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engines/wintermute/base/particles/part_force.cpp
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57
engines/wintermute/base/particles/part_force.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/base/particles/part_force.h"
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#include "engines/wintermute/base/base_persistence_manager.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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PartForce::PartForce(BaseGame *inGame) : BaseNamedObject(inGame) {
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_pos = DXVector2(0.0f, 0.0f);
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_direction = DXVector2(0.0f, 0.0f);
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_type = FORCE_POINT;
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}
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//////////////////////////////////////////////////////////////////////////
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PartForce::~PartForce() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool PartForce::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferCharPtr(TMEMBER(_name));
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persistMgr->transferVector2(TMEMBER(_pos));
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persistMgr->transferVector2(TMEMBER(_direction));
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persistMgr->transferSint32(TMEMBER_INT(_type));
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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