reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
#ifndef WEAPONS_HH
#define WEAPONS_HH
#include "Weapon.hh"
#include <vector>
/**
* Return a collection of simple weapons
*/
std::vector<Weapon*> buildWeaponsList (void);
#endif