From b4b3b5ce6480419bb18bafa6650dd09ea5544441 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 26 Apr 2014 23:50:24 +0100 Subject: More comments! * Also fixed a potential issue with position sending - if someone moved slowly enough, their position would never be updated. --- src/Entities/Entity.h | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'src/Entities/Entity.h') 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; -- cgit v1.2.3