use run-time dynamic linking for opengl32.dll to prevent random bugs where the game fails to start
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2754da2a30
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35ac845688
11 changed files with 6434 additions and 11155 deletions
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@ -26,10 +26,11 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="inc\clipper.h" />
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<ClInclude Include="inc\glcorearb.h" />
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<ClInclude Include="inc\KHR\khrplatform.h" />
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<ClInclude Include="inc\render_d3d9.h" />
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<ClInclude Include="inc\ddraw.h" />
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<ClInclude Include="inc\debug.h" />
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<ClInclude Include="inc\glext.h" />
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<ClInclude Include="inc\main.h" />
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<ClInclude Include="inc\opengl.h" />
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<ClInclude Include="inc\palette.h" />
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@ -99,7 +100,7 @@
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</ClCompile>
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<Link>
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<SubSystem>Windows</SubSystem>
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<AdditionalDependencies>opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ModuleDefinitionFile>ddraw.def</ModuleDefinitionFile>
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</Link>
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<PostBuildEvent>
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@ -126,7 +127,7 @@ if exist "$(LocalDebuggerCommand)" if exist "$(LocalDebuggerWorkingDirectory)"
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<SubSystem>Windows</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>opengl32.lib;winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>winmm.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ModuleDefinitionFile>ddraw.def</ModuleDefinitionFile>
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</Link>
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</ItemDefinitionGroup>
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