Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities/player.cc
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (19 years ago)
- File:
-
- 1 edited
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orxonox/trunk/src/world_entities/player.cc
r4834 r4836 41 41 42 42 /** 43 \briefcreates a new Player44 \param isFree if the player is free43 * creates a new Player 44 * @param isFree if the player is free 45 45 */ 46 46 Player::Player() … … 65 65 66 66 /** 67 \briefdestructs the player, deletes alocated memory67 * destructs the player, deletes alocated memory 68 68 */ 69 69 Player::~Player () … … 78 78 79 79 /** 80 \briefcreates a new Player from Xml Data81 \param root the xml element containing player data82 83 \todo add more parameters to load80 * creates a new Player from Xml Data 81 * @param root the xml element containing player data 82 83 @todo add more parameters to load 84 84 */ 85 85 Player::Player(const TiXmlElement* root) … … 132 132 133 133 /** 134 \briefadds a weapon to the weapon list of player135 \param weapon to add134 * adds a weapon to the weapon list of player 135 * @param weapon to add 136 136 */ 137 137 void Player::addWeapon(Weapon* weapon) … … 142 142 143 143 /** 144 \briefremoves a weapon from the player145 \param weapon to remove144 * removes a weapon from the player 145 * @param weapon to remove 146 146 */ 147 147 void Player::removeWeapon(Weapon* weapon) … … 152 152 153 153 /** 154 \briefeffect that occurs after the player is spawned154 * effect that occurs after the player is spawned 155 155 */ 156 156 void Player::postSpawn () … … 161 161 162 162 /** 163 \briefthe action occuring if the player left the game163 * the action occuring if the player left the game 164 164 */ 165 165 void Player::leftWorld () … … 169 169 170 170 /** 171 \briefif the player is hit, call this function172 \param weapon hit by this weapon173 \param loc ??171 * if the player is hit, call this function 172 * @param weapon hit by this weapon 173 * @param loc ?? 174 174 */ 175 175 void Player::hit (WorldEntity* weapon, Vector* loc) … … 179 179 180 180 /** 181 \briefCollision with another Entity has this effect182 \param other the other colider183 \param ownhitflags ??184 \param otherhitflags ??181 * Collision with another Entity has this effect 182 * @param other the other colider 183 * @param ownhitflags ?? 184 * @param otherhitflags ?? 185 185 */ 186 186 void Player::collide (WorldEntity* other, Uint32 ownhitflags, Uint32 otherhitflags) … … 190 190 191 191 /** 192 \briefdraws the player after transforming him.192 * draws the player after transforming him. 193 193 */ 194 194 void Player::draw () … … 214 214 215 215 /** 216 \briefthe function called for each passing timeSnap217 \param time The timespan passed since last update216 * the function called for each passing timeSnap 217 * @param time The timespan passed since last update 218 218 */ 219 219 void Player::tick (float time) … … 234 234 235 235 /** 236 \briefaction if player moves237 \param time the timeslice since the last frame236 * action if player moves 237 * @param time the timeslice since the last frame 238 238 */ 239 239 void Player::move (float time) … … 256 256 accel = accel + (orthDirection*acceleration); 257 257 if( this->bAscend ) 258 if( this->bDescend) {/* FIXME */} /* \todo up and down player movement */258 if( this->bDescend) {/* FIXME */} /* @todo up and down player movement */ 259 259 260 260 Vector move = accel * time; … … 264 264 265 265 /** 266 \briefweapon manipulation by the player266 * weapon manipulation by the player 267 267 */ 268 268 void Player::weapon() … … 281 281 282 282 /** 283 \briefThe connection to the command node284 \param cmd the Command unit from witch to map283 * The connection to the command node 284 * @param cmd the Command unit from witch to map 285 285 286 286 here the commands are mapped to the players movement/weaponary
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