Remove superfluous mape stubs

objectmenu
Günther Brammer 2015-12-20 00:46:03 +01:00
parent e790d2c327
commit 27cbdb2177
1 changed files with 0 additions and 75 deletions

View File

@ -35,19 +35,11 @@
C4Landscape Landscape;
C4PXSSystem PXS;
C4GameObjects Objects;
class C4Draw *pDraw = NULL;
class C4SoundInstance *StartSoundEffectAt(const char *, int32_t, int32_t, int32_t, int32_t, int32_t, class C4SoundModifier *) { return NULL; }
const char* C4Config::AtTempPath(const char *) { return NULL; }
bool C4Draw::TextOut(const char *, CStdFont &, float, C4Surface *, float, float, DWORD, BYTE, bool) { return false; }
C4Facet::C4Facet() {}
void C4Facet::Set(C4Surface*, float, float, float, float) {}
int32_t C4Facet::GetSectionCount() { return 0; }
C4Facet C4Facet::TruncateSection(int32_t) { return *this; }
C4Surface::C4Surface() {}
C4Surface::~C4Surface() {}
@ -79,7 +71,6 @@ C4IDListChunk::~C4IDListChunk() {}
C4DefGraphics::C4DefGraphics(C4Def*) {}
void C4DefGraphics::Clear() {}
void C4DefList::Draw(C4ID, C4Facet &, bool, int32_t) {}
void C4DefList::CallEveryDefinition() {}
void C4DefList::ResetIncludeDependencies() {}
bool C4DefList::DrawFontImage(const char* szImageTag, C4Facet& rTarget, C4DrawTransform* pTransform) { return false; }
@ -97,77 +88,11 @@ void C4Landscape::CheckInstabilityRange(int32_t, int32_t) {}
void C4Sky::Default() {}
C4Sky::~C4Sky() {}
void C4LSector::Clear() {}
C4ObjectList::C4ObjectList() {}
C4ObjectList::~C4ObjectList() {}
void C4ObjectList::Default() {}
void C4ObjectList::Clear() {}
void C4ObjectList::InsertLinkBefore(C4ObjectLink*, C4ObjectLink*) {}
void C4ObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
void C4ObjectList::RemoveLink(C4ObjectLink*) {}
bool C4ObjectList::Add(C4Object*, C4ObjectList::SortType, C4ObjectList*) {return 0;}
bool C4ObjectList::Remove(C4Object*) {return 0;}
bool C4ObjectList::AssignInfo() {return 0;}
bool C4ObjectList::ValidateOwners() {return 0;}
void C4NotifyingObjectList::InsertLinkBefore(C4ObjectLink *pLink, C4ObjectLink *pBefore) {}
void C4NotifyingObjectList::InsertLink(C4ObjectLink*, C4ObjectLink*) {}
void C4NotifyingObjectList::RemoveLink(C4ObjectLink*) {}
C4GameObjects::C4GameObjects() {}
C4GameObjects::~C4GameObjects() {}
void C4GameObjects::Clear(bool) {}
void C4GameObjects::Default() {}
bool C4GameObjects::Remove(C4Object*) {return 0;}
bool C4GameObjects::AssignInfo() {return 0;}
bool C4GameObjects::ValidateOwners() {return 0;}
C4Object * C4GameObjects::ObjectPointer(int) {return 0;}
void C4GameObjects::UpdateScriptPointers() {}
C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
C4PXSSystem::C4PXSSystem() {}
C4PXSSystem::~C4PXSSystem() {}
bool C4PXSSystem::Create(int, C4Real, C4Real, C4Real, C4Real) { return false; }
bool C4TextureShape::Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt) { return true; }
#if 0
/* Pulled in by C4Game... */
CStdFont::CStdFont() {}
C4PathFinder::C4PathFinder() {}
C4PathFinder::~C4PathFinder() {}
C4TransferZones::C4TransferZones() {}
C4TransferZones::~C4TransferZones() {}
C4PacketBase::C4PacketBase() {}
C4PacketList::C4PacketList() {}
C4PacketBase::~C4PacketBase() {}
C4PacketList::~C4PacketList() {}
C4Control::C4Control() {}
C4Control::~C4Control() {}
C4GameControl::C4GameControl(): Network(this) {}
C4GameControl::~C4GameControl() {}
C4GameControlNetwork::C4GameControlNetwork(C4GameControl*): pParent(NULL) {}
C4GameControlNetwork::~C4GameControlNetwork() {}
C4GraphicsResource::C4GraphicsResource(): CaptionFont(FontCaption), TitleFont(FontTitle), TextFont(FontRegular), MiniFont(FontTiny), TooltipFont(FontTooltip) {}
C4GraphicsResource::~C4GraphicsResource() {}
C4GameParameters::C4GameParameters() {}
C4GameParameters::~C4GameParameters() {}
//C4Extra::C4Extra() {}
//C4Extra::~C4Extra() {}
void C4Extra::Clear() {}
static C4KeyboardInput KeyboardInput;
void C4KeyboardInput::Clear() {}
bool C4KeyboardInput::IsValid = false;
C4KeyboardInput &C4KeyboardInput_Init() { return KeyboardInput; }
static C4GameParameters GameParameters;
static C4RoundResults GameRoundResults;
C4Game::C4Game(): Parameters(GameParameters), Clients(Parameters.Clients), Teams(Parameters.Teams), PlayerInfos(Parameters.PlayerInfos), RestorePlayerInfos(Parameters.RestorePlayerInfos), RoundResults(GameRoundResults), Input(Control.Input), KeyboardInput(C4KeyboardInput_Init()) {}
C4Game::~C4Game() {}
#endif
C4Shader::C4Shader() {}
C4Shader::~C4Shader() {}