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.
15 lines
366 B
C++
15 lines
366 B
C++
#if !defined(ELEMENTPROXIES_ELEMENTPROXYHEADERS_HPP)
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#define ELEMENTPROXIES_ELEMENTPROXYHEADERS_HPP
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#if !defined(ELEMENTPROXIES_ELEMENTPROXIES_HPP)
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#include "ElementProxies.hpp"
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#endif
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using namespace ElementProxies;
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using namespace ElementRenderer;
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using namespace MidLevelRenderer;
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using namespace Proxies;
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using namespace Stuff;
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#endif
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