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-rw-r--r--src/Mobs/Monster.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index d5de3b19e..5438bb7d9 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -73,7 +73,7 @@ public:
virtual void CheckEventSeePlayer(void);
virtual void EventSeePlayer(cEntity * a_Player);
- /// Reads the monster configuration for the specified monster name and assigns it to this object.
+ /** Reads the monster configuration for the specified monster name and assigns it to this object. */
void GetMonsterConfig(const AString & a_Name);
/** Returns whether this mob is undead (skeleton, zombie, etc.) */
@@ -105,7 +105,7 @@ public:
void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
- /// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
+ /** Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick */
void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export
@@ -278,19 +278,19 @@ protected:
char m_Age;
- /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
+ /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops */
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
- /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
+ /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops */
void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
- /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
+ /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops */
void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel);
- /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
- /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);