mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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07524dadb0
socket_net.cpp needed some small fixes to build again, because of imcompatibilities between Winsock and the real POSIX sockets API.
111 lines
3.3 KiB
C++
111 lines
3.3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "achievements.h"
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#include "../sys_session_local.h"
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extern idCVar achievements_Verbose;
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#define STEAM_ACHIEVEMENT_PREFIX "ach_"
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/*
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========================
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idAchievementSystemWin::idAchievementSystemWin
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========================
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*/
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idAchievementSystemWin::idAchievementSystemWin()
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{
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}
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/*
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========================
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idAchievementSystemWin::IsInitialized
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========================
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*/
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bool idAchievementSystemWin::IsInitialized()
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{
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return false;
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}
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/*
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================================
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idAchievementSystemWin::AchievementUnlock
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================================
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*/
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void idAchievementSystemWin::AchievementUnlock( idLocalUser* user, int achievementID )
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{
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}
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/*
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========================
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idAchievementSystemWin::AchievementLock
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========================
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*/
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void idAchievementSystemWin::AchievementLock( idLocalUser* user, const int achievementID )
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{
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}
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/*
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========================
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idAchievementSystemWin::AchievementLockAll
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========================
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*/
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void idAchievementSystemWin::AchievementLockAll( idLocalUser* user, const int maxId )
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{
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}
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/*
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========================
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idAchievementSystemWin::GetAchievementDescription
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========================
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*/
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bool idAchievementSystemWin::GetAchievementDescription( idLocalUser* user, const int achievementID, achievementDescription_t& data ) const
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{
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return false;
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}
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/*
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========================
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idAchievementSystemWin::GetAchievementState
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========================
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*/
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bool idAchievementSystemWin::GetAchievementState( idLocalUser* user, idArray< bool, idAchievementSystem::MAX_ACHIEVEMENTS >& achievements ) const
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{
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return false;
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}
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/*
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================================
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idAchievementSystemWin::Pump
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================================
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*/
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void idAchievementSystemWin::Pump()
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{
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}
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