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53 lines
1.9 KiB
C++
53 lines
1.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/ad/ad_block.h"
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#include "engines/wintermute/base/base_persistence_manager.h"
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#include "engines/wintermute/base/gfx/3ds/mesh3ds.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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AdBlock::AdBlock(BaseGame *inGame) : BaseScriptable(inGame, false, false),
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_receiveShadows(false), _active(true),
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_mesh(nullptr) {
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}
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//////////////////////////////////////////////////////////////////////////
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AdBlock::~AdBlock() {
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delete _mesh;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdBlock::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferBool(TMEMBER(_active));
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return true;
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}
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} // namespace Wintermute
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