diff options
Diffstat (limited to '')
-rw-r--r-- | src/Entities/ArrowEntity.h | 47 |
1 files changed, 26 insertions, 21 deletions
diff --git a/src/Entities/ArrowEntity.h b/src/Entities/ArrowEntity.h index a1e7a17e7..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 */ @@ -70,34 +75,34 @@ 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: virtual void OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace) override; virtual void OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) override; - virtual void CollectedBy(cPlayer * a_Player) override; + virtual void CollectedBy(cPlayer & a_Player) override; virtual void Tick(float a_Dt, cChunk & a_Chunk) override; }; // tolua_export |