/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #pragma hdrstop #include "../../idlib/precompiled.h" #include "win_achievements.h" #include "../sys_session_local.h" extern idCVar achievements_Verbose; #define STEAM_ACHIEVEMENT_PREFIX "ach_" /* ======================== idAchievementSystemWin::idAchievementSystemWin ======================== */ idAchievementSystemWin::idAchievementSystemWin() { } /* ======================== idAchievementSystemWin::IsInitialized ======================== */ bool idAchievementSystemWin::IsInitialized() { return false; } /* ================================ idAchievementSystemWin::AchievementUnlock ================================ */ void idAchievementSystemWin::AchievementUnlock( idLocalUser * user, int achievementID ) { } /* ======================== idAchievementSystemWin::AchievementLock ======================== */ void idAchievementSystemWin::AchievementLock( idLocalUser * user, const int achievementID ) { } /* ======================== idAchievementSystemWin::AchievementLockAll ======================== */ void idAchievementSystemWin::AchievementLockAll( idLocalUser * user, const int maxId ) { } /* ======================== idAchievementSystemWin::GetAchievementDescription ======================== */ bool idAchievementSystemWin::GetAchievementDescription( idLocalUser * user, const int achievementID, achievementDescription_t & data ) const { return false; } /* ======================== idAchievementSystemWin::GetAchievementState ======================== */ bool idAchievementSystemWin::GetAchievementState( idLocalUser * user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS > & achievements ) const { return false; } /* ================================ idAchievementSystemWin::Pump ================================ */ void idAchievementSystemWin::Pump() { }