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Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons


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Timestamp:
Jul 12, 2005, 12:33:16 AM (19 years ago)
Author:
bensch
Message:

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

Location:
orxonox/trunk/src/world_entities/weapons
Files:
10 edited

Legend:

Unmodified
Added
Removed
  • orxonox/trunk/src/world_entities/weapons/crosshair.h

    r4832 r4836  
    11/*!
    22    \file crosshair.h
    3     \brief Definition of ...
     3  * Definition of ...
    44
    55*/
  • orxonox/trunk/src/world_entities/weapons/projectile.cc

    r4758 r4836  
    2929
    3030/**
    31    \brief standard constructor
     31 * standard constructor
    3232*/
    3333Projectile::Projectile (Weapon* weapon) : WorldEntity()
     
    4444
    4545/**
    46    \brief standard deconstructor
     46 * standard deconstructor
    4747*/
    4848Projectile::~Projectile ()
     
    5757
    5858/**
    59    \brief this sets the flight direction of the projectile
    60    \param directin in which to flight
     59 * this sets the flight direction of the projectile
     60 * @param directin in which to flight
    6161
    6262   this function will calculate a vector out of this to be used in the
     
    7474
    7575/**
    76    \brief this sets the time to life of the projectile
    77    \param ttl in second
     76 * this sets the time to life of the projectile
     77 * @param ttl in second
    7878
    7979   after this life time, the projectile will garbage collect itself
     
    8686
    8787/**
    88    \brief sets the speed of the projectile
     88 * sets the speed of the projectile
    8989*/
    9090void Projectile::setSpeed(float speed)
     
    9696
    9797/**
    98    \brief sets the velocity vector to a spec speed
    99    \param velocity: vector of the velocity
     98 * sets the velocity vector to a spec speed
     99 * @param velocity: vector of the velocity
    100100*/
    101101void Projectile::setVelocity(const Vector &velocity)
     
    108108
    109109/**
    110    \brief signal tick, time dependent things will be handled here
    111    \param time since last tick
     110 * signal tick, time dependent things will be handled here
     111 * @param time since last tick
    112112*/
    113113void Projectile::tick (float time)
     
    128128
    129129/**
    130    \brief the projectile gets hit by another entity
    131    \param the other entity
    132    \param place where it is hit
     130 * the projectile gets hit by another entity
     131 * @param the other entity
     132 * @param place where it is hit
    133133*/
    134134void Projectile::hit (WorldEntity* entity, Vector* place)
     
    137137
    138138/**
    139    \brief the function gets called, when the projectile is destroyed
     139 * the function gets called, when the projectile is destroyed
    140140*/
    141141void Projectile::destroy ()
  • orxonox/trunk/src/world_entities/weapons/projectile.h

    r4758 r4836  
    11/*!
    22    \projectile.h
    3     \brief a projectile, that is been shooted by a weapon
     3  * a projectile, that is been shooted by a weapon
    44
    55    You can use this class to make some shoots, but this isn't the real idea. If you want to just test, if the
  • orxonox/trunk/src/world_entities/weapons/test_bullet.cc

    r4758 r4836  
    2929
    3030/**
    31    \brief standard constructor
     31 * standard constructor
    3232*/
    3333TestBullet::TestBullet (Weapon* weapon) : Projectile(weapon)
     
    4141
    4242/**
    43    \brief standard deconstructor
     43 * standard deconstructor
    4444*/
    4545TestBullet::~TestBullet ()
     
    5555
    5656/**
    57    \brief signal tick, time dependent things will be handled here
    58    \param time since last tick
     57 * signal tick, time dependent things will be handled here
     58 * @param time since last tick
    5959*/
    6060void TestBullet::tick (float time)
     
    7676
    7777/**
    78    \brief the projectile gets hit by another entity
    79    \param the other entity
    80    \param place where it is hit
     78 * the projectile gets hit by another entity
     79 * @param the other entity
     80 * @param place where it is hit
    8181*/
    8282void TestBullet::hit (WorldEntity* entity, Vector* place)
     
    8585
    8686/**
    87    \brief the function gets called, when the projectile is destroyed
     87 * the function gets called, when the projectile is destroyed
    8888*/
    8989void TestBullet::destroy ()
  • orxonox/trunk/src/world_entities/weapons/test_bullet.h

    r4758 r4836  
    11/*!
    22    \projectile.h
    3     \brief a projectile, that is been shooted by a weapon
     3  * a projectile, that is been shooted by a weapon
    44*/
    55
  • orxonox/trunk/src/world_entities/weapons/test_gun.cc

    r4829 r4836  
    1616
    1717
    18    \todo: direction in which the projectile flights
    19    \todo: a target to set/hit
     18   @todo: direction in which the projectile flights
     19   @todo: a target to set/hit
    2020*/
    2121
     
    3939
    4040/**
    41    \brief standard constructor
     41 * standard constructor
    4242
    4343   creates a new weapon
     
    103103
    104104/**
    105    \brief standard deconstructor
     105 * standard deconstructor
    106106*/
    107107TestGun::~TestGun ()
     
    112112
    113113/**
    114    \brief this activates the weapon
     114 * this activates the weapon
    115115
    116116   This is needed, since there can be more than one weapon on a ship. the
     
    125125
    126126/**
    127    \brief this deactivates the weapon
     127 * this deactivates the weapon
    128128
    129129   This is needed, since there can be more than one weapon on a ship. the
     
    138138
    139139/**
    140    \brief fires the weapon
     140 * fires the weapon
    141141
    142142   this is called from the player.cc, when fire-button is been pushed
    143    \todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
     143   @todo: the ObjectManager deliveres Projectiles not TestBullets! this should be diffrent
    144144*/
    145145void TestGun::fire()
     
    165165
    166166/**
    167    \brief is called, when the weapon gets hit (=collide with something)
    168    \param from which entity it is been hit
    169    \param where it is been hit
     167 * is called, when the weapon gets hit (=collide with something)
     168 * @param from which entity it is been hit
     169 * @param where it is been hit
    170170
    171171   this may not be used, since it would make the game relay complicated when one
     
    177177
    178178/**
    179    \brief is called, when the weapon is destroyed
     179 * is called, when the weapon is destroyed
    180180
    181181   this is in conjunction with the hit function, so when a weapon is able to get
     
    187187
    188188/**
    189    \brief tick signal for time dependent/driven stuff
     189 * tick signal for time dependent/driven stuff
    190190*/
    191191void TestGun::tick (float time)
     
    196196
    197197/**
    198    \brief is called, when there is no fire button pressed
     198 * is called, when there is no fire button pressed
    199199*/
    200200void TestGun::weaponIdle()
     
    203203
    204204/**
    205    \brief this will draw the weapon
     205 * this will draw the weapon
    206206*/
    207207void TestGun::draw ()
  • orxonox/trunk/src/world_entities/weapons/test_gun.h

    r4827 r4836  
    11/*!
    22    \file weapon.h
    3     \brief a weapon that a player can use
     3  * a weapon that a player can use
    44
    55    A Player has a list of weapons, that can be choosen to shoot projectiles
  • orxonox/trunk/src/world_entities/weapons/weapon.cc

    r4834 r4836  
    2525
    2626/**
    27    \brief standard constructor
     27 * standard constructor
    2828
    2929   creates a new weapon
     
    3838
    3939/**
    40    \brief standard deconstructor
     40 * standard deconstructor
    4141*/
    4242Weapon::~Weapon ()
     
    5252
    5353/**
    54     \brief enables the weapon
     54  * enables the weapon
    5555
    5656    a weapon can be enabled/disabled because of various reasons. if a weapon is
     
    6565
    6666/**
    67     \brief disables the weapon
     67  * disables the weapon
    6868
    6969    a weapon can be enabled/disabled because of various reasons. if a weapon is
     
    7878
    7979/**
    80     \brief checks if the weapon is enabled
    81     \returns true if enabled
     80  * checks if the weapon is enabled
     81  * @returns true if enabled
    8282
    8383    a weapon can be ebabled/disabled because of various reasons. if a weapon is
     
    9292
    9393/**
    94    \brief sets a new projectile to the weapon
    95    \param new projectile for this weapon
     94 * sets a new projectile to the weapon
     95 * @param new projectile for this weapon
    9696
    9797   weapon an projectile are independent, so you can combine them as you want
     
    104104
    105105/**
    106    \brief sets a new projectile to the weapon
    107    \returns the current projectile of this weapon
     106 * sets a new projectile to the weapon
     107 * @returns the current projectile of this weapon
    108108
    109109   weapon an projectile are independent, so you can combine them as you want
     
    116116
    117117/**
    118    \brief this activates the weapon
     118 * this activates the weapon
    119119
    120120   This is needed, since there can be more than one weapon on a ship. the
     
    127127
    128128/**
    129    \brief this deactivates the weapon
     129 * this deactivates the weapon
    130130
    131131   This is needed, since there can be more than one weapon on a ship. the
     
    137137
    138138/**
    139    \brief asks if the current weapon is active
    140    \returns true if it the weapon is active
     139 * asks if the current weapon is active
     140 * @returns true if it the weapon is active
    141141*/
    142142bool Weapon::isActive()
     
    149149
    150150/**
    151    \brief is called, when the weapon gets hit (=collide with something)
    152    \param from which entity it is been hit
    153    \param where it is been hit
     151 * is called, when the weapon gets hit (=collide with something)
     152 * @param from which entity it is been hit
     153 * @param where it is been hit
    154154
    155155   this may not be used, since it would make the game relay complicated when one
     
    161161
    162162/**
    163    \brief is called, when the weapon is destroyed
     163 * is called, when the weapon is destroyed
    164164
    165165   this is in conjunction with the hit function, so when a weapon is able to get
     
    171171
    172172/**
    173    \brief tick signal for time dependent/driven stuff
     173 * tick signal for time dependent/driven stuff
    174174*/
    175175void Weapon::tick (float time)
     
    178178
    179179/**
    180    \brief is called, when there is no fire button pressed
     180 * is called, when there is no fire button pressed
    181181*/
    182182void Weapon::weaponIdle()
     
    185185
    186186/**
    187    \brief this will draw the weapon
     187 * this will draw the weapon
    188188*/
    189189void Weapon::draw ()
  • orxonox/trunk/src/world_entities/weapons/weapon.h

    r4832 r4836  
    11/*!
    22    \file weapon.h
    3     \brief a weapon that a  can use
     3  * a weapon that a  can use
    44
    55
     
    9797  inline bool hasWeaponIdleTimeElapsed() const { return (this->localTime>this->idleTime)?true:false; };
    9898
    99   /** @brief fires the weapon */
     99  /** fires the weapon */
    100100  virtual void fire() = 0;
    101101  virtual void hit (WorldEntity* weapon, const Vector& loc);
  • orxonox/trunk/src/world_entities/weapons/weapon_manager.h

    r4834 r4836  
    11/*!
    22    \file weapon.h
    3     \brief a weapon that a player can use
     3  * a weapon that a player can use
    44
    55    A Player has a list of weapons, that can be choosen to shoot projectiles
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