From 0c0c762412922b784aaf154b51a8d5d547d3f86f Mon Sep 17 00:00:00 2001 From: Mattes D Date: Tue, 21 Oct 2014 21:25:52 +0200 Subject: Exported individual projectile classes to Lua API. They used to be exported, but then they were moved to separate files and those werent' added to the ToLua processing list. --- src/Entities/ArrowEntity.h | 45 +++++++++++++++++++++++++-------------------- 1 file changed, 25 insertions(+), 20 deletions(-) (limited to 'src/Entities/ArrowEntity.h') diff --git a/src/Entities/ArrowEntity.h b/src/Entities/ArrowEntity.h index 1e4d8eebb..436ec0293 100644 --- a/src/Entities/ArrowEntity.h +++ b/src/Entities/ArrowEntity.h @@ -1,6 +1,11 @@ -// -// ArrowEntity.h -// + +// ArrowEntity.h + +// Declares the cArrowEntity representing the arrow that has been shot by the player or by a skeleton + + + + #pragma once @@ -19,7 +24,7 @@ class cArrowEntity : typedef cProjectileEntity super; public: - /// Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field + /** Determines when the arrow can be picked up (depending on player gamemode). Corresponds to the MCA file "pickup" field */ enum ePickupState { psNoPickup = 0, @@ -31,33 +36,33 @@ public: CLASS_PROTODEF(cArrowEntity) - /// Creates a new arrow with psNoPickup state and default damage modifier coeff + /** Creates a new arrow with psNoPickup state and default damage modifier coeff */ cArrowEntity(cEntity * a_Creator, double a_X, double a_Y, double a_Z, const Vector3d & a_Speed); - /// Creates a new arrow as shot by a player, initializes it from the player object + /** Creates a new arrow as shot by a player, initializes it from the player object */ cArrowEntity(cPlayer & a_Player, double a_Force); // tolua_begin - /// Returns whether the arrow can be picked up by players + /** Returns whether the arrow can be picked up by players */ ePickupState GetPickupState(void) const { return m_PickupState; } - /// Sets a new pickup state + /** Sets a new pickup state */ void SetPickupState(ePickupState a_PickupState) { m_PickupState = a_PickupState; } - /// Returns the damage modifier coeff. + /** Returns the damage modifier coeff. */ double GetDamageCoeff(void) const { return m_DamageCoeff; } - /// Sets the damage modifier coeff + /** Sets the damage modifier coeff */ void SetDamageCoeff(double a_DamageCoeff) { m_DamageCoeff = a_DamageCoeff; } - /// Returns true if the specified player can pick the arrow up + /** Returns true if the specified player can pick the arrow up */ bool CanPickup(const cPlayer & a_Player) const; - /// Returns true if the arrow is set as critical + /** Returns true if the arrow is set as critical */ bool IsCritical(void) const { return m_IsCritical; } - /// Sets the IsCritical flag + /** Sets the IsCritical flag */ void SetIsCritical(bool a_IsCritical) { m_IsCritical = a_IsCritical; } /** Gets the block arrow is in */ @@ -70,28 +75,28 @@ public: protected: - /// Determines when the arrow can be picked up by players + /** Determines when the arrow can be picked up by players */ ePickupState m_PickupState; - /// The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow + /** The coefficient applied to the damage that the arrow will deal, based on the bow enchantment. 2.0 for normal arrow */ double m_DamageCoeff; - /// If true, the arrow deals more damage + /** If true, the arrow deals more damage */ bool m_IsCritical; - /// Timer for pickup collection animation or five minute timeout + /** Timer for pickup collection animation or five minute timeout */ float m_Timer; - /// Timer for client arrow position confirmation via TeleportEntity + /** Timer for client arrow position confirmation via TeleportEntity */ float m_HitGroundTimer; // Whether the arrow has already been teleported into the proper position in the ground. bool m_HasTeleported; - /// If true, the arrow is in the process of being collected - don't go to anyone else + /** If true, the arrow is in the process of being collected - don't go to anyone else */ bool m_bIsCollected; - /// Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air + /** Stores the block position that arrow is lodged into, sets m_IsInGround to false if it becomes air */ Vector3i m_HitBlockPos; // cProjectileEntity overrides: -- cgit v1.2.3