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@ -363,6 +176,10 @@
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@ -385,6 +202,16 @@
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B5C6FE3E126DD2AE002ED666 /* Delegate.h in Headers */,
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B5C6FE3F126DD2AE002ED666 /* VertexPositionTextureArray.h in Headers */,
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B5C6FE40126DD2AE002ED666 /* ContentReader.h in Headers */,
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B5C6FE41126DD2AE002ED666 /* PixelBitmapContent.h in Headers */,
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B5C6FE42126DD2AE002ED666 /* ContentImporter.h in Headers */,
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B5C6FE43126DD2AE002ED666 /* GraphicsDevice.h in Headers */,
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B5C6FE44126DD2AE002ED666 /* Retronator.Xni.Framework.classes.h in Headers */,
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B5C6FE45126DD2AE002ED666 /* Retronator.Xni.Framework.Graphics.PackedVector.h in Headers */,
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B5C6FE46126DD2AE002ED666 /* GameServiceContainer.h in Headers */,
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B5C6FE47126DD2AE002ED666 /* MipmapChain.h in Headers */,
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@ -1151,6 +876,10 @@
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B52BADAD1255426600B308F6 /* FrameworkEnums.h in Headers */,
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B50769141264EE9500E4474F /* GameComponent.h in Headers */,
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B507691C1264EF0B00E4474F /* DrawableGameComponent.h in Headers */,
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B5F415B3127780840012BAF1 /* TextureCollection+Internal.h in Headers */,
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B5F415CF127781340012BAF1 /* SamplerStateCollection+Internal.h in Headers */,
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B5F415DE127781D80012BAF1 /* XniSamplerEventArgs.h in Headers */,
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B53649F2127DE08100CAE30C /* GameWindow+Internal.h in Headers */,
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@ -1169,10 +898,11 @@
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B54279371277083D0015E810 /* PBXTargetDependency */,
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D2AAC07D0554694100DB518D /* XNI */ = {
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@ -1233,7 +963,7 @@
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runOnlyForDeploymentPostprocessing = 0;
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shellScript = "# Purpose:\n# Create a static library for iPhone from within XCode\n# Because Apple staff DELIBERATELY broke Xcode to make this impossible from the GUI (Xcode 3.2.3 specifically states this in the Release notes!)\n# ...no, I don't understand why they did such a stupid thing either!\n#\n# Author: Adam Martin - http://twitter.com/redglassesapps\n# Based on: original script from Eonil (main changes: Eonil's script WILL NOT WORK in Xcode GUI - it WILL CRASH YOUR COMPUTER)\n#\n# More info: see this Stack Overflow question: http://stackoverflow.com/questions/3520977/build-fat-static-library-device-simulator-using-xcode-and-sdk-4\n\n\n#####################[ part 1 ]##################\n# First, work out the BASESDK version number (NB: Apple ought to report this, but they hide it)\n# (incidental: searching for substrings in sh is a nightmare! Sob)\n\nSDK_VERSION=$(echo ${SDK_NAME} | grep -o '.\\{3\\}$')\n\n# Next, work out if we're in SIM or DEVICE\n\nif [ ${PLATFORM_NAME} = \"iphonesimulator\" ]\nthen\nOTHER_SDK_TO_BUILD=iphoneos${SDK_VERSION}\nelse\nOTHER_SDK_TO_BUILD=iphonesimulator${SDK_VERSION}\nfi\n\necho \"XCode has selected SDK: ${PLATFORM_NAME} with version: ${SDK_VERSION} (although back-targetting: ${IPHONEOS_DEPLOYMENT_TARGET})\"\necho \"...therefore, OTHER_SDK_TO_BUILD = ${OTHER_SDK_TO_BUILD}\"\n#\n#####################[ end of part 1 ]##################\n\n#####################[ part 2 ]##################\n#\n# IF this is the original invocation, invoke WHATEVER other builds are required\n#\n# Xcode is already building ONE target...\n#\n# ...but this is a LIBRARY, so Apple is wrong to set it to build just one.\n# ...we need to build ALL targets\n# ...we MUST NOT re-build the target that is ALREADY being built: Xcode WILL CRASH YOUR COMPUTER if you try this (infinite recursion!)\n#\n#\n# So: build ONLY the missing platforms/configurations.\n\nif [ \"true\" = ${ALREADYINVOKED} ]\nthen\necho \"RECURSION: I am NOT the root invocation, so I'm NOT going to recurse\"\nelse\n# CRITICAL:\n# Prevent infinite recursion (Xcode sucks)\nexport ALREADYINVOKED=\"true\"\n\necho \"RECURSION: I am the root ... recursing all missing build targets NOW...\"\necho \"RECURSION: ...about to invoke: xcodebuild -configuration \\\"${CONFIGURATION}\\\" -target \\\"${TARGET_NAME}\\\" -sdk \\\"${OTHER_SDK_TO_BUULD}\\\" ${ACTION} RUN_CLANG_STATIC_ANALYZER=NO\"\nxcodebuild -configuration \"${CONFIGURATION}\" -target \"${TARGET_NAME}\" -sdk \"${OTHER_SDK_TO_BUILD}\" ${ACTION} RUN_CLANG_STATIC_ANALYZER=NO\nfi\n\nACTION=\"build\"\n\n#Merge all platform binaries as a fat binary for each configurations.\n\nCURRENTCONFIG_DEVICE_DIR=${SYMROOT}/${CONFIGURATION}-iphoneos\nCURRENTCONFIG_SIMULATOR_DIR=${SYMROOT}/${CONFIGURATION}-iphonesimulator\nCURRENTCONFIG_UNIVERSAL_DIR=${SYMROOT}/${CONFIGURATION}-universal\n\n# ... remove the products of previous runs of this script\n# NB: this directory is ONLY created by this script - it should be safe to delete!\n\nrm -rf \"${CURRENTCONFIG_UNIVERSAL_DIR}\"\nmkdir \"${CURRENTCONFIG_UNIVERSAL_DIR}\"\n\n#\necho \"lipo: for current configuration (${CONFIGURATION}) creating output file: ${CURRENTCONFIG_UNIVERSAL_DIR}/${EXECUTABLE_NAME}\"\nlipo -create -output \"${CURRENTCONFIG_UNIVERSAL_DIR}/${EXECUTABLE_NAME}\" \"${CURRENTCONFIG_DEVICE_DIR}/${EXECUTABLE_NAME}\" \"${CURRENTCONFIG_SIMULATOR_DIR}/${EXECUTABLE_NAME}\"";
|
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|
|
shellScript = "# Purpose:\n# Create a static library for iPhone from within XCode\n# Because Apple staff DELIBERATELY broke Xcode to make this impossible from the GUI (Xcode 3.2.3 specifically states this in the Release notes!)\n# ...no, I don't understand why they did such a stupid thing either!\n#\n# Author: Adam Martin - http://twitter.com/redglassesapps\n# Based on: original script from Eonil (main changes: Eonil's script WILL NOT WORK in Xcode GUI - it WILL CRASH YOUR COMPUTER)\n#\n# More info: see this Stack Overflow question: http://stackoverflow.com/questions/3520977/build-fat-static-library-device-simulator-using-xcode-and-sdk-4\n\n\n#####################[ part 1 ]##################\n# First, work out the BASESDK version number (NB: Apple ought to report this, but they hide it)\n# (incidental: searching for substrings in sh is a nightmare! Sob)\n\nSDK_VERSION=$(echo ${SDK_NAME} | grep -o '.\\{3\\}$')\n\n# Next, work out if we're in SIM or DEVICE\n\nif [ ${PLATFORM_NAME} = \"iphonesimulator\" ]\nthen\nOTHER_SDK_TO_BUILD=iphoneos${SDK_VERSION}\nelse\nOTHER_SDK_TO_BUILD=iphonesimulator${SDK_VERSION}\nfi\n\necho \"XCode has selected SDK: ${PLATFORM_NAME} with version: ${SDK_VERSION} (although back-targetting: ${IPHONEOS_DEPLOYMENT_TARGET})\"\necho \"...therefore, OTHER_SDK_TO_BUILD = ${OTHER_SDK_TO_BUILD}\"\n#\n#####################[ end of part 1 ]##################\n\n#####################[ part 2 ]##################\n#\n# IF this is the original invocation, invoke WHATEVER other builds are required\n#\n# Xcode is already building ONE target...\n#\n# ...but this is a LIBRARY, so Apple is wrong to set it to build just one.\n# ...we need to build ALL targets\n# ...we MUST NOT re-build the target that is ALREADY being built: Xcode WILL CRASH YOUR COMPUTER if you try this (infinite recursion!)\n#\n#\n# So: build ONLY the missing platforms/configurations.\n\nif [ \"true\" = ${ALREADYINVOKED} ]\nthen\necho \"RECURSION: I am NOT the root invocation, so I'm NOT going to recurse\"\nelse\n# CRITICAL:\n# Prevent infinite recursion (Xcode sucks)\nexport ALREADYINVOKED=\"true\"\n\necho \"RECURSION: I am the root ... recursing all missing build targets NOW...\"\necho \"RECURSION: ...about to invoke: xcodebuild -configuration \\\"${CONFIGURATION}\\\" -target \\\"${TARGET_NAME}\\\" -sdk \\\"${OTHER_SDK_TO_BUULD}\\\" ${ACTION} RUN_CLANG_STATIC_ANALYZER=NO\"\nxcodebuild -configuration \"${CONFIGURATION}\" -target \"${TARGET_NAME}\" -sdk \"${OTHER_SDK_TO_BUILD}\" ${ACTION} RUN_CLANG_STATIC_ANALYZER=NO\nfi\n\nACTION=\"build\"\n\n#Merge all platform binaries as a fat binary for each configurations.\n\nCURRENTCONFIG_DEVICE_DIR=${SYMROOT}/${CONFIGURATION}-iphoneos\nCURRENTCONFIG_SIMULATOR_DIR=${SYMROOT}/${CONFIGURATION}-iphonesimulator\nCURRENTCONFIG_UNIVERSAL_DIR=${SYMROOT}/${CONFIGURATION}-universal\n\n# ... remove the products of previous runs of this script\n# NB: this directory is ONLY created by this script - it should be safe to delete!\n\nrm -rf \"${CURRENTCONFIG_UNIVERSAL_DIR}\"\nmkdir \"${CURRENTCONFIG_UNIVERSAL_DIR}\"\n\n#\necho \"lipo: for current configuration (${CONFIGURATION}) creating output file: ${CURRENTCONFIG_UNIVERSAL_DIR}/${EXECUTABLE_NAME}\"\nlipo -create -output \"${CURRENTCONFIG_UNIVERSAL_DIR}/${EXECUTABLE_NAME}\" \"${CURRENTCONFIG_DEVICE_DIR}/${EXECUTABLE_NAME}\" \"${CURRENTCONFIG_SIMULATOR_DIR}/${EXECUTABLE_NAME}\"\n\n# Copy headers\ncp -r \"${SYMROOT}/${CONFIGURATION}-${PLATFORM_NAME}/usr/\" \"${CURRENTCONFIG_UNIVERSAL_DIR}/usr/\"";
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};
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/* End PBXShellScriptBuildPhase section */
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@ -1242,82 +972,6 @@
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files = (
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B5C6FE48126DD2B7002ED666 /* GameHost.m in Sources */,
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B5C6FE49126DD2B7002ED666 /* HiDefGraphicsDevice.m in Sources */,
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B5C6FE4A126DD2B7002ED666 /* MipmapChainCollection.m in Sources */,
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B5C6FE4B126DD2B7002ED666 /* Event.m in Sources */,
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B5C6FE4C126DD2B7002ED666 /* RasterizerState.m in Sources */,
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B5C6FE4D126DD2B7002ED666 /* Game.m in Sources */,
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B5C6FE4E126DD2B7002ED666 /* PixelBitmapContent.m in Sources */,
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B5C6FE4F126DD2B7002ED666 /* TextureContent.m in Sources */,
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B5C6FE50126DD2B7002ED666 /* TouchLocation.m in Sources */,
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B5C6FE51126DD2B7002ED666 /* GameServiceContainer.m in Sources */,
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B5C6FE52126DD2B7002ED666 /* GameComponent.m in Sources */,
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B5C6FE53126DD2B7002ED666 /* Rectangle.m in Sources */,
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B5C6FE56126DD2B7002ED666 /* Effect.m in Sources */,
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B5C6FE57126DD2B7002ED666 /* ContentIdentity.m in Sources */,
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B5C6FE58126DD2B7002ED666 /* Texture.m in Sources */,
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B5C6FE59126DD2B7002ED666 /* GestureSample.m in Sources */,
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B5C6FE5A126DD2B7002ED666 /* BlendState.m in Sources */,
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B5C6FE62126DD2B7002ED666 /* TouchCollection.m in Sources */,
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B5C6FE64126DD2B7002ED666 /* EffectTechnique.m in Sources */,
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B5C6FE65126DD2B7002ED666 /* AdaptiveArray.m in Sources */,
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B5C6FE66126DD2B7002ED666 /* Delegate.m in Sources */,
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B5C6FE67126DD2B7002ED666 /* GameView.m in Sources */,
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B5C6FE68126DD2B7002ED666 /* VertexPositionColorTextureArray.m in Sources */,
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B5C6FE69126DD2B7002ED666 /* VertexPositionTexture.m in Sources */,
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B5C6FE6B126DD2B7002ED666 /* ContentImporter.m in Sources */,
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B5C6FE6C126DD2B7002ED666 /* VertexBuffer.m in Sources */,
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B5C6FE6D126DD2B7002ED666 /* GameViewController.m in Sources */,
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B5C6FE6E126DD2B7002ED666 /* TextureImporter.m in Sources */,
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B5C6FE6F126DD2B7002ED666 /* GameComponentCollectionEventArgs.m in Sources */,
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B5C6FE70126DD2B7002ED666 /* GameWindow.m in Sources */,
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B5C6FE71126DD2B7002ED666 /* ColorPixelBitmapContent.m in Sources */,
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B5C6FE72126DD2B7002ED666 /* DirectionalLight.m in Sources */,
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B5C6FE73126DD2B7002ED666 /* BasicEffect.m in Sources */,
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B5C6FE74126DD2B7002ED666 /* Vector3.m in Sources */,
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B5C6FE75126DD2B7002ED666 /* VertexArray.m in Sources */,
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B5C6FE76126DD2B7002ED666 /* MipmapChain.m in Sources */,
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B5C6FE77126DD2B7002ED666 /* Texture2DContentTypeReader.m in Sources */,
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B5C6FE78126DD2B7002ED666 /* SpriteBatch.m in Sources */,
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B5C6FE79126DD2B7002ED666 /* VertexPositionColorArray.m in Sources */,
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B5C6FE7A126DD2B7002ED666 /* Vector2.m in Sources */,
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B5C6FE7B126DD2B7002ED666 /* Vector4.m in Sources */,
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B5C6FE7C126DD2B7002ED666 /* DrawableGameComponent.m in Sources */,
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B5C6FE7D126DD2B7002ED666 /* ContentManager.m in Sources */,
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B5C6FE7E126DD2B7002ED666 /* DepthStencilState.m in Sources */,
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B5C6FE7F126DD2B7002ED666 /* Quaternion.m in Sources */,
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B5C6FE80126DD2B7002ED666 /* Matrix.m in Sources */,
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B5C6FE81126DD2B7002ED666 /* Color.m in Sources */,
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B5C6FE8B126DD2B7002ED666 /* EventArgs.m in Sources */,
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B5C6FE8D126DD2B7002ED666 /* GraphicsResource.m in Sources */,
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B5C6FE8E126DD2B7002ED666 /* EffectPass.m in Sources */,
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B5C6FE8F126DD2B7002ED666 /* SamplerState.m in Sources */,
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B5C6FE90126DD2B7002ED666 /* GraphicsDevice.m in Sources */,
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B5C6FE91126DD2B7002ED666 /* ContentTypeReader.m in Sources */,
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B5C6FE92126DD2B7002ED666 /* ReachGraphicsDevice.m in Sources */,
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B5C6FE93126DD2B7002ED666 /* Protocols.m in Sources */,
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);
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@ -1401,11 +1055,20 @@
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B5EC5A501252C2DF001E7DFC /* GestureSample.m in Sources */,
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B50769151264EE9500E4474F /* GameComponent.m in Sources */,
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B507691D1264EF0B00E4474F /* DrawableGameComponent.m in Sources */,
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B5F415DF127781D80012BAF1 /* XniSamplerEventArgs.m in Sources */,
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target = D2AAC07D0554694100DB518D /* XNI */;
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targetProxy = B54279361277083D0015E810 /* PBXContainerItemProxy */;
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/* End PBXTargetDependency section */
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1DEB921F08733DC00010E9CD /* Debug */ = {
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isa = XCBuildConfiguration;
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@ -1475,7 +1138,7 @@
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GCC_DYNAMIC_NO_PIC = NO;
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GCC_OPTIMIZATION_LEVEL = 0;
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PRODUCT_NAME = "XNI Release";
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PRODUCT_NAME = XNI;
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name = Debug;
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@ -1487,7 +1150,7 @@
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DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
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PREBINDING = NO;
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PRODUCT_NAME = XNI;
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ZERO_LINK = NO;
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name = Release;
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