diff --git a/include/ZE_ZClient.h b/include/ZE_ZClient.h
new file mode 100755
index 0000000..38dc708
--- /dev/null
+++ b/include/ZE_ZClient.h
@@ -0,0 +1,131 @@
+/*******************************************************************************
+ This file is Part of the ZEngine Library for 2D game development.
+ Copyright (C) 2002, 2003 James Turk
+
+ Licensed under a BSD-style license.
+
+ The maintainer of this library is James Turk (james@conceptofzero.net)
+ and the home of this Library is http://www.zengine.sourceforge.net
+*******************************************************************************/
+
+/*!
+\par File Header:
+File: ZE_ZClient.h
+Description: Header file for core ZEngine TCP Client Object.
+Author(s): James Turk
+$Id: ZE_ZClient.h,v 1.1 2003/03/14 22:18:14 cozman Exp $
+
+ \file ZE_ZClient.h
+ \brief Definition file for ZClient.
+
+ Definition file for ZClient, the TCP Client class for ZEngine.
+**/
+
+#ifndef __ze_zclient_h__
+#define __ze_zclient_h__
+
+#include "ZE_ZEngine.h"
+
+namespace ZE
+{
+
+/*!
+ \brief ZEngine class for a simplified TCP client.
+
+ ZClient net client class, used to create a simple TCP game client for use with ZServer.
+**/
+class ZClient
+{
+ protected:
+ //! Pointer to ZEngine Object.
+ ZEngine *rEngine;
+ //! SDL_net socket for connection.
+ TCPsocket rSocket;
+ //! Socket set for connection.
+ SDLNet_SocketSet rSocketSet;
+ //! Verbose setting for connection logs.
+ bool rVerbose;
+ //! Wait timeout setting for recieves on connection. [Defaults to 0.]
+ int rWaitTime;
+
+ public:
+ /*!
+ \brief Default Constructor.
+
+ Default Constructor, does basic initialization. If verbose is true connection data will be added to log file.
+ \param verbose Sets verbose setting of client. [Defaults to false.]
+ **/
+ ZClient(bool verbose=false);
+
+ /*!
+ \brief Destructor, disconnects and frees memory.
+
+ Destructor calls ZClient::Disconnect().
+ **/
+ virtual ~ZClient();
+
+ /*!
+ \brief Connects to a server on a given port.
+
+ Connects to a server (given in dotted ip form) on a given port.
+ \param server Dotted IP address to connect to.
+ \param port Port number to connect to.
+ \return true if connected, false otherwise.
+ **/
+ bool Connect(char *server, Uint16 port);
+
+ /*!
+ \brief Disconnect client.
+
+ Disconnect from server if connected.
+ **/
+ void Disconnect();
+
+ /*!
+ \brief Sets wait time for recieves.
+
+ Sets wait time in milliseconds , time which ZClient::Recieve will wait before returning if there is no data.
+ Before this is called for the first time WaitTime is 0.
+ \param wait Wait time.
+ */
+ void SetWaitTime(int wait);
+
+ /*!
+ \brief Send data too connected server.
+
+ Sends data to server if available.
+ \param data Pointer to data buffer to send.
+ \param size Size of data buffer. (Can't be larger than MAX_MSG_LEN as defined in ZE_Defines.h)
+ \return True if data could be sent, false upon error.
+ **/
+ bool Send(ZByte *data, int size);
+
+ /*!
+ \brief Recieve data if available.
+
+ Recieves data from server if available, waiting for timeout period if no data is pending.
+ \param data Pointer to buffer to store data in. (Must be large enough, needs not be more than MAX_MSG_LEN as defined in ZE_Defines.h)
+ \return Size of recieved data stored to buffer. (
+Description: Header file for core ZEngine TCP Server Object.
+Author(s): James Turk
+$Id: ZE_ZServer.h,v 1.1 2003/03/14 22:18:14 cozman Exp $
+
+ \file ZE_ZServer.h
+ \brief Definition file for ZServer.
+
+ Definition file for ZServer, the TCP Server class for ZEngine.
+**/
+
+#ifndef __ze_zserver_h__
+#define __ze_zserver_h__
+
+#include "ZE_ZEngine.h"
+
+namespace ZE
+{
+
+/*!
+ \brief ZEngine class for simplified TCP server.
+
+ ZServer server class, used to create a simple TCP game server for use with ZClient. A very simple turnaround server, all the server does
+ is accept connections and relay all recieved data to all other clients.
+**/
+class ZServer
+{
+ private:
+ //! Pointer to ZEngine Object.
+ ZEngine *rEngine;
+ //! SDL_net socket for connection.
+ TCPsocket rSocket;
+ //! Socket set for client connections.
+ SDLNet_SocketSet rSocketSet;
+ //! SDL_net TCPSockets for client connections.
+ TCPsocket *rClientSockets;
+ //! Maximum number of clients.
+ int rMaxClients;
+ //! Verbose setting for connection logs.
+ bool rVerbose;
+ //! Wait timeout setting for recieves on connection. [Defaults to 0.]
+ int rWaitTime;
+
+ /*!
+ \brief Closes a socket.
+
+ Close a socket given by it's number.
+ \param Socket number to close.
+ **/
+ void CloseSocket(int num);
+
+ public:
+ /*!
+ \brief Default Constructor.
+
+ Default Constructor, does basic initialization. If verbose is true connection data will be added to log file.
+ \param verbose Sets verbose setting of client. [Defaults to false.]
+ **/
+ ZServer(bool verbose=false);
+
+ /*!
+ \brief Destructor, disconnects server and frees memory.
+
+ Destructor calls ZServer::Stop().
+ **/
+ virtual ~ZServer();
+
+ /*!
+ \brief Starts server.
+
+ Starts server with a number of maximum clients and on a specified port.
+ \param maxClients Maximum number of clients possible to connect to server.
+ \param port Port to listen on for connections.
+ \return True if server started, false otherwise.
+ **/
+ bool Start(int maxClients, Uint16 port);
+
+ /*!
+ \brief Stops server.
+
+ Closes port and disconnects all clients.
+ **/
+ void Stop();
+
+ /*!
+ \brief Sets wait time for recieves.
+
+ Sets wait time in milliseconds , time which ZServer::CheckSockets will wait before returning if there is no activity.
+ Before this is called for the first time the wait time is 0.
+ \param wait Wait time.
+ */
+ void SetWaitTime(int wait);
+
+ /*!
+ \brief Check sockets for connections or data.
+
+ Check sockets for connections or data, accepting new connections or relaying data from existing connections. Waits the specified wait
+ period. This should be called very often to keep events flowing.
+ **/
+ void CheckSockets();
+
+ /*!
+ \brief Gets number of clients.
+
+ Finds number of connected clients.
+ \return Number of clients.
+ **/
+ int Clients();
+
+ /*!
+ \brief Gets current wait time.
+
+ Gets amount of time in milliseconds that is specified to wait for data on CheckSockets.
+ \return Wait time.
+ **/
+ int WaitTime();
+};
+
+} //namespace ZE
+
+#endif //__ze_zserver_h__
diff --git a/src/ZE_ZClient.cpp b/src/ZE_ZClient.cpp
index 3e58cbf..fbacc01 100755
--- a/src/ZE_ZClient.cpp
+++ b/src/ZE_ZClient.cpp
@@ -13,7 +13,7 @@
File: ZE_ZClient.cpp
Description: Implementation source file for core ZEngine TCP Client Object.
Author(s): James Turk
-$Id:
+$Id: ZE_ZClient.cpp,v 1.2 2003/03/14 22:20:13 cozman Exp $
\file ZE_ZClient.cpp
\brief Source file for ZClient.
diff --git a/src/ZE_ZServer.cpp b/src/ZE_ZServer.cpp
index 03d9942..949ddf4 100755
--- a/src/ZE_ZServer.cpp
+++ b/src/ZE_ZServer.cpp
@@ -13,7 +13,7 @@
File: ZE_ZServer.cpp
Description: Implementation source file for core ZEngine TCP Server Object.
Author(s): James Turk
-$Id:
+$Id: ZE_ZServer.cpp,v 1.2 2003/03/14 22:20:12 cozman Exp $
\file ZE_ZServer.cpp
\brief Source file for ZServer.