scummvm/engines/wintermute/ad/ad_block.cpp
2022-08-24 14:02:18 +02:00

54 lines
1.7 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#include "engines/wintermute/ad/ad_block.h"
#include "engines/wintermute/base/base_persistence_manager.h"
#include "engines/wintermute/base/gfx/3dmesh.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
AdBlock::AdBlock(BaseGame *inGame) : BaseScriptable(inGame, false, false) {
_mesh = nullptr;
_active = true;
_receiveShadows = false;
}
//////////////////////////////////////////////////////////////////////////
AdBlock::~AdBlock() {
delete _mesh;
_mesh = nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool AdBlock::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferBool(TMEMBER(_active));
return true;
}
} // namespace Wintermute