My linker doesn't like D3D external symbols

I have been trying to learn DirectX 9, but unfortunately, I can't compile any of the later files. I think it is something in the settings, but I checked and couldn't find any differences. Here is the code for the first one that won't compile properly... The error I get is that the linker complains about unresolved external symbols once for every D3D-related function. Sorry to spam you with code, but I have no idea where this is coming from...It might be from somewhere in preprocessor directives (Unresolved External symbols thingy). Maybe try compiling it urself.
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// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;    // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;    // the pointer to the index buffer

// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    initD3D(hWnd);

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // turn off culling
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer
}


// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    d3ddev->SetFVF(CUSTOMFVF);

    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
    &D3DXVECTOR3 (0.0f, 8.0f, 25.0f),    // the camera position
    &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),      // the look-at position
    &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView 

    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,   // the near view-plane
                               100.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection

    // set the world transform
    static float index = 0.0f; index+=0.03f; // an ever-increasing float value
    D3DXMATRIX matRotateY;    // a matrix to store the rotation for each triangle
    D3DXMatrixRotationY(&matRotateY, index);    // the rotation matrix
    d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));    // set the world transform

     // select the vertex buffer to display
    d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
    d3ddev->SetIndices(i_buffer);

    // draw the Hypercraft
    d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 10, 0, 6);

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    v_buffer->Release();
    i_buffer->Release();
    d3ddev->Release();
    d3d->Release();
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX
    struct CUSTOMVERTEX vertices[] =
    {
        // fuselage
        { 3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { 0.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 0.0f, 10.0f, D3DCOLOR_XRGB(255, 0, 0), },
        { -3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 255), },

        // left gun
        { 3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { 2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },

        // right gun
        { -3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { -3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(10*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &v_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    v_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    v_buffer->Unlock();

    // create the indices using an int array
    short indices[] =
    {
        0, 1, 2,    // fuselage
        2, 1, 3,
        3, 1, 0,
        0, 2, 3,
        4, 5, 6,    // wings
        7, 8, 9,
    };

    // create a index buffer interface called i_buffer
    d3ddev->CreateIndexBuffer(sizeof(indices),
                              0,
                              D3DFMT_INDEX16,
                              D3DPOOL_MANAGED,
                              &i_buffer,
                              NULL);

    // lock i_buffer and load the indices into it
    i_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, indices, sizeof(indices));
    i_buffer->Unlock(); 
}

Again, sorry about the code-spamming.
BTW: It all seemed to start when I enabled Z-buffers
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