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2026-02-02 04:50:13 +01:00

67 lines
2.1 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 Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/scriptables/script_ext_object.h"
#include "engines/wintermute/base/scriptables/script_value.h"
#include "engines/wintermute/base/scriptables/script_stack.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
IMPLEMENT_PERSISTENT(SXObject, false)
BaseScriptable *makeSXObject(BaseGame *inGame, ScStack *stack) {
return new SXObject(inGame, stack);
}
//////////////////////////////////////////////////////////////////////////
SXObject::SXObject(BaseGame *inGame, ScStack *stack) : BaseObject(inGame) {
int numParams = stack->pop()->getInt(0);
for (int i = 0; i < numParams; i++) {
addScript(stack->pop()->getString());
}
}
//////////////////////////////////////////////////////////////////////////
SXObject::~SXObject() {
}
//////////////////////////////////////////////////////////////////////////
bool SXObject::persist(BasePersistenceManager *persistMgr) {
BaseObject::persist(persistMgr);
return STATUS_OK;
}
} // End of namespace Wintermute