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.
22 lines
293 B
C++
22 lines
293 B
C++
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#pragma once
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#ifndef NONCOPYABLE_HPP
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#define NONCOPYABLE_HPP
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namespace Stuff
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{
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class Noncopyable
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{
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protected:
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Noncopyable() {}
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private:
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Noncopyable(const Noncopyable&);
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const Noncopyable& operator=(const Noncopyable&);
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};
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};
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#endif // NONCOPYABLE_HPP
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