C4GameObjects::ObjectPointer does not need to be virtual

scancodes-fix
Günther Brammer 2013-02-13 18:06:31 +01:00
parent b19259a22c
commit 7be81f78e8
2 changed files with 1 additions and 2 deletions

View File

@ -55,7 +55,7 @@ public:
void Synchronize(); // network synchronization
void UpdateSolidMasks();
virtual C4Object *ObjectPointer(int32_t iNumber); // object pointer by number
C4Object *ObjectPointer(int32_t iNumber); // object pointer by number
C4Object* SafeObjectPointer(int32_t iNumber);
int PostLoad(bool fKeepInactive, C4ValueNumbers *);

View File

@ -75,7 +75,6 @@ bool C4GameObjects::Remove(C4Object*) {return 0;}
bool C4GameObjects::AssignInfo() {return 0;}
bool C4GameObjects::ValidateOwners() {return 0;}
C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
C4Object * C4GameObjects::ObjectPointer(int) {return 0;}
C4ObjectList::C4ObjectList() {}
C4ObjectList::~C4ObjectList() {}