forked from Mirrors/openclonk
C4GameObjects::ObjectPointer does not need to be virtual
parent
b19259a22c
commit
7be81f78e8
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@ -55,7 +55,7 @@ public:
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void Synchronize(); // network synchronization
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void Synchronize(); // network synchronization
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void UpdateSolidMasks();
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void UpdateSolidMasks();
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virtual C4Object *ObjectPointer(int32_t iNumber); // object pointer by number
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C4Object *ObjectPointer(int32_t iNumber); // object pointer by number
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C4Object* SafeObjectPointer(int32_t iNumber);
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C4Object* SafeObjectPointer(int32_t iNumber);
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int PostLoad(bool fKeepInactive, C4ValueNumbers *);
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int PostLoad(bool fKeepInactive, C4ValueNumbers *);
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@ -75,7 +75,6 @@ bool C4GameObjects::Remove(C4Object*) {return 0;}
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bool C4GameObjects::AssignInfo() {return 0;}
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bool C4GameObjects::AssignInfo() {return 0;}
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bool C4GameObjects::ValidateOwners() {return 0;}
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bool C4GameObjects::ValidateOwners() {return 0;}
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C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
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C4Value C4GameObjects::GRBroadcast(char const*, C4AulParSet*, bool, bool) {return C4Value();}
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C4Object * C4GameObjects::ObjectPointer(int) {return 0;}
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C4ObjectList::C4ObjectList() {}
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C4ObjectList::C4ObjectList() {}
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C4ObjectList::~C4ObjectList() {}
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C4ObjectList::~C4ObjectList() {}
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