#include "stdafx.h" #include "DerivedLevelData.h" DerivedLevelData::DerivedLevelData(LevelData *wrapped) { this->wrapped = wrapped; } void DerivedLevelData::setTagData(CompoundTag *tag) { wrapped->setTagData(tag); } CompoundTag *DerivedLevelData::createTag() { return wrapped->createTag(); } CompoundTag *DerivedLevelData::createTag(vector > *players) { return wrapped->createTag(players); } __int64 DerivedLevelData::getSeed() { return wrapped->getSeed(); } int DerivedLevelData::getXSpawn() { return wrapped->getXSpawn(); } int DerivedLevelData::getYSpawn() { return wrapped->getYSpawn(); } int DerivedLevelData::getZSpawn() { return wrapped->getZSpawn(); } __int64 DerivedLevelData::getTime() { return wrapped->getTime(); } __int64 DerivedLevelData::getSizeOnDisk() { return wrapped->getSizeOnDisk(); } CompoundTag *DerivedLevelData::getLoadedPlayerTag() { return wrapped->getLoadedPlayerTag(); } wstring DerivedLevelData::getLevelName() { return wrapped->getLevelName(); } int DerivedLevelData::getVersion() { return wrapped->getVersion(); } __int64 DerivedLevelData::getLastPlayed() { return wrapped->getLastPlayed(); } bool DerivedLevelData::isThundering() { return wrapped->isThundering(); } int DerivedLevelData::getThunderTime() { return wrapped->getThunderTime(); } bool DerivedLevelData::isRaining() { return wrapped->isRaining(); } int DerivedLevelData::getRainTime() { return wrapped->getRainTime(); } GameType *DerivedLevelData::getGameType() { return wrapped->getGameType(); } void DerivedLevelData::setSeed(__int64 seed) { } void DerivedLevelData::setXSpawn(int xSpawn) { } void DerivedLevelData::setYSpawn(int ySpawn) { } void DerivedLevelData::setZSpawn(int zSpawn) { } void DerivedLevelData::setTime(__int64 time) { } void DerivedLevelData::setSizeOnDisk(__int64 sizeOnDisk) { } void DerivedLevelData::setLoadedPlayerTag(CompoundTag *loadedPlayerTag) { } void DerivedLevelData::setDimension(int dimension) { } void DerivedLevelData::setSpawn(int xSpawn, int ySpawn, int zSpawn) { } void DerivedLevelData::setLevelName(const wstring &levelName) { } void DerivedLevelData::setVersion(int version) { } void DerivedLevelData::setThundering(bool thundering) { } void DerivedLevelData::setThunderTime(int thunderTime) { } void DerivedLevelData::setRaining(bool raining) { } void DerivedLevelData::setRainTime(int rainTime) { } bool DerivedLevelData::isGenerateMapFeatures() { return wrapped->isGenerateMapFeatures(); } void DerivedLevelData::setGameType(GameType *gameType) { } bool DerivedLevelData::isHardcore() { return wrapped->isHardcore(); } LevelType *DerivedLevelData::getGenerator() { return wrapped->getGenerator(); } void DerivedLevelData::setGenerator(LevelType *generator) { } bool DerivedLevelData::getAllowCommands() { return wrapped->getAllowCommands(); } void DerivedLevelData::setAllowCommands(bool allowCommands) { } bool DerivedLevelData::isInitialized() { return wrapped->isInitialized(); } void DerivedLevelData::setInitialized(bool initialized) { } int DerivedLevelData::getXZSize() { return wrapped->getXZSize(); } int DerivedLevelData::getHellScale() { return wrapped->getHellScale(); }