/* ResidualVM - A 3D game interpreter * * ResidualVM 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. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #include "engines/wintermute/ad/ad_generic.h" #include "engines/wintermute/base/base_persistence_manager.h" #include "engines/wintermute/base/gfx/3ds/mesh3ds.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// AdGeneric::AdGeneric(BaseGame *inGame) : BaseScriptable(inGame, false, false), _receiveShadows(false), _active(true), _mesh(nullptr) { } ////////////////////////////////////////////////////////////////////////// AdGeneric::~AdGeneric() { delete _mesh; } ////////////////////////////////////////////////////////////////////////// bool AdGeneric::persist(BasePersistenceManager *persistMgr) { persistMgr->transferBool(TMEMBER(_active)); return true; } } // namespace Wintermute