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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef NULLUNITSCRIPT_H
#define NULLUNITSCRIPT_H
#include "UnitScript.h"
class CNullUnitScript : public CUnitScript
{
CR_DECLARE_DERIVED(CNullUnitScript)
protected:
CNullUnitScript(CUnit* u);
void ShowScriptError(const std::string& msg) override;
void PostLoad();
public:
static CNullUnitScript value;
// callins
void RawCall(int functionId) override {}
void Create() override {}
void Killed() override {}
void WindChanged(float heading, float speed) override {}
void ExtractionRateChanged(float speed) override {}
void WorldRockUnit(const float3& rockDir) override {}
void RockUnit(const float3& rockDir) override {}
void WorldHitByWeapon(const float3& hitDir, int weaponDefId, float& inoutDamage) override {}
void HitByWeapon(const float3& hitDir, int weaponDefId, float& inoutDamage) override {}
void SetSFXOccupy(int curTerrainType) override {}
void QueryLandingPads(std::vector<int>& out_pieces) override {}
void BeginTransport(const CUnit* unit) override {}
int QueryTransport(const CUnit* unit) override { return -1; }
void TransportPickup(const CUnit* unit) override {}
void TransportDrop(const CUnit* unit, const float3& pos) override {}
void StartBuilding(float heading, float pitch) override {}
int QueryNanoPiece() override { return -1; }
int QueryBuildInfo() override { return -1; }
void Destroy() override {}
void StartMoving(bool reversing) override {}
void StopMoving() override {}
void StartSkidding(const float3&) override {}
void StopSkidding() override {}
void ChangeHeading(short deltaHeading) override {}
void StartUnload() override {}
void EndTransport() override {}
void StartBuilding() override {}
void StopBuilding() override {}
void Falling() override {}
void Landed() override {}
void Activate() override {}
void Deactivate() override {}
void MoveRate(int curRate) override {}
void FireWeapon(int weaponNum) override {}
void EndBurst(int weaponNum) override {}
// weapon callins
int QueryWeapon(int weaponNum) override { return -1; }
void AimWeapon(int weaponNum, float heading, float pitch) override {}
void AimShieldWeapon(CPlasmaRepulser* weapon) override {}
int AimFromWeapon(int weaponNum) override { return -1; }
void Shot(int weaponNum) override {}
bool BlockShot(int weaponNum, const CUnit* targetUnit, bool userTarget) override { return false; }
float TargetWeight(int weaponNum, const CUnit* targetUnit) override { return 1.0f; }
void AnimFinished(AnimType type, int piece, int axis) override { };
};
#endif
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