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.
14 lines
280 B
C++
14 lines
280 B
C++
#if !defined(MAXPROXIES_MAXPROXYHEADERS_HPP)
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#define MAXPROXIES_MAXPROXYHEADERS_HPP
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#include <MAXProxies\MAXProxies.hpp>
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using namespace Stuff;
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using namespace MAXProxies;
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Point3D ConvertMaxToMW(Point3 &pnt);
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UnitQuaternion ConvertMaxToMW(Quat &quat);
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#endif
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