/* =========================================================================== 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 "precompiled.h" #include "../Game_local.h" CLASS_DECLARATION( idClass, idForce ) END_CLASS idList idForce::forceList; /* ================ idForce::idForce ================ */ idForce::idForce() { forceList.Append( this ); } /* ================ idForce::~idForce ================ */ idForce::~idForce() { forceList.Remove( this ); } /* ================ idForce::DeletePhysics ================ */ void idForce::DeletePhysics( const idPhysics* phys ) { int i; for( i = 0; i < forceList.Num(); i++ ) { forceList[i]->RemovePhysics( phys ); } } /* ================ idForce::ClearForceList ================ */ void idForce::ClearForceList() { forceList.Clear(); } /* ================ idForce::Evaluate ================ */ void idForce::Evaluate( int time ) { } /* ================ idForce::RemovePhysics ================ */ void idForce::RemovePhysics( const idPhysics* phys ) { }