-
Notifications
You must be signed in to change notification settings - Fork 0
/
WeaponAimMod.csproj
115 lines (111 loc) · 5.26 KB
/
WeaponAimMod.csproj
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{65925866-F773-46B0-93EE-E2898859040B}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>WeaponAimMod</RootNamespace>
<AssemblyName>WeaponAimMod</AssemblyName>
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\0Harmony.dll</HintPath>
</Reference>
<Reference Include="0Nuterra.NativeOptions">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\QMods\0Nuterra.NativeOptions\0Nuterra.NativeOptions.dll</HintPath>
</Reference>
<Reference Include="AcModHelper.Config">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\QMods\ModHelper.Config\AcModHelper.Config.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="DebugWrapper">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\DebugWrapper.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\UnityEngine.Networking.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\TerraTech\TerraTechWin64_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="src\AccurateExplosionSpawnPatch.cs" />
<Compile Include="src\AutoSetFusePatch.cs" />
<Compile Include="src\BallisticEquations.cs" />
<Compile Include="src\IngressPoint.cs" />
<Compile Include="src\ListExtensions.cs" />
<Compile Include="src\MissilePatch.cs" />
<Compile Include="src\Patches.cs" />
<Compile Include="src\ProjectilePatch.cs" />
<Compile Include="src\OctantVision.cs" />
<Compile Include="src\SmartMissile.cs" />
<Compile Include="src\TargetManager.cs" />
<Compile Include="src\TimedFuseData.cs" />
</ItemGroup>
<ItemGroup>
<Folder Include="Properties\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>del *.pdb
@setlocal enableextensions enabledelayedexpansion
set modpath="C:\Program Files (x86)\Steam\steamapps\common\TerraTech\QMods\$(TargetName)"
for %25%25I in (*) do if not %25%25I == $(TargetFileName) (
del "%25%25I"
)
if not exist !modpath! (
echo Creating mod folder
mkdir !modpath!
)
echo Copying to game
set e=$(TargetDir)..\>nul
xcopy /Y /R "$(TargetFileName)" "$(TargetDir)$(TargetName)"
xcopy /S /Y /R "$(TargetDir)$(TargetName)" !modpath!</PostBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>