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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: Snapshot.cpp /////////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, February 2002
- // Desc: The Snapshot object is the base class interface for data structures that will
- // be considered during game saves, loads, and CRC checks.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameState.h"
- #include "Common/Snapshot.h"
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- Snapshot::Snapshot( void )
- {
- } // end Snapshot
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- Snapshot::~Snapshot( void )
- {
- //
- // if we're loading, there are pathological cases where we could destroy snapshots while
- // there is an entry for them in the post processing list ... need to clean this up
- //
- ///@ todo, this might be needed in theory in the future, but iterating the post process
- // list in the game state is expensive because it's HUGE!
- //
- // TheGameState->notifySnapshotDeleted();
- } // end ~Snapshot
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