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.
25 lines
1.2 KiB
C++
25 lines
1.2 KiB
C++
//===========================================================================//
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// File: ray.tst //
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// Project: MUNGA Brick: Math Library //
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// Contents: Implementation details for the ray class //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/25/94 JMA Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#include "StuffHeaders.hpp"
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bool
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Ray3D::TestClass()
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{
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SPEW((GROUP_STUFF_TEST, "Starting Ray3D test..."));
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SPEW((GROUP_STUFF_TEST, " Ray3D::TestClass is stubbed out!"));
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return true;
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}
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