C4Game: Remove several unimplemented function declarations

shapetextures
Nicolas Hake 2015-12-27 14:59:38 +01:00
parent 092b0ed540
commit 4980572c79
1 changed files with 0 additions and 16 deletions

View File

@ -168,12 +168,9 @@ public:
// Network
void Synchronize(bool fSavePlayerFiles);
void SyncClearance();
bool ReSync();
void SyncCheckFiles(); // check if files are in sync
// Editing
bool DropFile(const char *szFilename, float iX, float iY);
bool DropDef(C4ID id, float iX, float iY);
bool LoadDef(const char *szFilename);
bool ReloadFile(const char *szPath);
bool ReloadDef(C4ID id);
bool ReloadParticle(const char *szName);
@ -202,20 +199,12 @@ public:
float iX, float iY,
DWORD category,
float gui_x, float gui_y);
/* int32_t ObjectCount(C4ID id,
int32_t x=0, int32_t y=0, int32_t wdt=0, int32_t hgt=0,
DWORD ocf=OCF_All,
const char *szAction=NULL, C4Object *pActionTarget=NULL,
C4Object *pExclude=NULL,
C4Object *pContainer=NULL,
int32_t iOwner=ANY_OWNER);*/
int32_t ObjectCount(C4ID id);
void CastObjects(C4ID id, C4Object *pCreator, int32_t num, int32_t level, int32_t tx, int32_t ty, int32_t iOwner=NO_OWNER, int32_t iController=NO_OWNER, C4ValueArray *out_objects=NULL);
C4Object *PlaceVegetation(C4PropList *def, int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, int32_t iGrowth, C4PropList *shape_proplist, C4PropList * out_pos_proplist);
C4Object *PlaceAnimal(C4PropList *def);
bool LoadScenarioSection(const char *szSection, DWORD dwFlags);
bool SaveDesc(C4Group &hGroup, bool fSaveGame=false, bool fReference=false, bool fLobby=false, bool fUnregistered=false, bool fRecord=false);
bool DrawTextSpecImage(C4Facet& fctTarget, const char *szSpec, class C4DrawTransform* pTransform, uint32_t dwClr=0xff);
float GetTextSpecImageAspect(const char* szSpec);
@ -253,13 +242,10 @@ protected:
bool InitNetworkFromAddress(const char *szAddress);
bool InitNetworkFromReference(const C4Network2Reference &Reference);
bool InitNetworkHost();
bool DoLobby();
bool PreInitControl();
bool InitControl();
bool InitScriptEngine();
bool LinkScriptEngine();
bool InitPlayers(C4ValueNumbers *);
bool InitRecord();
bool OpenScenario();
bool InitDefs();
bool InitMaterialTexture();
@ -270,8 +256,6 @@ public:
bool SaveData(C4Group &hGroup, bool fSaveSection, bool fSaveExact, bool fSaveSync, C4ValueNumbers *);
protected:
bool CompileRuntimeData(C4Group &hGroup, bool fLoadSection, bool exact, bool sync, C4ValueNumbers *);
bool StoreParticipantPlayers();
bool RecreatePlayerFiles();
// Object function internals
C4Object *NewObject( C4PropList *ndef, C4Object *pCreator,