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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/Base/PartForce.h"
#include "engines/wintermute/Base/BPersistMgr.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
CPartForce::CPartForce(CBGame *inGame) : CBNamedObject(inGame) {
_pos = Vector2(0.0f, 0.0f);
_direction = Vector2(0.0f, 0.0f);
_type = FORCE_POINT;
}
//////////////////////////////////////////////////////////////////////////
CPartForce::~CPartForce(void) {
}
//////////////////////////////////////////////////////////////////////////
HRESULT CPartForce::persist(CBPersistMgr *persistMgr) {
persistMgr->transfer(TMEMBER(_name));
persistMgr->transfer(TMEMBER(_pos));
persistMgr->transfer(TMEMBER(_direction));
persistMgr->transfer(TMEMBER_INT(_type));
return S_OK;
}
} // end of namespace WinterMute
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