#include "CGameAllocator.hpp" namespace Retro { CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlock(u32) { return nullptr; } CGameAllocator::SGameMemInfo* CGameAllocator::FindFreeBlockFromTopOfHeap(u32) { return nullptr; } u32 CGameAllocator::FixupAllocPtrs(SGameMemInfo*, u32, u32, EHint, const CCallStack&) { return 0; } void CGameAllocator::UpdateAllocDebugStats(u32, u32, u32) { } bool CGameAllocator::FreeNormalAllocation(void*) { return false; } u32 CGameAllocator::GetFreeBinEntryForSize(u32) { return 0; } void CGameAllocator::AddFreeEntryToFreeList(SGameMemInfo*) { } void CGameAllocator::RemoveFreeEntryFromFreeList(SGameMemInfo*) { } void CGameAllocator::DumpAllocations() const { } u32 CGameAllocator::GetLargestFreeChunk() const { return 0; } CGameAllocator::SGameMemInfo* CGameAllocator::GetMemInfoFromBlockPtr(void* ptr) { return reinterpret_cast(reinterpret_cast(ptr) - 32); } bool CGameAllocator::Initialize() { return false; } void CGameAllocator::Shutdown() { } void* CGameAllocator::Alloc(size_t, EHint, EScope, EType, const CCallStack&) { return nullptr; } void CGameAllocator::Free(void*) { } void CGameAllocator::ReleaseAll() { } void* CGameAllocator::AllocSecondary(size_t, EHint, EScope, EType, const CCallStack&) { return nullptr; } void CGameAllocator::FreeSecondary(void*) { } void CGameAllocator::ReleaseAllSecondary() { } void CGameAllocator::SetOutOfMemoryCallback(const TOutOfMemoryCallback cb, void* ctx) { x58_oomCb = cb; x5c_oomCtx = ctx; } int CGameAllocator::EnumAllocations(const TAllocationVisitCallback, void*, bool) const { return 0; } CGameAllocator::SAllocInfo CGameAllocator::GetAllocInfo(void*) const { return CGameAllocator::SAllocInfo(); } void CGameAllocator::OffsetFakeStatics(int) { } CGameAllocator::SMetrics CGameAllocator::GetMetrics() const { return CGameAllocator::SMetrics(); } }