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@Langerz82
Created June 14, 2017 10:00
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WORKDIR = %cd%
CC = gcc.exe -m32
CXX = g++.exe -m32
AR = ar.exe
LD = g++.exe -m32
WINDRES = windres.exe
INC = -I.. -I..\\lib -ID:\\Temp\\boost -I..\\lib\\time\\y2038
CFLAGS = -pedantic-errors -pedantic -Wfatal-errors -Wextra -Wall -std=gnu++1y -m32 -DVAULTSERVER
CFLAGSEXT =
RESINC =
LIBDIR =
LIB = -L..\\lib\\RakNet -L..\\lib\\amx -L..\\lib\\sqlite -L..\\lib\\iniparser -L..\\lib\\time\\y2038 -LD:\\Temp\\boost
LDFLAGS = -m32 -l:libtime64.a -liniparser -l:sqlite3.a -lamx -l:libRakNetd.a -lws2_32 -lwinmm -lm -lz -limagehlp -static
INC_DEBUG = $(INC) -I..\\lib\stack_trace\\include
CFLAGS_DEBUG = $(CFLAGS) -gstabs -DVAULTMP_DEBUG
CFLAGSEXT_DEBUG = $(CFLAGSEXT) -DPACKAGE -DPACKAGE_VERSION
RESINC_DEBUG = $(RESINC)
RCFLAGS_DEBUG = $(RCFLAGS)
LIBDIR_DEBUG = $(LIBDIR)
LIB_DEBUG = $(LIB)
LDFLAGS_DEBUG = -lbfd -liberty -l:libintl-8.dll $(LDFLAGS)
OBJDIR_DEBUG = .objs\\Debug
DEP_DEBUG =
OUT_DEBUG = vaultserverd.exe
INC_RELEASE = $(INC)
CFLAGS_RELEASE = $(CFLAGS) -O2 -DNDEBUG
CFLAGSEXT_RELEASE = $(CFLAGSEXT) -O2 -DNDEBUG
RESINC_RELEASE = $(RESINC)
RCFLAGS_RELEASE = $(RCFLAGS)
LIBDIR_RELEASE = $(LIBDIR)
LIB_RELEASE = $(LIB)
LDFLAGS_RELEASE = -s $(LDFLAGS)
OBJDIR_RELEASE = .objs\\Release
DEP_RELEASE =
OUT_RELEASE = vaultserver.exe
OBJ_DEBUG = \
$(OBJDIR_DEBUG)\\lib\\stack_trace\\src\\stack.o \
$(OBJDIR_DEBUG)\\vaultserver\\Script.o \
$(OBJDIR_DEBUG)\\vaultserver\\Record.o \
$(OBJDIR_DEBUG)\\vaultserver\\Race.o \
$(OBJDIR_DEBUG)\\vaultserver\\Public.o \
$(OBJDIR_DEBUG)\\vaultserver\\PAWN.o \
$(OBJDIR_DEBUG)\\vaultserver\\NetworkServer.o \
$(OBJDIR_DEBUG)\\vaultserver\\NPC.o \
$(OBJDIR_DEBUG)\\vaultserver\\Exterior.o \
$(OBJDIR_DEBUG)\\vaultserver\\Dedicated.o \
$(OBJDIR_DEBUG)\\vaultserver\\Database.o \
$(OBJDIR_DEBUG)\\vaultserver\\vaultserver.o \
$(OBJDIR_DEBUG)\\vaultserver\\Weapon.o \
$(OBJDIR_DEBUG)\\vaultserver\\Timer.o \
$(OBJDIR_DEBUG)\\vaultserver\\Server.o \
$(OBJDIR_DEBUG)\\vaultserver\\ScriptFunction.o \
$(OBJDIR_DEBUG)\\vaultserver\\Client.o \
$(OBJDIR_DEBUG)\\vaultserver\\BaseContainer.o \
$(OBJDIR_DEBUG)\\vaultserver\\Item.o \
$(OBJDIR_DEBUG)\\vaultserver\\Reference.o \
$(OBJDIR_DEBUG)\\vaultserver\\Terminal.o \
$(OBJDIR_DEBUG)\\vaultserver\\Interior.o \
$(OBJDIR_DEBUG)\\vaultserver\\AcReference.o \
$(OBJDIR_DEBUG)\\ServerEntry.o \
$(OBJDIR_DEBUG)\\Reference.o \
$(OBJDIR_DEBUG)\\VaultVector.o \
$(OBJDIR_DEBUG)\\VaultFunctor.o \
$(OBJDIR_DEBUG)\\VaultException.o \
$(OBJDIR_DEBUG)\\Value.o \
$(OBJDIR_DEBUG)\\Utils.o \
$(OBJDIR_DEBUG)\\Object.o \
$(OBJDIR_DEBUG)\\Network.o \
$(OBJDIR_DEBUG)\\Lockable.o \
$(OBJDIR_DEBUG)\\Item.o \
$(OBJDIR_DEBUG)\\GameFactory.o \
$(OBJDIR_DEBUG)\\CriticalSection.o \
$(OBJDIR_DEBUG)\\Container.o \
$(OBJDIR_DEBUG)\\ItemList.o \
$(OBJDIR_DEBUG)\\Actor.o \
$(OBJDIR_DEBUG)\\API.o \
$(OBJDIR_DEBUG)\\Player.o \
$(OBJDIR_DEBUG)\\Expected.o \
$(OBJDIR_DEBUG)\\Window.o \
$(OBJDIR_DEBUG)\\Button.o \
$(OBJDIR_DEBUG)\\Text.o \
$(OBJDIR_DEBUG)\\Edit.o \
$(OBJDIR_DEBUG)\\Checkbox.o \
$(OBJDIR_DEBUG)\\Base.o \
$(OBJDIR_DEBUG)\\RadioButton.o \
$(OBJDIR_DEBUG)\\ListItem.o \
$(OBJDIR_DEBUG)\\List.o \
$(OBJDIR_DEBUG)\\FDebug.o
OBJ_RELEASE = \
$(OBJDIR_RELEASE)\\vaultserver\\Script.o \
$(OBJDIR_RELEASE)\\vaultserver\\Record.o \
$(OBJDIR_RELEASE)\\vaultserver\\Race.o \
$(OBJDIR_RELEASE)\\vaultserver\\Public.o \
$(OBJDIR_RELEASE)\\vaultserver\\PAWN.o \
$(OBJDIR_RELEASE)\\vaultserver\\NetworkServer.o \
$(OBJDIR_RELEASE)\\vaultserver\\NPC.o \
$(OBJDIR_RELEASE)\\vaultserver\\Exterior.o \
$(OBJDIR_RELEASE)\\vaultserver\\Dedicated.o \
$(OBJDIR_RELEASE)\\vaultserver\\Database.o \
$(OBJDIR_RELEASE)\\vaultserver\\vaultserver.o \
$(OBJDIR_RELEASE)\\vaultserver\\Weapon.o \
$(OBJDIR_RELEASE)\\vaultserver\\Timer.o \
$(OBJDIR_RELEASE)\\vaultserver\\Server.o \
$(OBJDIR_RELEASE)\\vaultserver\\ScriptFunction.o \
$(OBJDIR_RELEASE)\\vaultserver\\Client.o \
$(OBJDIR_RELEASE)\\vaultserver\\BaseContainer.o \
$(OBJDIR_RELEASE)\\vaultserver\\Item.o \
$(OBJDIR_RELEASE)\\vaultserver\\Reference.o \
$(OBJDIR_RELEASE)\\vaultserver\\Terminal.o \
$(OBJDIR_RELEASE)\\vaultserver\\Interior.o \
$(OBJDIR_RELEASE)\\vaultserver\\AcReference.o \
$(OBJDIR_RELEASE)\\ServerEntry.o \
$(OBJDIR_RELEASE)\\Reference.o \
$(OBJDIR_RELEASE)\\VaultVector.o \
$(OBJDIR_RELEASE)\\VaultFunctor.o \
$(OBJDIR_RELEASE)\\VaultException.o \
$(OBJDIR_RELEASE)\\Value.o \
$(OBJDIR_RELEASE)\\Utils.o \
$(OBJDIR_RELEASE)\\Object.o \
$(OBJDIR_RELEASE)\\Network.o \
$(OBJDIR_RELEASE)\\Lockable.o \
$(OBJDIR_RELEASE)\\Item.o \
$(OBJDIR_RELEASE)\\GameFactory.o \
$(OBJDIR_RELEASE)\\CriticalSection.o \
$(OBJDIR_RELEASE)\\Container.o \
$(OBJDIR_RELEASE)\\ItemList.o \
$(OBJDIR_RELEASE)\\Actor.o \
$(OBJDIR_RELEASE)\\API.o \
$(OBJDIR_RELEASE)\\Player.o \
$(OBJDIR_RELEASE)\\Expected.o \
$(OBJDIR_RELEASE)\\Window.o \
$(OBJDIR_RELEASE)\\Button.o \
$(OBJDIR_RELEASE)\\Text.o \
$(OBJDIR_RELEASE)\\Edit.o \
$(OBJDIR_RELEASE)\\Checkbox.o \
$(OBJDIR_RELEASE)\\Base.o \
$(OBJDIR_RELEASE)\\RadioButton.o \
$(OBJDIR_RELEASE)\\ListItem.o \
$(OBJDIR_RELEASE)\\List.o
all: debug release
clean: clean_debug clean_release
before_debug:
cmd /c if not exist $(OBJDIR_DEBUG) md $(OBJDIR_DEBUG)
cmd /c if not exist $(OBJDIR_DEBUG)\\vaultserver md $(OBJDIR_DEBUG)\\vaultserver
cmd /c if not exist $(OBJDIR_DEBUG)\\lib\\stack_trace\\src md $(OBJDIR_DEBUG)\\lib\\stack_trace\\src
after_debug:
debug: before_debug out_debug after_debug
out_debug: $(OBJ_DEBUG) $(DEP_DEBUG)
$(LD) $(LIBDIR_DEBUG) $(OBJ_DEBUG) $(LIB_DEBUG) -o $(OUT_DEBUG) $(LDFLAGS_DEBUG)
$(OBJDIR_DEBUG)\\lib\\stack_trace\\src\\stack.o: ..\\lib\\stack_trace\\src\\stack.cpp
$(CXX) $(CFLAGSEXT_DEBUG) $(INC_DEBUG) -c ..\\lib\\stack_trace\\src\\stack.cpp -o $(OBJDIR_DEBUG)\\lib\\stack_trace\\src\\stack.o
$(OBJDIR_DEBUG)\\vaultserver\\Script.o: Script.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Script.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Script.o
$(OBJDIR_DEBUG)\\vaultserver\\Record.o: Record.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Record.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Record.o
$(OBJDIR_DEBUG)\\vaultserver\\Race.o: Race.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Race.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Race.o
$(OBJDIR_DEBUG)\\vaultserver\\Public.o: Public.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Public.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Public.o
$(OBJDIR_DEBUG)\\vaultserver\\PAWN.o: PAWN.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c PAWN.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\PAWN.o
$(OBJDIR_DEBUG)\\vaultserver\\NetworkServer.o: NetworkServer.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c NetworkServer.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\NetworkServer.o
$(OBJDIR_DEBUG)\\vaultserver\\NPC.o: NPC.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c NPC.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\NPC.o
$(OBJDIR_DEBUG)\\vaultserver\\Exterior.o: Exterior.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Exterior.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Exterior.o
$(OBJDIR_DEBUG)\\vaultserver\\Dedicated.o: Dedicated.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Dedicated.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Dedicated.o
$(OBJDIR_DEBUG)\\vaultserver\\Database.o: Database.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Database.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Database.o
$(OBJDIR_DEBUG)\\vaultserver\\vaultserver.o: vaultserver.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c vaultserver.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\vaultserver.o
$(OBJDIR_DEBUG)\\vaultserver\\Weapon.o: Weapon.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Weapon.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Weapon.o
$(OBJDIR_DEBUG)\\vaultserver\\Timer.o: Timer.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Timer.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Timer.o
$(OBJDIR_DEBUG)\\vaultserver\\Server.o: Server.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Server.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Server.o
$(OBJDIR_DEBUG)\\vaultserver\\ScriptFunction.o: ScriptFunction.cpp
$(CXX) $(CFLAGS_DEBUG) -masm=intel $(INC_DEBUG) -c ScriptFunction.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\ScriptFunction.o
$(OBJDIR_DEBUG)\\vaultserver\\Client.o: Client.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Client.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Client.o
$(OBJDIR_DEBUG)\\vaultserver\\BaseContainer.o: BaseContainer.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c BaseContainer.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\BaseContainer.o
$(OBJDIR_DEBUG)\\vaultserver\\Item.o: Item.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Item.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Item.o
$(OBJDIR_DEBUG)\\vaultserver\\Reference.o: Reference.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Reference.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Reference.o
$(OBJDIR_DEBUG)\\vaultserver\\Terminal.o: Terminal.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Terminal.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Terminal.o
$(OBJDIR_DEBUG)\\vaultserver\\Interior.o: Interior.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c Interior.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\Interior.o
$(OBJDIR_DEBUG)\\vaultserver\\AcReference.o: AcReference.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c AcReference.cpp -o $(OBJDIR_DEBUG)\\vaultserver\\AcReference.o
$(OBJDIR_DEBUG)\\ServerEntry.o: ..\\ServerEntry.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\ServerEntry.cpp -o $(OBJDIR_DEBUG)\\ServerEntry.o
$(OBJDIR_DEBUG)\\Reference.o: ..\\Reference.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Reference.cpp -o $(OBJDIR_DEBUG)\\Reference.o
$(OBJDIR_DEBUG)\\VaultVector.o: ..\\VaultVector.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\VaultVector.cpp -o $(OBJDIR_DEBUG)\\VaultVector.o
$(OBJDIR_DEBUG)\\VaultFunctor.o: ..\\VaultFunctor.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\VaultFunctor.cpp -o $(OBJDIR_DEBUG)\\VaultFunctor.o
$(OBJDIR_DEBUG)\\VaultException.o: ..\\VaultException.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\VaultException.cpp -o $(OBJDIR_DEBUG)\\VaultException.o
$(OBJDIR_DEBUG)\\Value.o: ..\\Value.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Value.cpp -o $(OBJDIR_DEBUG)\\Value.o
$(OBJDIR_DEBUG)\\Utils.o: ..\\Utils.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Utils.cpp -o $(OBJDIR_DEBUG)\\Utils.o
$(OBJDIR_DEBUG)\\Object.o: ..\\Object.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Object.cpp -o $(OBJDIR_DEBUG)\\Object.o
$(OBJDIR_DEBUG)\\Network.o: ..\\Network.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Network.cpp -o $(OBJDIR_DEBUG)\\Network.o
$(OBJDIR_DEBUG)\\Lockable.o: ..\\Lockable.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Lockable.cpp -o $(OBJDIR_DEBUG)\\Lockable.o
$(OBJDIR_DEBUG)\\Item.o: ..\\Item.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Item.cpp -o $(OBJDIR_DEBUG)\\Item.o
$(OBJDIR_DEBUG)\\GameFactory.o: ..\\GameFactory.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\GameFactory.cpp -o $(OBJDIR_DEBUG)\\GameFactory.o
$(OBJDIR_DEBUG)\\FDebug.o: ..\\FDebug.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\FDebug.cpp -o $(OBJDIR_DEBUG)\\FDebug.o
$(OBJDIR_DEBUG)\\CriticalSection.o: ..\\CriticalSection.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\CriticalSection.cpp -o $(OBJDIR_DEBUG)\\CriticalSection.o
$(OBJDIR_DEBUG)\\Container.o: ..\\Container.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Container.cpp -o $(OBJDIR_DEBUG)\\Container.o
$(OBJDIR_DEBUG)\\ItemList.o: ..\\ItemList.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\ItemList.cpp -o $(OBJDIR_DEBUG)\\ItemList.o
$(OBJDIR_DEBUG)\\Actor.o: ..\\Actor.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Actor.cpp -o $(OBJDIR_DEBUG)\\Actor.o
$(OBJDIR_DEBUG)\\API.o: ..\\API.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\API.cpp -o $(OBJDIR_DEBUG)\\API.o
$(OBJDIR_DEBUG)\\Player.o: ..\\Player.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Player.cpp -o $(OBJDIR_DEBUG)\\Player.o
$(OBJDIR_DEBUG)\\Expected.o: ..\\Expected.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Expected.cpp -o $(OBJDIR_DEBUG)\\Expected.o
$(OBJDIR_DEBUG)\\Window.o: ..\\Window.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Window.cpp -o $(OBJDIR_DEBUG)\\Window.o
$(OBJDIR_DEBUG)\\Button.o: ..\\Button.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Button.cpp -o $(OBJDIR_DEBUG)\\Button.o
$(OBJDIR_DEBUG)\\Text.o: ..\\Text.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Text.cpp -o $(OBJDIR_DEBUG)\\Text.o
$(OBJDIR_DEBUG)\\Edit.o: ..\\Edit.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Edit.cpp -o $(OBJDIR_DEBUG)\\Edit.o
$(OBJDIR_DEBUG)\\Checkbox.o: ..\\Checkbox.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Checkbox.cpp -o $(OBJDIR_DEBUG)\\Checkbox.o
$(OBJDIR_DEBUG)\\Base.o: ..\\Base.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\Base.cpp -o $(OBJDIR_DEBUG)\\Base.o
$(OBJDIR_DEBUG)\\RadioButton.o: ..\\RadioButton.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\RadioButton.cpp -o $(OBJDIR_DEBUG)\\RadioButton.o
$(OBJDIR_DEBUG)\\ListItem.o: ..\\ListItem.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\ListItem.cpp -o $(OBJDIR_DEBUG)\\ListItem.o
$(OBJDIR_DEBUG)\\List.o: ..\\List.cpp
$(CXX) $(CFLAGS_DEBUG) $(INC_DEBUG) -c ..\\List.cpp -o $(OBJDIR_DEBUG)\\List.o
clean_debug:
cmd /c del /f $(OBJ_DEBUG) $(OUT_DEBUG)
cmd /c rd $(OBJDIR_DEBUG)
before_release:
cmd /c if not exist $(OBJDIR_RELEASE) md $(OBJDIR_RELEASE)
cmd /c if not exist $(OBJDIR_RELEASE)\\vaultserver md $(OBJDIR_RELEASE)\\vaultserver
after_release:
release: before_release out_release after_release
out_release: $(OBJ_RELEASE) $(DEP_RELEASE)
$(LD) $(LIBDIR_RELEASE) $(OBJ_RELEASE) $(LIB_RELEASE) -o $(OUT_RELEASE) $(LDFLAGS_RELEASE)
$(OBJDIR_RELEASE)\\stack_trace\\src\\stack.o: ..\\stack_trace\\src\\stack.cpp
$(CXX) $(CFLAGSEXT_RELEASE) $(INC_RELEASE) -c ..\\stack_trace\\src\\stack.cpp -o $(OBJDIR_RELEASE)\\stack_trace\\src\\stack.o
$(OBJDIR_RELEASE)\\vaultserver\\Script.o: Script.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Script.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Script.o
$(OBJDIR_RELEASE)\\vaultserver\\Record.o: Record.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Record.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Record.o
$(OBJDIR_RELEASE)\\vaultserver\\Race.o: Race.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Race.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Race.o
$(OBJDIR_RELEASE)\\vaultserver\\Public.o: Public.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Public.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Public.o
$(OBJDIR_RELEASE)\\vaultserver\\PAWN.o: PAWN.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c PAWN.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\PAWN.o
$(OBJDIR_RELEASE)\\vaultserver\\NetworkServer.o: NetworkServer.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c NetworkServer.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\NetworkServer.o
$(OBJDIR_RELEASE)\\vaultserver\\NPC.o: NPC.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c NPC.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\NPC.o
$(OBJDIR_RELEASE)\\vaultserver\\Exterior.o: Exterior.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Exterior.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Exterior.o
$(OBJDIR_RELEASE)\\vaultserver\\Dedicated.o: Dedicated.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Dedicated.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Dedicated.o
$(OBJDIR_RELEASE)\\vaultserver\\Database.o: Database.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Database.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Database.o
$(OBJDIR_RELEASE)\\vaultserver\\vaultserver.o: vaultserver.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c vaultserver.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\vaultserver.o
$(OBJDIR_RELEASE)\\vaultserver\\Weapon.o: Weapon.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Weapon.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Weapon.o
$(OBJDIR_RELEASE)\\vaultserver\\Timer.o: Timer.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Timer.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Timer.o
$(OBJDIR_RELEASE)\\vaultserver\\Server.o: Server.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Server.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Server.o
$(OBJDIR_RELEASE)\\vaultserver\\ScriptFunction.o: ScriptFunction.cpp
$(CXX) $(CFLAGS_RELEASE) -masm=intel $(INC_RELEASE) -c ScriptFunction.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\ScriptFunction.o
$(OBJDIR_RELEASE)\\vaultserver\\Client.o: Client.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Client.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Client.o
$(OBJDIR_RELEASE)\\vaultserver\\BaseContainer.o: BaseContainer.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c BaseContainer.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\BaseContainer.o
$(OBJDIR_RELEASE)\\vaultserver\\Item.o: Item.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Item.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Item.o
$(OBJDIR_RELEASE)\\vaultserver\\Reference.o: Reference.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Reference.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Reference.o
$(OBJDIR_RELEASE)\\vaultserver\\Terminal.o: Terminal.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Terminal.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Terminal.o
$(OBJDIR_RELEASE)\\vaultserver\\Interior.o: Interior.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Interior.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\Interior.o
$(OBJDIR_RELEASE)\\vaultserver\\AcReference.o: AcReference.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c AcReference.cpp -o $(OBJDIR_RELEASE)\\vaultserver\\AcReference.o
$(OBJDIR_RELEASE)\\ServerEntry.o: ..\\ServerEntry.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\ServerEntry.cpp -o $(OBJDIR_RELEASE)\\ServerEntry.o
$(OBJDIR_RELEASE)\\Reference.o: ..\\Reference.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Reference.cpp -o $(OBJDIR_RELEASE)\\Reference.o
$(OBJDIR_RELEASE)\\VaultVector.o: ..\\VaultVector.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\VaultVector.cpp -o $(OBJDIR_RELEASE)\\VaultVector.o
$(OBJDIR_RELEASE)\\VaultFunctor.o: ..\\VaultFunctor.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\VaultFunctor.cpp -o $(OBJDIR_RELEASE)\\VaultFunctor.o
$(OBJDIR_RELEASE)\\VaultException.o: ..\\VaultException.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\VaultException.cpp -o $(OBJDIR_RELEASE)\\VaultException.o
$(OBJDIR_RELEASE)\\Value.o: ..\\Value.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Value.cpp -o $(OBJDIR_RELEASE)\\Value.o
$(OBJDIR_RELEASE)\\Utils.o: ..\\Utils.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Utils.cpp -o $(OBJDIR_RELEASE)\\Utils.o
$(OBJDIR_RELEASE)\\Object.o: ..\\Object.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Object.cpp -o $(OBJDIR_RELEASE)\\Object.o
$(OBJDIR_RELEASE)\\Network.o: ..\\Network.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Network.cpp -o $(OBJDIR_RELEASE)\\Network.o
$(OBJDIR_RELEASE)\\Lockable.o: ..\\Lockable.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Lockable.cpp -o $(OBJDIR_RELEASE)\\Lockable.o
$(OBJDIR_RELEASE)\\Item.o: ..\\Item.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Item.cpp -o $(OBJDIR_RELEASE)\\Item.o
$(OBJDIR_RELEASE)\\GameFactory.o: ..\\GameFactory.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\GameFactory.cpp -o $(OBJDIR_RELEASE)\\GameFactory.o
$(OBJDIR_RELEASE)\\CriticalSection.o: ..\\CriticalSection.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\CriticalSection.cpp -o $(OBJDIR_RELEASE)\\CriticalSection.o
$(OBJDIR_RELEASE)\\Container.o: ..\\Container.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Container.cpp -o $(OBJDIR_RELEASE)\\Container.o
$(OBJDIR_RELEASE)\\ItemList.o: ..\\ItemList.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\ItemList.cpp -o $(OBJDIR_RELEASE)\\ItemList.o
$(OBJDIR_RELEASE)\\Actor.o: ..\\Actor.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Actor.cpp -o $(OBJDIR_RELEASE)\\Actor.o
$(OBJDIR_RELEASE)\\API.o: ..\\API.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\API.cpp -o $(OBJDIR_RELEASE)\\API.o
$(OBJDIR_RELEASE)\\Player.o: ..\\Player.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Player.cpp -o $(OBJDIR_RELEASE)\\Player.o
$(OBJDIR_RELEASE)\\Expected.o: ..\\Expected.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Expected.cpp -o $(OBJDIR_RELEASE)\\Expected.o
$(OBJDIR_RELEASE)\\Window.o: ..\\Window.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Window.cpp -o $(OBJDIR_RELEASE)\\Window.o
$(OBJDIR_RELEASE)\\Button.o: ..\\Button.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Button.cpp -o $(OBJDIR_RELEASE)\\Button.o
$(OBJDIR_RELEASE)\\Text.o: ..\\Text.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Text.cpp -o $(OBJDIR_RELEASE)\\Text.o
$(OBJDIR_RELEASE)\\Edit.o: ..\\Edit.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Edit.cpp -o $(OBJDIR_RELEASE)\\Edit.o
$(OBJDIR_RELEASE)\\Checkbox.o: ..\\Checkbox.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Checkbox.cpp -o $(OBJDIR_RELEASE)\\Checkbox.o
$(OBJDIR_RELEASE)\\Base.o: ..\\Base.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\Base.cpp -o $(OBJDIR_RELEASE)\\Base.o
$(OBJDIR_RELEASE)\\RadioButton.o: ..\\RadioButton.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\RadioButton.cpp -o $(OBJDIR_RELEASE)\\RadioButton.o
$(OBJDIR_RELEASE)\\ListItem.o: ..\\ListItem.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\ListItem.cpp -o $(OBJDIR_RELEASE)\\ListItem.o
$(OBJDIR_RELEASE)\\List.o: ..\\List.cpp
$(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c ..\\List.cpp -o $(OBJDIR_RELEASE)\\List.o
clean_release:
cmd /c del /f $(OBJ_RELEASE) $(OUT_RELEASE)
cmd /c rd $(OBJDIR_RELEASE)
.PHONY: before_debug after_debug clean_debug before_release after_release clean_release
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