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-rw-r--r--src/Entities/Entity.h11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h
index 0785b5609..22b133fb7 100644
--- a/src/Entities/Entity.h
+++ b/src/Entities/Entity.h
@@ -419,19 +419,26 @@ protected:
/// The entity which is attached to this entity (rider), NULL if none
cEntity * m_Attachee;
- // Flags that signal that we haven't updated the clients with the latest.
+ /** Stores whether head yaw has been set manually */
bool m_bDirtyHead;
+ /** Stores whether our yaw/pitch/roll (body orientation) has been set manually */
bool m_bDirtyOrientation;
+ /** Stores whether we have sent a Velocity packet with a speed of zero (no speed) to the client
+ Ensures that said packet is sent only once */
bool m_bHasSentNoSpeed;
+ /** Stores if the entity is on the ground */
bool m_bOnGround;
+ /** Stores gravity that is applied to an entity every tick
+ For realistic effects, this should be negative. For spaaaaaaace, this can be zero or even positive */
float m_Gravity;
/** Last position sent to client via the Relative Move or Teleport packets (not Velocity)
Only updated if cEntity::BroadcastMovementUpdate() is called! */
Vector3d m_LastPos;
- bool m_IsInitialized; // Is set to true when it's initialized, until it's destroyed (Initialize() till Destroy() )
+ /** True when entity is initialised (Initialize()) and false when destroyed pending deletion (Destroy()) */
+ bool m_IsInitialized;
eEntityType m_EntityType;