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-rw-r--r--src/World.h15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/World.h b/src/World.h
index ab2b197c5..1ee473970 100644
--- a/src/World.h
+++ b/src/World.h
@@ -316,7 +316,7 @@ public:
bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) const;
- /** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading*/
+ /** Queues a task to unload unused chunks onto the tick thread. The prefferred way of unloading. */
void QueueUnloadUnusedChunks(void); // tolua_export
void CollectPickupsByPlayer(cPlayer & a_Player);
@@ -630,7 +630,8 @@ public:
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, cChunkCallback & a_Callback);
bool DoWithChunk(int a_ChunkX, int a_ChunkZ, std::function<bool(cChunk &)> a_Callback);
- /** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked; returns false if the chunk doesn't exist, otherwise returns the same value as the callback **/
+ /** Calls the callback for the chunk at the block position specified, with ChunkMapCS locked.
+ Returns false if the chunk isn't loaded, otherwise returns the same value as the callback */
bool DoWithChunkAt(Vector3i a_BlockPos, std::function<bool(cChunk &)> a_Callback);
void GrowTreeImage(const sSetBlockVector & a_Blocks);
@@ -1120,24 +1121,24 @@ private:
/** Ticks all clients that are in this world */
void TickClients(float a_Dt);
- /** Unloads all chunks immediately.*/
+ /** Unloads all chunks immediately. */
void UnloadUnusedChunks(void);
void UpdateSkyDarkness(void);
- /** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
+ /** Generates a random spawnpoint on solid land by walking chunks and finding their biomes */
void GenerateRandomSpawn(void);
- /** Check if player starting point is acceptable **/
+ /** Check if player starting point is acceptable */
bool CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ);
- /** Chooses a reasonable transition from the current weather to a new weather **/
+ /** Chooses a reasonable transition from the current weather to a new weather */
eWeather ChooseNewWeather(void);
/** Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section) */
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
- /** Creates a new redstone simulator.*/
+ /** Creates a new redstone simulator. */
cRedstoneSimulator * InitializeRedstoneSimulator(cIniFile & a_IniFile);
/** Adds the players queued in the m_PlayersToAdd queue into the m_Players list.