpp"
$File "c_cam_attachment.h"
$File "C_entitydissolveegon.cpp"
$File "C_entitydissolveegon.h"
$File "c_muzzleflash_effect.cpp"
$File "c_muzzleflash_effect.h"
$File "c_muzzleflash_laser.cpp"
$File "c_muzzleflash_laser.h"
$File "c_muzzleflash_laser_middle.cpp"
$File "c_muzzleflash_laser_middle.h"
$File "c_scope_light.cpp"
$File "c_scope_light.h"
$File "camomaterialproxy.cpp"
$File "DrawSpecialShaders.cpp"
$File "fmod_manager.cpp"
$File "fmod_manager.h"
$File "lasereffect.cpp"
$File "lasereffect.h"
$File "luamanager.cpp"
$File "luamanager.h"
$File "ProjectedEffects.cpp"
$File "RenderView_Overwrite.cpp"
$File "screen_overlay_multiple.cpp"
$File "screen_overlay_multiple.h"
$File "the_RenderTargets.cpp"
$File "the_RenderTargets.h"
$File "Tracer_Filter.h"
$Folder "OVR_VGUI"
{
$File "OVR_VGUI\DataParser.cpp"
$File "OVR_VGUI\DataParser.h"
$File "OVR_VGUI\OVRGameplay.cpp"
$File "OVR_VGUI\OVRGameplay.h"
$File "OVR_VGUI\OVRGunplay.cpp"
$File "OVR_VGUI\OVRGunplay.h"
$File "OVR_VGUI\OVRMainPanel.cpp"
$File "OVR_VGUI\OVRMainPanel.h"
$File "OVR_VGUI\OVROptions.cpp"
$File "OVR_VGUI\OVROptions.h"
$File "OVR_VGUI\OVRPostProcessing.cpp"
$File "OVR_VGUI\OVRPostProcessing.h"
}
}
$Folder "Source Files"
{
$File "hud_chat.cpp"
$File "c_team_objectiveresource.cpp"
$File "c_team_objectiveresource.h"
$Folder "HL2 DLL"
{
$File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
$File "$SRCDIR\game\shared\episodic\achievements_epx.cpp"
$File "hl2\c_antlion_dust.cpp"
$File "hl2\c_ar2_explosion.cpp"
$File "hl2\c_barnacle.cpp"
$File "hl2\c_barney.cpp"
$File "hl2\c_basehelicopter.cpp"
$File "hl2\c_basehelicopter.h"
$File "hl2\c_basehlcombatweapon.cpp"
$File "hl2\c_basehlcombatweapon.h"
$File "hl2\c_basehlplayer.cpp"
$File "hl2\c_basehlplayer.h"
$File "hl2\c_citadel_effects.cpp"
$File "hl2\c_corpse.cpp"
$File "hl2\c_corpse.h"
$File "hl2\c_env_alyxtemp.cpp"
$File "hl2\c_env_headcrabcanister.cpp"
$File "hl2\c_env_starfield.cpp"
$File "hl2\c_func_tankmortar.cpp"
$File "hl2\c_hl2_playerlocaldata.cpp"
$File "hl2\c_hl2_playerlocaldata.h"
$File "hl2\c_info_teleporter_countdown.cpp"
$File "hl2\c_npc_antlionguard.cpp"
$File "hl2\c_npc_combinegunship.cpp"
$File "hl2\c_npc_manhack.cpp"
$File "hl2\c_npc_rollermine.cpp"
$File "hl2\c_plasma_beam_node.cpp"
$File "hl2\c_prop_combine_ball.cpp"
$File "hl2\c_prop_combine_ball.h"
$File "episodic\c_prop_scalable.cpp"
$File "hl2\c_rotorwash.cpp"
$File "hl2\c_script_intro.cpp"
$File "$SRCDIR\game\shared\script_intro_shared.cpp"
$File "hl2\c_strider.cpp"
$File "hl2\c_te_concussiveexplosion.cpp"
$File "hl2\c_te_flare.cpp"
$File "hl2\c_thumper_dust.cpp"
$File "hl2\c_vehicle_airboat.cpp"
$File "hl2\c_vehicle_cannon.cpp"
$File "hl2\c_vehicle_crane.cpp"
$File "hl2\c_vehicle_crane.h"
$File "episodic\c_vehicle_jeep_episodic.cpp"
$File "hl2\c_vehicle_prisoner_pod.cpp"
$File "episodic\c_vort_charge_token.cpp"
$File "hl2\c_weapon__stubs_hl2.cpp"
$File "hl2\c_weapon_crossbow.cpp"
$File "episodic\c_weapon_hopwire.cpp"
$File "hl2\c_weapon_physcannon.cpp"
$File "hl2\c_weapon_stunstick.cpp"
$File "$SRCDIR\game\shared\hl2\citadel_effects_shared.h"
$File "hl2\clientmode_hlnormal.cpp"
$File "hl2\clientmode_hlnormal.h"
$File "death.cpp"
$File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.cpp"
$File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.h"
$File "$SRCDIR\game\shared\episodic\npc_advisor_shared.h"
$File "episodic\c_npc_advisor.cpp"
$File "episodic\episodic_screenspaceeffects.cpp"
$File "episodic\episodic_screenspaceeffects.h"
$File "episodic\flesh_internal_material_proxy.cpp"
$File "hl2\fx_antlion.cpp"
$File "hl2\fx_bugbait.cpp"
$File "hl2\fx_hl2_impacts.cpp"
$File "hl2\fx_hl2_tracers.cpp"
$File "hl2\hl2_clientmode.cpp"
$File "$SRCDIR\game\shared\hl2\hl2_gamerules.cpp"
$File "$SRCDIR\game\shared\hl2\hl2_gamerules.h"
$File "$SRCDIR\game\shared\hl2\hl2_shareddefs.h"
$File "$SRCDIR\game\shared\hl2\hl2_usermessages.cpp"
$File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp"
$File "$SRCDIR\game\shared\hl2\hl_gamemovement.h"
$File "hl2\hl_in_main.cpp"
$File "hl2\hl_prediction.cpp"
$File "hl2\hud_ammo.cpp"
$File "hl2\hud_battery.cpp"
$File "hl2\hud_blood.cpp"
$File "hl2\hud_credits.cpp"
$File "hl2\hud_damageindicator.cpp"
$File "hl2\hud_flashlight.cpp"
$File "hl2\hud_locator.cpp"
$File "hl2\hud_health.cpp"
$File "hl2\hud_poisondamageindicator.cpp"
$File "hud_posture.cpp"
$File "hl2\hud_quickinfo.cpp"
$File "hl2\hud_radar.cpp"
$File "hl2\hud_radar.h"
$File "hud_squadstatus.cpp"
$File "hl2\hud_suitpower.cpp"
$File "hl2\hud_suitpower.h"
$File "hl2\hud_weaponselection.cpp"
$File "hl2\hud_zoom.cpp"
$File "hl2\shieldproxy.cpp"
$File "$SRCDIR\game\shared\hl2\survival_gamerules.cpp"
$File "hl2\vgui_rootpanel_hl2.cpp"
$File "episodic\c_npc_puppet.cpp"
}
$Folder "OverCharged"
{
$File "OverCharged\achievements_arcticadventure.cpp"
$File "OverCharged\c_bullet_manager.cpp"
$File "OverCharged\c_combineguard.cpp"
$File "OverCharged\c_energy_wave.cpp"
$File "OverCharged\c_grenade_smoke.cpp"
$File "OverCharged\c_npc_aliencontroller.cpp"
$File "OverCharged\c_npc_hydra.cpp"
$File "OverCharged\c_npc_shock_trooper.cpp"
$File "OverCharged\c_player_model.cpp"
$File "OverCharged\c_player_model.h"
$File "OverCharged\c_playerbody.cpp"
$File "OverCharged\c_playerbody.h"
$File "OverCharged\c_te_IonBang.cpp"
$File "OverCharged\c_WaterBulletDynamic.cpp"
$File "OverCharged\c_weapon_disc.cpp"
$File "OverCharged\c_weapon_displacer.cpp"
$File "OverCharged\c_weapon_egon.cpp"
$File "OverCharged\c_weapon_gravitygun.cpp"
$File "OverCharged\c_weapon_shockrifle.cpp"
$File "OverCharged\c_weapon_spore_launcher.cpp"
$File "OverCharged\c_weapon_stunbaton.cpp"
$File "OverCharged\energy_wave_effect.cpp"
$File "OverCharged\energy_wave_effect.h"
$File "OverCharged\handviewmodel_shared.cpp"
$File "OverCharged\hl2_player_body.cpp"
$File "OverCharged\hl2_player_body.h"
$File "OverCharged\hud_fire_mode.cpp"
$File "OverCharged\hud_grenade_type.cpp"
$File "OverCharged\hud_scope.cpp"
$File "OverCharged\OC_command_list.cpp"
$File "OverCharged\OC_nightvision.cpp"
$File "OverCharged\WeaponsType.h"
}
}
}