//-----------------------------------------------------------------------------
// SOURCE_REPLAY.VPC
//
// Controls compilation of the replay system via the REPLAY_ENABLE preprocessor
// definition.
//
// The BUILD_REPLAY macro (below) controls the definition of REPLAY_ENABLE 
// across multiple projects like engine, TF client & server DLL's, and any
// other games with replay support.
//
// This file serves two purposes:
//
//	 1. To provide a single place where replay can be built out of all games,
//		in other words the engine, as well as any supported game client/server
//		DLL's. This is useful for avoiding shipping any replay code prematurely
//		(i.e. when we do staging -> rel integrations), for example.
//
//	 1. Any client/server DLL's that don't have REPLAY_ENABLE defined will not
//		attempt to load or interact with the replay system, because they will
//		not build the code to do so.
//
// If BUILD_REPLAY=1, replay will be built in the engine, and client/server
// projects for supported games - otherwise, it will not.
//
// If you are adding replay support to a specific game, you must include this
// file in both its client_* and server_*.vpc files.
//
// This file should not be included in client_base.vpc or server_base.vpc.
//
// Replay is only loaded for games explicitly specified in engine/replay.cpp
// (see s_pSupportedReplayGames).
// 
//-----------------------------------------------------------------------------

$Macro BUILD_REPLAY		1

//-----------------------------------------------------------------------------

$Include "$SRCDIR\vpc_scripts\source_replay_private.vpc"	[$BUILD_REPLAY && !$X360]