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-rw-r--r--engines/zvision/control.h32
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;