Files
scummvm-cursorfix/engines/wintermute/base/particles/part_force.cpp
2026-02-02 04:50:13 +01:00

58 lines
1.9 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/persistent.h"
#include "engines/wintermute/base/particles/part_force.h"
#include "engines/wintermute/base/base_persistence_manager.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////////
PartForce::PartForce(BaseGame *inGame) : BaseNamedObject(inGame) {
_pos = DXVector2(0.0f, 0.0f);
_direction = DXVector2(0.0f, 0.0f);
_type = FORCE_POINT;
}
//////////////////////////////////////////////////////////////////////////
PartForce::~PartForce() {
}
//////////////////////////////////////////////////////////////////////////
bool PartForce::persist(BasePersistenceManager *persistMgr) {
persistMgr->transferCharPtr(TMEMBER(_name));
persistMgr->transferVector2(TMEMBER(_pos));
persistMgr->transferVector2(TMEMBER(_direction));
persistMgr->transferSint32(TMEMBER_INT(_type));
return STATUS_OK;
}
} // End of namespace Wintermute