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-rw-r--r-- | engines/zvision/control.h | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/engines/zvision/control.h b/engines/zvision/control.h index 66fdbfee19..32c59d6f27 100644 --- a/engines/zvision/control.h +++ b/engines/zvision/control.h @@ -93,38 +93,6 @@ public: virtual bool process(uint32 deltaTimeInMillis) { return false; } - /** - * Serialize a Control for save game use. This should only be used if a Control needs - * to save values that would be different from initialization. AKA a TimerNode needs to - * store the amount of time left on the timer. Any Controls overriding this *MUST* write - * their key as the first data outputted. The default implementation is NOP. - * - * NOTE: If this method is overridden, you MUST also override deserialize() - * and needsSerialization() - * - * @param stream Stream to write any needed data to - */ - virtual void serialize(Common::WriteStream *stream) {} - /** - * De-serialize data from a save game stream. This should only be implemented if the - * Control also implements serialize(). The calling method assumes the size of the - * data read from the stream exactly equals that written in serialize(). The default - * implementation is NOP. - * - * NOTE: If this method is overridden, you MUST also override serialize() - * and needsSerialization() - * - * @param stream Save game file stream - */ - virtual void deserialize(Common::SeekableReadStream *stream) {} - /** - * If a Control overrides serialize() and deserialize(), this should return true - * - * @return Does the Control need save game serialization? - */ - virtual inline bool needsSerialization() { - return false; - } protected: ZVision *_engine; |