Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
30 lines
1.4 KiB
C++
30 lines
1.4 KiB
C++
//===========================================================================//
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// File: munga.hpp //
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// Project: Adept Brick: ??? //
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// Contents: ??? //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 00/00/00 XXX Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1995-1996, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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// jcem
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#define _WINSOCKAPI_ /* Prevent inclusion of winsock.h in windows.h */
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#include <winsock2.h> // jcem winsock2.h <- winsock.h <- this will include windows.h
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#include "Adept.hpp"
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#include "ComponentWeb.hpp"
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#include "Channel.hpp"
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#include "Renderer.hpp"
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using namespace Adept;
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using namespace Stuff;
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