User talk:Riley: Difference between revisions
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2>Build log was saved at "file://c:\Rileys Mod\src\dlls\Debug HL2MP\BuildLog.htm" | 2>Build log was saved at "file://c:\Rileys Mod\src\dlls\Debug HL2MP\BuildLog.htm" | ||
2>server_hl2mp - 8 error(s), 0 warning(s) | 2>server_hl2mp - 8 error(s), 0 warning(s) | ||
=== Rebuild All: 0 succeeded, 2 failed, 0 skipped === |
Revision as of 13:22, 15 August 2007
Just to let you know, mods can't be sold, unless you have a Source engine license and an agreement with VALVe. Solokiller 13:04, 15 Aug 2007 (PDT)
kk
I know thats why i am waiting tell V3 and during that i will get a licinse.
Also
Also i get compile errors i need help!
i use VC++ Express 2005 and i installed platform sdk,this is my compile log:
1>------ Rebuild All started: Project: client_hl2mp, Configuration: Debug HL2MP Win32 ------
2>------ Rebuild All started: Project: server_hl2mp, Configuration: Debug HL2MP Win32 ------
1>Deleting intermediate and output files for project 'client_hl2mp', configuration 'Debug HL2MP|Win32'
2>Deleting intermediate and output files for project 'server_hl2mp', configuration 'Debug HL2MP|Win32'
1>Compiling...
1>stdafx.cpp
2>Compiling...
2>stdafx.cpp
2>Compiling...
2>weapon_hl2mpbasehlmpcombatweapon.cpp
1>Compiling...
1>episodic_screenspaceeffects.cpp
2>weapon_hl2mpbasebasebludgeon.cpp
1>c_weapon_hopwire.cpp
2>weapon_hl2mpbase_machinegun.cpp
1>c_prop_coreball.cpp
2>weapon_hl2mpbase.cpp
1>hl2mptextwindow.cpp
2>te_hl2mp_shotgun_shot.cpp
2>hl2mp_weapon_parse.cpp
2>hl2mp_player_shared.cpp
1>hl2mpclientscoreboard.cpp
2>hl2mp_player.cpp
2>hl2mp_gamerules.cpp
1>hl2mp_hud_team.cpp
2>hl2mp_gameinterface.cpp
2>hl2mp_cvars.cpp
1>hl2mp_hud_target_id.cpp
2>hl2mp_client.cpp
2>weapon_flaregun.cpp
1>hl2mp_hud_chat.cpp
2>weapon_cguard.cpp
2>vehicle_apc.cpp
1>weapon_stunstick.cpp
1>weapon_smg1.cpp
2>npc_missiledefense.cpp
1>weapon_slam.cpp
1>weapon_rpg.cpp
2>grenade_pathfollower.cpp
1>weapon_pistol.cpp
2>grenade_homer.cpp
1>weapon_physcannon.cpp
2>grenade_beam.cpp
2>weapon_cubemap.cpp
1>weapon_hl2mpbasehlmpcombatweapon.cpp
2>Generating Code...
1>weapon_hl2mpbasebasebludgeon.cpp
1>weapon_hl2mpbase_machinegun.cpp
1>weapon_hl2mpbase.cpp
1>weapon_frag.cpp
1>weapon_crowbar.cpp
1>Generating Code...
2>Compiling...
2>weapon_citizenpackage.cpp
2>weapon_bugbait.cpp
1>Compiling...
1>weapon_crossbow.cpp
1>weapon_ar2.cpp
1>weapon_357.cpp
2>weapon_annabelle.cpp
1>hl2mp_weapon_parse.cpp
1>hl2mp_player_shared.cpp
2>WaterLODControl.cpp
2>vehicle_viewcontroller.cpp
1>hl2mp_gamerules.cpp
2>vehicle_prisoner_pod.cpp
1>clientmode_hl2mpnormal.cpp
2>vehicle_crane.cpp
1>c_hl2mp_player.cpp
2>vehicle_airboat.cpp
1>vguitextwindow.cpp
1>teammenu.cpp
2>script_intro.cpp
2>rotorwash.cpp
2>proto_sniper.cpp
1>SpectatorGUI.cpp
1>NavProgress.cpp
2>prop_thumper.cpp
1>MapOverview.cpp
2>prop_combine_ball.cpp
1>commandmenu.cpp
2>point_apc_controller.cpp
1>ClientScoreBoardDialog.cpp
2>player_control.cpp
2>npc_zombie.cpp
1>smoke_fog_overlay.cpp
1>particlesphererenderer.cpp
1>fx_sparks.cpp
2>npc_vortigaunt.cpp
1>fx_line.cpp
1>fx_envelope.cpp
1>Generating Code...
1>Compiling...
1>fx_discreetline.cpp
1>fx.cpp
1>c_tracer.cpp
1>c_testtraceline.cpp
1>c_te_worlddecal.cpp
1>c_te_spritespray.cpp
1>c_te_sprite.cpp
1>c_te_sparks.cpp
1>c_te_smoke.cpp
1>c_te_showline.cpp
1>c_te_projecteddecal.cpp
1>c_te_playerdecal.cpp
1>c_te_physicsprop.cpp
1>c_te_particlesystem.cpp
2>npc_turret_ground.cpp
1>c_te_muzzleflash.cpp
1>c_te_legacytempents.cpp
2>npc_turret_floor.cpp
1>c_te_largefunnel.cpp
1>c_te_killplayerattachments.cpp
2>npc_turret_ceiling.cpp
1>c_te_impact.cpp
1>c_te_hl2mp_shotgun_shot.cpp
1>Generating Code...
2>Generating Code...
1>Compiling...
1>c_te_glowsprite.cpp
1>c_te_glassshatter.cpp
1>c_te_footprint.cpp
1>c_te_fizz.cpp
1>c_te_explosion.cpp
1>c_te_energysplash.cpp
1>c_te_effect_dispatch.cpp
1>c_te_dynamiclight.cpp
1>c_te_decal.cpp
1>c_te_bubbletrail.cpp
2>Compiling...
2>npc_talker.cpp
1>c_te_bubbles.cpp
1>c_te_bspdecal.cpp
1>c_te_breakmodel.cpp
1>c_te_bloodstream.cpp
1>c_te_bloodsprite.cpp
1>c_te_beamspline.cpp
1>c_te_beamringpoint.cpp
2>npc_strider.cpp
1>c_te_beamring.cpp
1>c_te_beampoints.cpp
1>c_te_beamlaser.cpp
1>Generating Code...
1>Compiling...
1>c_te_beaments.cpp
2>npc_stalker.cpp
1>c_te_beamentpoint.cpp
1>c_te_basebeam.cpp
1>c_te_armorricochet.cpp
1>c_te.cpp
1>c_stickybolt.cpp
1>c_steamjet.cpp
1>c_smokestack.cpp
1>c_smoke_trail.cpp
2>npc_scanner.cpp
1>c_recipientfilter.cpp
1>c_prop_vehicle.cpp
1>c_particle_smokegrenade.cpp
1>c_particle_fire.cpp
1>c_movie_explosion.cpp
1>c_impact_effects.cpp
1>c_effects.cpp
1>c_basetempentity.cpp
2>npc_rollermine.cpp
1>vgui_rootpanel_hl2.cpp
1>shieldproxy.cpp
1>hud_zoom.cpp
2>npc_PoisonZombie.cpp
1>Generating Code...
2>npc_playercompanion.cpp
1>Compiling...
1>hud_weaponselection.cpp
1>hud_suitpower.cpp
2>npc_mossman.cpp
1>hud_squadstatus.cpp
1>hud_quickinfo.cpp
2>npc_monk.cpp
1>hud_poisondamageindicator.cpp
1>hud_health.cpp
1>hud_flashlight.cpp
2>npc_metropolice.cpp
1>hud_damageindicator.cpp
1>hud_credits.cpp
1>hud_blood.cpp
1>hud_battery.cpp
2>npc_manhack.cpp
1>hud_ammo.cpp
1>hl_prediction.cpp
2>npc_launcher.cpp
1>hl_in_main.cpp
1>hl_gamemovement.cpp
1>hl2_usermessages.cpp
2>npc_kleiner.cpp
1>hl2_gamerules.cpp
1>hl2_clientmode.cpp
2>npc_ichthyosaur.cpp
1>fx_hl2_tracers.cpp
2>npc_headcrab.cpp
1>fx_hl2_impacts.cpp
1>Generating Code...
2>npc_gman.cpp
1>Compiling...
1>fx_bugbait.cpp
1>fx_antlion.cpp
2>npc_fastzombie.cpp
1>env_headcrabcanister_shared.cpp
1>c_weapon_crossbow.cpp
1>c_weapon__stubs_hl2.cpp
1>c_waterbullet.cpp
2>npc_enemyfinder.cpp
1>c_vehicle_prisoner_pod.cpp
1>c_vehicle_crane.cpp
2>npc_eli.cpp
1>c_vehicle_cannon.cpp
1>c_vehicle_airboat.cpp
2>npc_dog.cpp
1>c_thumper_dust.cpp
1>c_te_flare.cpp
1>c_te_concussiveexplosion.cpp
2>Generating Code...
1>c_strider.cpp
1>c_script_intro.cpp
1>c_rotorwash.cpp
1>c_prop_combine_ball.cpp
1>c_plasma_beam_node.cpp
1>c_npc_rollermine.cpp
1>c_npc_manhack.cpp
1>Generating Code...
1>Compiling...
1>c_npc_combinegunship.cpp
1>c_info_teleporter_countdown.cpp
1>c_hl2_playerlocaldata.cpp
1>c_func_tankmortar.cpp
1>c_env_starfield.cpp
1>c_env_headcrabcanister.cpp
1>c_env_alyxtemp.cpp
2>Compiling...
2>npc_crow.cpp
1>c_corpse.cpp
1>c_citadel_effects.cpp
1>c_basehlplayer.cpp
1>c_basehlcombatweapon.cpp
2>npc_cranedriver.cpp
1>c_basehelicopter.cpp
1>c_barney.cpp
1>c_barnacle.cpp
1>c_ar2_explosion.cpp
2>npc_combines.cpp
1>c_antlion_dust.cpp
1>basehlcombatweapon_shared.cpp
1>WorldDimsProxy.cpp
1>weapons_resource.cpp
1>weapon_selection.cpp
2>npc_combinegunship.cpp
1>Generating Code...
1>Compiling...
1>weapon_parse.cpp
1>WaterLODMaterialProxy.cpp
1>warp_overlay.cpp
1>voice_status.cpp
2>npc_combinedropship.cpp
1>voice_banmgr.cpp
1>ViewConeImage.cpp
1>view_scene.cpp
2>npc_combinecamera.cpp
2>npc_citizen17.cpp
1>view_effects.cpp
1>view_beams.cpp
1>view.cpp
1>vgui_textmessagepanel.cpp
1>vgui_netgraphpanel.cpp
1>vgui_messagechars.cpp
2>npc_bullseye.cpp
1>vgui_loadingdiscpanel.cpp
2>npc_breen.cpp
1>vgui_int.cpp
2>npc_BaseZombie.cpp
1>vgui_grid.cpp
1>vgui_game_viewport.cpp
1>vgui_fpspanel.cpp
2>npc_barney.cpp
1>vgui_debugoverlaypanel.cpp
1>vgui_consolepanel.cpp
1>Generating Code...
2>npc_barnacle.cpp
1>Compiling...
1>vgui_centerstringpanel.cpp
1>vgui_bitmappanel.cpp
2>npc_attackchopper.cpp
1>vgui_bitmapimage.cpp
1>vgui_bitmapbutton.cpp
1>vgui_basepanel.cpp
2>npc_apcdriver.cpp
1>util_shared.cpp
1>usermessages.cpp
2>npc_antlionguard.cpp
1>usercmd.cpp
1>train.cpp
1>toolframework_client.cpp
1>toggletextureproxy.cpp
2>npc_antlion.cpp
1>timematerialproxy.cpp
1>texturescrollmaterialproxy.cpp
1>text_message.cpp
1>test_ehandle.cpp
1>takedamageinfo.cpp
1>survival_gamerules.cpp
2>monster_dummy.cpp
1>studio_shared.cpp
2>look_door.cpp
1>SpriteTrail.cpp
2>item_suit.cpp
2>item_itemcrate.cpp
1>spritemodel.cpp
2>Generating Code...
1>Generating Code...
1>Compiling...
1>Sprite.cpp
1>splinepatch.cpp
1>SoundParametersInternal.cpp
1>soundenvelope.cpp
1>SoundEmitterSystem.cpp
1>singleplay_gamerules.cpp
1>simple_keys.cpp
1>sequence_Transitioner.cpp
1>ScreenSpaceEffects.cpp
1>sceneentity_shared.cpp
1>saverestore.cpp
1>rope_helpers.cpp
1>recvproxy.cpp
1>ragdoll_shared.cpp
1>ragdoll.cpp
1>proxypupil.cpp
2>Compiling...
2>item_healthkit.cpp
1>proxyplayer.cpp
2>item_dynamic_resupply.cpp
1>ProxyHealth.cpp
2>item_battery.cpp
1>proxyentity.cpp
2>item_ammo.cpp
1>props_shared.cpp
2>info_teleporter_countdown.cpp
2>hl_playermove.cpp
1>Generating Code...
2>hl_gamemovement.cpp
2>hl2_usermessages.cpp
2>hl2_triggers.cpp
2>hl2_playerlocaldata.cpp
2>hl2_player.cpp
1>Compiling...
1>predictioncopy.cpp
1>prediction.cpp
1>predicted_viewmodel.cpp
1>predictableid.cpp
1>precache_register.cpp
1>playerandobjectenumerator.cpp
1>physpropclientside.cpp
1>physics_shared.cpp
1>physics_saverestore.cpp
2>hl2_gamerules.cpp
1>physics_main_shared.cpp
2>hl2_eventlog.cpp
2>hl2_ai_network.cpp
1>physics_main_client.cpp
1>physics.cpp
2>grenade_frag.cpp
2>grenade_bugbait.cpp
1>perfvisualbenchmark.cpp
1>particles_simple.cpp
1>particles_localspace.cpp
1>particles_ez.cpp
2>grenade_ar2.cpp
1>particles_attractor.cpp
1>particlemgr.cpp
2>func_tank.cpp
1>particle_simple3d.cpp
1>particle_proxies.cpp
1>Generating Code...
2>func_recharge.cpp
2>env_starfield.cpp
2>Generating Code...
1>Compiling...
1>particle_litsmokeemitter.cpp
1>particle_collision.cpp
1>panelmetaclassmgr.cpp
1>obstacle_pushaway.cpp
2>Compiling...
2>env_speaker.cpp
1>multiplay_gamerules.cpp
1>mp3player.cpp
1>movevars_shared.cpp
1>movehelper_client.cpp
2>env_headcrabcanister_shared.cpp
1>message.cpp
2>env_headcrabcanister.cpp
1>menu.cpp
1>matrixproxy.cpp
2>env_alyxemp.cpp
1>mathproxy.cpp
2>combine_mine.cpp
1>mapentities_shared.cpp
1>lamphaloproxy.cpp
2>citadel_effects.cpp
1>lampbeamproxy.cpp
2>cbasespriteprojectile.cpp
1>interpolatedvar.cpp
2>cbasehelicopter.cpp
1>initializer.cpp
1>in_main.cpp
2>basehlcombatweapon_shared.cpp
1>in_camera.cpp
2>basehlcombatweapon.cpp
1>igamesystem.cpp
1>Generating Code...
2>basebludgeonweapon.cpp
2>ar2_explosion.cpp
2>antlion_maker.cpp
1>Compiling...
1>hud_weapon.cpp
2>antlion_dust.cpp
2>ai_spotlight.cpp
1>hud_voicestatus.cpp
2>ai_goal_police.cpp
2>ai_behavior_police.cpp
1>hud_vehicle.cpp
1>hud_redraw.cpp
2>ai_behavior_holster.cpp
1>hud_pdump.cpp
2>ai_behavior_functank.cpp
1>hud_numericdisplay.cpp
1>hud_msg.cpp
2>ai_behavior_actbusy.cpp
1>hud_hintdisplay.cpp
1>hud_element_helper.cpp
1>hud_crosshair.cpp
1>hud_closecaption.cpp
2>Generating Code...
1>hud_bitmapnumericdisplay.cpp
1>hud_basetimer.cpp
1>hud_basechat.cpp
2>Compiling...
2>ai_allymanager.cpp
1>hud_animationinfo.cpp
1>hud.cpp
1>hltvcamera.cpp
1>history_resource.cpp
1>glow_overlay.cpp
1>geiger.cpp
2>usermessages.cpp
2>te_worlddecal.cpp
2>te_spritespray.cpp
1>Generating Code...
2>te_sprite.cpp
2>te_sparks.cpp
2>te_smoke.cpp
2>te_showline.cpp
2>te_projecteddecal.cpp
2>te_playerdecal.cpp
2>te_physicsprop.cpp
2>te_particlesystem.cpp
2>te_muzzleflash.cpp
2>te_largefunnel.cpp
2>te_killplayerattachments.cpp
2>te_impact.cpp
1>Compiling...
1>gamevars_shared.cpp
2>te_glowsprite.cpp
1>gametrace_client.cpp
2>te_glassshatter.cpp
1>gamestringpool.cpp
2>te_gaussexplosion.cpp
2>te_footprintdecal.cpp
1>gamerules_register.cpp
2>Generating Code...
1>gamerules.cpp
1>gamemovement.cpp
1>fx_water.cpp
2>Compiling...
2>te_fizz.cpp
2>te_explosion.cpp
1>fx_trail.cpp
2>te_energysplash.cpp
2>te_dynamiclight.cpp
1>fx_tracer.cpp
2>te_decal.cpp
1>fx_staticline.cpp
2>te_bubbletrail.cpp
1>fx_shelleject.cpp
2>te_bubbles.cpp
2>te_bspdecal.cpp
1>fx_quad.cpp
2>te_breakmodel.cpp
1>fx_interpvalue.cpp
2>te_bloodstream.cpp
1>fx_impact.cpp
2>te_bloodsprite.cpp
2>te_beamspline.cpp
1>fx_fleck.cpp
2>te_beamringpoint.cpp
1>fx_explosion.cpp
2>te_beamring.cpp
2>te_beampoints.cpp
1>fx_cube.cpp
2>te_beamlaser.cpp
1>fx_blood.cpp
2>te_beaments.cpp
2>te_beamentpoint.cpp
1>functionproxy.cpp
2>te_basebeam.cpp
1>func_ladder.cpp
2>te_armorricochet.cpp
1>Generating Code...
2>Generating Code...
2>Compiling...
2>te.cpp
1>Compiling...
1>flashlighteffect.cpp
2>steamjet.cpp
2>SpriteTrail.cpp
2>smokestack.cpp
2>smoke_trail.cpp
1>eventlist.cpp
1>env_wind_shared.cpp
2>plasma.cpp
1>env_detail_controller.cpp
2>particle_smokegrenade.cpp
2>particle_fire.cpp
1>EntityParticleTrail_Shared.cpp
2>movie_explosion.cpp
1>entitylist_base.cpp
2>event_tempentity_tester.cpp
2>basetempentity.cpp
1>entity_client_tools.cpp
2>world.cpp
1>ehandle.cpp
2>weapon_proficiency.cpp
1>EffectsClient.cpp
2>weapon_parse.cpp
1>effect_dispatch_data.cpp
2>wcedit.cpp
1>dummyproxy.cpp
1>detailobjectsystem.cpp
2>waterbullet.cpp
1>decals.cpp
2>voice_gamemgr.cpp
2>vguiscreen.cpp
1>death_pose.cpp
2>vgui_gamedll_int.cpp
1>collisionproperty.cpp
1>clientsideeffects_test.cpp
2>vehicle_jeep_episodic.cpp
1>clientsideeffects.cpp
1>clientshadowmgr.cpp
1>clientmode_shared.cpp
2>Generating Code...
1>clientleafsystem.cpp
1>Generating Code...
2>Compiling...
2>vehicle_choreo_generic.cpp
2>vehicle_baseserver.cpp
1>Compiling...
1>cliententitylist.cpp
1>clienteffectprecachesystem.cpp
1>client_thinklist.cpp
2>vehicle_base.cpp
1>client_factorylist.cpp
1>classmap.cpp
1>cl_mat_stub.cpp
1>cdll_util.cpp
2>variant_t.cpp
2>util_shared.cpp
1>cdll_client_int.cpp
2>util.cpp
2>usercmd.cpp
2>triggers.cpp
1>camomaterialproxy.cpp
1>c_world.cpp
2>trains.cpp
1>C_WaterLODControl.cpp
1>c_vguiscreen.cpp
2>timedeventmgr.cpp
2>textstatsmgr.cpp
1>c_vehicle_jeep.cpp
2>testtraceline.cpp
2>testfunctions.cpp
1>c_vehicle_choreo_generic.cpp
2>test_stressentities.cpp
1>c_user_message_register.cpp
2>test_proxytoggle.cpp
2>test_ehandle.cpp
1>c_test_proxytoggle.cpp
2>tesla.cpp
1>c_tesla.cpp
2>terrainmodmgr.cpp
2>tempmonster.cpp
1>c_team.cpp
2>TemplateEntities.cpp
1>c_te_beamfollow.cpp
2>Generating Code...
1>c_sun.cpp
1>Generating Code...
1>Compiling...
1>c_sprite.cpp
1>c_spotlight_end.cpp
2>Compiling...
2>teamplay_gamerules.cpp
1>c_soundscape.cpp
2>team_spawnpoint.cpp
2>team.cpp
1>c_shadowcontrol.cpp
2>te_effect_dispatch.cpp
1>c_sceneentity.cpp
2>te_beamfollow.cpp
2>tanktrain.cpp
2>takedamageinfo.cpp
2>survival_gamerules.cpp
1>c_rumble.cpp
1>c_rope.cpp
2>sun.cpp
2>subs.cpp
1>c_ragdoll_manager.cpp
2>studio_shared.cpp
1>c_props.cpp
2>Sprite.cpp
1>c_point_commentary_node.cpp
2>spotlightend.cpp
2>soundscape_system.cpp
2>soundscape.cpp
1>c_point_camera.cpp
2>SoundParametersInternal.cpp
1>c_playerresource.cpp
2>soundenvelope.cpp
1>c_plasma.cpp
2>soundent.cpp
1>c_pixel_visibility.cpp
2>SoundEmitterSystem.cpp
1>c_physmagnet.cpp
2>sound.cpp
1>c_physicsprop.cpp
1>c_physbox.cpp
2>Generating Code...
1>C_MaterialModifyControl.cpp
1>c_lightglow.cpp
1>c_hairball.cpp
1>Generating Code...
2>Compiling...
2>SkyCamera.cpp
2>singleplay_gamerules.cpp
2>simtimer.cpp
2>shadowcontrol.cpp
1>Compiling...
1>c_gib.cpp
2>ServerNetworkProperty.cpp
2>sequence_Transitioner.cpp
1>c_func_tracktrain.cpp
2>sendproxy.cpp
1>c_func_smokevolume.cpp
2>scriptedtarget.cpp
1>c_func_occluder.cpp
1>C_Func_Monitor.cpp
2>scripted.cpp
1>c_func_lod.cpp
1>c_func_dust.cpp
2>scratchpad_gamedll_helpers.cpp
1>c_func_conveyor.cpp
2>sceneentity_shared.cpp
2>sceneentity.cpp
1>c_func_breakablesurf.cpp
1>c_func_areaportalwindow.cpp
1>c_fish.cpp
1>c_fire_smoke.cpp
1>c_env_screenoverlay.cpp
1>c_env_particlescript.cpp
1>c_entityparticletrail.cpp
1>c_entitydissolve.cpp
1>c_dynamiclight.cpp
2>SceneCache.cpp
1>c_breakableprop.cpp
1>c_baseviewmodel.cpp
1>c_baseplayer.cpp
2>saverestore_gamedll.cpp
2>saverestore.cpp
2>rope_helpers.cpp
1>Generating Code...
2>rope.cpp
2>recipientfilter.cpp
2>RagdollBoogie.cpp
2>ragdoll_shared.cpp
2>Generating Code...
1>Compiling...
1>c_baseflex.cpp
1>c_baseentity.cpp
2>Compiling...
2>ragdoll_manager.cpp
1>c_basedoor.cpp
2>props_shared.cpp
1>c_basecombatweapon.cpp
2>props.cpp
1>c_basecombatcharacter.cpp
1>c_baseanimatingoverlay.cpp
1>c_baseanimating.cpp
2>prop_stickybomb.cpp
2>prop_coreball.cpp
2>predicted_viewmodel.cpp
2>predictableid.cpp
1>c_ai_basenpc.cpp
2>precache_register.cpp
2>pointteleport.cpp
1>c_ai_basehumanoid.cpp
2>pointhurt.cpp
1>bonelist.cpp
2>PointAngularVelocitySensor.cpp
1>bone_merge_cache.cpp
2>pointanglesensor.cpp
2>point_template.cpp
1>bone_accessor.cpp
1>beamdraw.cpp
2>point_spotlight.cpp
1>beam_shared.cpp
2>point_playermoveconstraint.cpp
2>point_devshot_camera.cpp
1>baseviewport.cpp
2>point_camera.cpp
2>plugin_check.cpp
2>playerlocaldata.cpp
2>playerinfomanager.cpp
2>Generating Code...
1>baseviewmodel_shared.cpp
1>baseplayer_shared.cpp
1>baseparticleentity.cpp
1>basegrenade_shared.cpp
1>baseentity_shared.cpp
1>Generating Code...
2>Compiling...
2>player_resource.cpp
2>player_pickup.cpp
2>player_lagcompensation.cpp
2>player_command.cpp
2>player.cpp
1>Compiling...
1>basecombatweapon_shared.cpp
2>physobj.cpp
1>basecombatcharacter_shared.cpp
2>physics_shared.cpp
1>baseanimatedtextureproxy.cpp
2>physics_saverestore.cpp
1>base_playeranimstate.cpp
2>physics_prop_ragdoll.cpp
1>animation.cpp
1>animatedtextureproxy.cpp
1>animatedoffsettextureproxy.cpp
1>animatedentitytextureproxy.cpp
2>physics_npc_solver.cpp
1>ammodef.cpp
1>alphamaterialproxy.cpp
2>physics_main_shared.cpp
1>activitylist.cpp
1>Generating Code...
2>physics_main.cpp
2>physics_impact_damage.cpp
2>physics_fx.cpp
2>physics_cannister.cpp
1>Compiling...
2>physics_bone_follower.cpp
2>physics.cpp
2>physconstraint.cpp
2>phys_controller.cpp
2>pathtrack.cpp
2>Generating Code...
1>hud_deathnotice.cpp
1>Compiling...
1>backgroundpanel.cpp
1>Compiling...
1>weapon_shotgun.cpp
2>Compiling...
2>pathcorner.cpp
2>particle_light.cpp
1>Compiling...
2>obstacle_pushaway.cpp
1>vmatrix.cpp
2>npc_vehicledriver.cpp
1>vallocator.cpp
1>studio.cpp
2>npc_combine_episodic.cpp
1>stringregistry.cpp
1>simple_physics.cpp
1>sheetsimulator.cpp
2>npc_alyx_episodic.cpp
1>sentence.cpp
1>ScratchPadUtils.cpp
1>scratchpad3d.cpp
2>ndebugoverlay.cpp
1>rope_physics.cpp
2>nav_node.cpp
2>nav_mesh.cpp
1>rendertexture.cpp
2>nav_ladder.cpp
1>randoverride.cpp
2>nav_generate.cpp
1>networkvar.cpp
1>memoverride.cpp
2>nav_file.cpp
1>c:\rileys mod\src\public\tier0\memoverride.cpp(16) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>KeyValues.cpp
1>c:\rileys mod\src\tier1\keyvalues.cpp(14) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>interval.cpp
2>nav_edit.cpp
1>interpolatortypes.cpp
2>nav_colors.cpp
1>in_mouse.cpp
2>nav_area.cpp
1>c:\rileys mod\src\cl_dll\in_mouse.cpp(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>in_joystick.cpp
1>c:\rileys mod\src\cl_dll\in_joystick.cpp(10) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>IceKey.cpp
1>Generating Code...
2>multiplay_gamerules.cpp
2>movevars_shared.cpp
2>movement.cpp
2>movehelper_server.cpp
1>Compiling...
1>filesystem_helpers.cpp
2>monstermaker.cpp
1>dt_utlvector_recv.cpp
2>Generating Code...
1>dt_utlvector_common.cpp
1>dt_recv.cpp
1>crtmemdebug.cpp
1>collisionutils.cpp
1>client_class.cpp
1>choreoscene.cpp
1>c:\rileys mod\src\game_shared\choreoscene.cpp(11) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
1>choreoevent.cpp
2>Compiling...
2>ModelSoundsCache.cpp
2>modelentities.cpp
2>message_entity.cpp
2>MaterialModifyControl.cpp
2>maprules.cpp
1>choreochannel.cpp
2>mapentities_shared.cpp
2>mapentities.cpp
2>logicrelay.cpp
2>logicentities.cpp
1>choreoactor.cpp
2>logicauto.cpp
2>logic_navigation.cpp
2>logic_measure_movement.cpp
2>lights.cpp
2>lightglow.cpp
1>bone_setup.cpp
2>item_world.cpp
2>intermission.cpp
2>info_darknessmode_lightsource.cpp
2>info_camera_link.cpp
1>Generating Code...
2>igamesystem.cpp
2>hltvdirector.cpp
2>Generating Code...
1>Creating browse information file...
1>Microsoft Browse Information Maintenance Utility Version 8.00.50727
1>Copyright (C) Microsoft Corporation. All rights reserved.
1>BSCMAKE: error BK1506 : cannot open file '.\debug hl2mp\choreoscene.sbr': No such file or directory
2>Compiling...
2>hl2mp_bot_temp.cpp
2>hierarchy.cpp
2>h_cycler.cpp
2>h_ai.cpp
2>guntarget.cpp
2>grenadethrown.cpp
2>grenade_hopwire.cpp
2>globalstate.cpp
2>globals.cpp
2>gib.cpp
2>genericmonster.cpp
2>genericactor.cpp
2>gamevars_shared.cpp
2>gametrace_dll.cpp
2>gamestringpool.cpp
2>gamerules_register.cpp
2>gamerules.cpp
2>gamemovement.cpp
2>gameinterface.cpp
2>game_ui.cpp
2>Generating Code...
2>Compiling...
2>game.cpp
2>func_smokevolume.cpp
2>func_occluder.cpp
2>func_movelinear.cpp
2>Func_Monitor.cpp
2>func_lod.cpp
2>func_ladder_endpoint.cpp
2>func_ladder.cpp
2>func_dust.cpp
2>func_breakablesurf.cpp
1>Build log was saved at "file://c:\Rileys Mod\src\cl_dll\Debug HL2MP\BuildLog.htm"
1>client_hl2mp - 6 error(s), 0 warning(s)
2>func_break.cpp
2>func_areaportalwindow.cpp
2>func_areaportalbase.cpp
2>func_areaportal.cpp
2>fourwheelvehiclephysics.cpp
2>fogcontroller.cpp
2>fish.cpp
2>fire_smoke.cpp
2>fire.cpp
2>filters.cpp
2>Generating Code...
2>Compiling...
2>explode.cpp
2>EventLog.cpp
2>eventlist.cpp
2>EnvSpark.cpp
2>EnvShake.cpp
2>envmicrophone.cpp
2>EnvMessage.cpp
2>EnvLaser.cpp
2>EnvHudHint.cpp
2>EnvFade.cpp
2>EnvBeam.cpp
2>env_zoom.cpp
2>env_wind_shared.cpp
2>env_texturetoggle.cpp
2>env_screenoverlay.cpp
2>env_player_surface_trigger.cpp
2>env_particlescript.cpp
2>env_entity_maker.cpp
2>env_effectsscript.cpp
2>env_detail_controller.cpp
2>Generating Code...
2>Compiling...
2>EntityParticleTrail_Shared.cpp
2>EntityParticleTrail.cpp
2>entitylist_base.cpp
2>entitylist.cpp
2>EntityFlame.cpp
2>EntityDissolve.cpp
2>entityblocker.cpp
2>ehandle.cpp
2>EffectsServer.cpp
2>effects.cpp
2>effect_dispatch_data.cpp
2>dynamiclight.cpp
2>doors.cpp
2>decals.cpp
2>debugoverlay_shared.cpp
2>death_pose.cpp
2>damagemodifier.cpp
2>cterrainmorph.cpp
2>CRagdollMagnet.cpp
2>cplane.cpp
2>Generating Code...
2>Compiling...
2>controlentities.cpp
2>CommentarySystem.cpp
2>collisionproperty.cpp
2>client.cpp
2>cbase.cpp
2>buttons.cpp
2>bmodels.cpp
2>bitstring.cpp
2>beam_shared.cpp
2>baseviewmodel_shared.cpp
2>baseviewmodel.cpp
2>baseplayer_shared.cpp
2>baseparticleentity.cpp
2>basegrenade_timed.cpp
2>basegrenade_shared.cpp
2>basegrenade_contact.cpp
2>basegrenade_concussion.cpp
2>baseflex.cpp
2>baseentity_shared.cpp
2>baseentity.cpp
2>Generating Code...
2>Compiling...
2>basecombatweapon_shared.cpp
2>basecombatweapon.cpp
2>basecombatcharacter_shared.cpp
2>basecombatcharacter.cpp
2>BaseAnimatingOverlay.cpp
2>baseanimating.cpp
2>base_transmit_proxy.cpp
2>base_playeranimstate.cpp
2>animation.cpp
2>ammodef.cpp
2>ai_waypoint.cpp
2>ai_utils.cpp
2>ai_trackpather.cpp
2>ai_task.cpp
2>ai_tacticalservices.cpp
2>ai_squadslot.cpp
2>ai_squad.cpp
2>ai_speechfilter.cpp
2>ai_speech.cpp
2>ai_sentence.cpp
2>Generating Code...
2>Compiling...
2>ai_senses.cpp
2>ai_scriptconditions.cpp
2>ai_schedule.cpp
2>ai_saverestore.cpp
2>ai_route.cpp
2>AI_ResponseSystem.cpp
2>ai_relationship.cpp
2>ai_playerally.cpp
2>ai_planesolver.cpp
2>ai_pathfinder.cpp
2>ai_node.cpp
2>ai_networkmanager.cpp
2>ai_network.cpp
2>ai_navigator.cpp
2>ai_namespaces.cpp
2>ai_movesolver.cpp
2>ai_moveshoot.cpp
2>ai_moveprobe.cpp
2>ai_motor.cpp
2>ai_memory.cpp
2>Generating Code...
2>Compiling...
2>ai_looktarget.cpp
2>ai_localnavigator.cpp
2>ai_link.cpp
2>AI_Interest_Target.cpp
2>ai_initutils.cpp
2>ai_hull.cpp
2>ai_hint.cpp
2>ai_goalentity.cpp
2>ai_eventresponse.cpp
2>ai_event.cpp
2>ai_dynamiclink.cpp
2>ai_default.cpp
2>AI_Criteria.cpp
2>ai_condition.cpp
2>ai_concommands.cpp
2>ai_blended_movement.cpp
2>ai_behavior_standoff.cpp
2>ai_behavior_rappel.cpp
2>ai_behavior_passenger_zombie.cpp
2>ai_behavior_passenger_companion.cpp
2>Generating Code...
2>Compiling...
2>ai_behavior_passenger.cpp
2>ai_behavior_operator.cpp
2>ai_behavior_lead.cpp
2>ai_behavior_follow.cpp
2>ai_behavior_assault.cpp
2>ai_behavior.cpp
2>ai_basenpc_squad.cpp
2>ai_basenpc_schedule.cpp
2>ai_basenpc_physicsflyer.cpp
2>ai_basenpc_movement.cpp
2>ai_basenpc_flyer_new.cpp
2>ai_basenpc_flyer.cpp
2>ai_basenpc.cpp
2>ai_basehumanoid.cpp
2>ai_baseactor.cpp
2>ai_activity.cpp
2>activitylist.cpp
2>Generating Code...
2>Compiling...
2>weapon_stunstick.cpp
2>Compiling...
2>weapon_smg1.cpp
2>Compiling...
2>weapon_slam.cpp
2>Compiling...
2>weapon_shotgun.cpp
2>Compiling...
2>weapon_rpg.cpp
2>Compiling...
2>weapon_pistol.cpp
2>Compiling...
2>weapon_physcannon.cpp
2>Compiling...
2>weapon_frag.cpp
2>Compiling...
2>weapon_crowbar.cpp
2>Compiling...
2>weapon_crossbow.cpp
2>Compiling...
2>weapon_ar2.cpp
2>Compiling...
2>weapon_357.cpp
2>Compiling...
2>grenade_tripmine.cpp
2>Compiling...
2>grenade_satchel.cpp
2>Compiling...
2>vehicle_jeep.cpp
2>Compiling...
2>vmatrix.cpp
2>utlsymbol.cpp
2>utlbuffer.cpp
2>studio.cpp
2>stringregistry.cpp
2>stringpool.cpp
2>simple_physics.cpp
2>sheetsimulator.cpp
2>server_class.cpp
2>ScratchPadUtils.cpp
2>scratchpad3d.cpp
2>rope_physics.cpp
2>registry.cpp
2>c:\rileys mod\src\public\registry.cpp(15) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>randoverride.cpp
2>networkvar.cpp
2>mempool.cpp
2>memoverride.cpp
2>c:\rileys mod\src\public\tier0\memoverride.cpp(16) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>map_utils.cpp
2>KeyValues.cpp
2>c:\rileys mod\src\tier1\keyvalues.cpp(14) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>keyframe.cpp
2>Generating Code...
2>Compiling...
2>interval.cpp
2>interpolatortypes.cpp
2>interface.cpp
2>c:\rileys mod\src\tier1\interface.cpp(9) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>init_factory.cpp
2>IceKey.cpp
2>h_export.cpp
2>c:\rileys mod\src\public\winlite.h(22) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>gamehandle.cpp
2>c:\rileys mod\src\public\winlite.h(22) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>filesystem_helpers.cpp
2>ep1_gamestats.cpp
2>editor_sendcommand.cpp
2>c:\rileys mod\src\public\editor_sendcommand.cpp(17) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
2>dt_utlvector_send.cpp
2>dt_utlvector_common.cpp
2>dt_send.cpp
2>convar.cpp
2>collisionutils.cpp
2>checksum_md5.cpp
2>checksum_crc.cpp
2>characterset.cpp
2>bone_setup.cpp
2>bitbuf.cpp
2>Generating Code...
2>Creating browse information file...
2>Microsoft Browse Information Maintenance Utility Version 8.00.50727
2>Copyright (C) Microsoft Corporation. All rights reserved.
2>BSCMAKE: error BK1506 : cannot open file '.\debug hl2mp\Editor_SendCommand.sbr': No such file or directory
2>Build log was saved at "file://c:\Rileys Mod\src\dlls\Debug HL2MP\BuildLog.htm"
2>server_hl2mp - 8 error(s), 0 warning(s)