//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D 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 2 of the License, or // (at your option) any later version. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include #include #include <3dsparse/ModelStore.h> #include #include #include #include #include TargetRendererImplTargetTree::TargetRendererImplTargetTree(Target *target, const char *tree, float size, float color, bool useSnow) : target_(target), burnt_(false) { } TargetRendererImplTargetTree::~TargetRendererImplTargetTree() { } void TargetRendererImplTargetTree::simulate(float frameTime) { } void TargetRendererImplTargetTree::draw(float distance) { } void TargetRendererImplTargetTree::draw2d() { } void TargetRendererImplTargetTree::drawSecond(float distance) { } void TargetRendererImplTargetTree::shieldHit() { } void TargetRendererImplTargetTree::fired() { } void TargetRendererImplTargetTree::targetBurnt() { burnt_ = true; }