/* 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 . * */ /* * 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_walkplane.h" #include "engines/wintermute/base/base_persistence_manager.h" #include "engines/wintermute/base/gfx/3dmesh.h" #include "engines/wintermute/dcgf.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// AdWalkplane::AdWalkplane(BaseGame *inGame) : BaseScriptable(inGame, false, false) { _mesh = nullptr; _active = true; _receiveShadows = false; } ////////////////////////////////////////////////////////////////////////// AdWalkplane::~AdWalkplane() { SAFE_DELETE(_mesh); } ////////////////////////////////////////////////////////////////////////// bool AdWalkplane::persist(BasePersistenceManager *persistMgr) { persistMgr->transferBool(TMEMBER(_active)); return true; } } // namespace Wintermute