diff options
Diffstat (limited to 'src/Entities/Entity.h')
-rw-r--r-- | src/Entities/Entity.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/Entities/Entity.h b/src/Entities/Entity.h index b9c280b6b..3f3d369da 100644 --- a/src/Entities/Entity.h +++ b/src/Entities/Entity.h @@ -10,11 +10,11 @@ // Place this macro in the public section of each cEntity descendant class and you're done :) #define CLASS_PROTODEF(classname) \ - virtual bool IsA(const char * a_ClassName) const override\ + virtual bool IsA(const char * a_ClassName) const /*override*/\ { \ return ((strcmp(a_ClassName, #classname) == 0) || super::IsA(a_ClassName)); \ } \ - virtual const char * GetClass(void) const override \ + virtual const char * GetClass(void) const /*override*/ \ { \ return #classname; \ } \ @@ -22,7 +22,7 @@ { \ return #classname; \ } \ - virtual const char * GetParentClass(void) const override \ + virtual const char * GetParentClass(void) const /*override*/ \ { \ return super::GetClass(); \ } @@ -371,7 +371,7 @@ public: // tolua_end - /** Descendants override this function to send a command to the specified client to spawn the entity on the client. + /** Descendants /*override*/ this function to send a command to the specified client to spawn the entity on the client. To spawn on all eligible clients, use cChunkMap::BroadcastSpawnEntity() */ virtual void SpawnOn(cClientHandle & a_Client) = 0; @@ -420,7 +420,7 @@ public: // tolua_begin - // COMMON metadata flags; descendants may override the defaults: + // COMMON metadata flags; descendants may /*override*/ the defaults: virtual bool IsOnFire (void) const {return (m_TicksLeftBurning > 0); } virtual bool IsCrouched (void) const {return false; } virtual bool IsRiding (void) const {return false; } @@ -530,7 +530,7 @@ protected: int m_TicksSinceLastVoidDamage; /** Does the actual speed-setting. The default implementation just sets the member variable value; - overrides can provide further processing, such as forcing players to move at the given speed. */ + /*override*/s can provide further processing, such as forcing players to move at the given speed. */ virtual void DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ); virtual void Destroyed(void) {} // Called after the entity has been destroyed |