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-rw-r--r--src/Entities/ArrowEntity.h47
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