Changeset 4836 in orxonox.OLD for orxonox/trunk/src/world_entities/weapons/weapon.cc
- Timestamp:
- Jul 12, 2005, 12:33:16 AM (19 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/trunk/src/world_entities/weapons/weapon.cc
r4834 r4836 25 25 26 26 /** 27 \briefstandard constructor27 * standard constructor 28 28 29 29 creates a new weapon … … 38 38 39 39 /** 40 \briefstandard deconstructor40 * standard deconstructor 41 41 */ 42 42 Weapon::~Weapon () … … 52 52 53 53 /** 54 \briefenables the weapon54 * enables the weapon 55 55 56 56 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 65 65 66 66 /** 67 \briefdisables the weapon67 * disables the weapon 68 68 69 69 a weapon can be enabled/disabled because of various reasons. if a weapon is … … 78 78 79 79 /** 80 \briefchecks if the weapon is enabled81 \returns true if enabled80 * checks if the weapon is enabled 81 * @returns true if enabled 82 82 83 83 a weapon can be ebabled/disabled because of various reasons. if a weapon is … … 92 92 93 93 /** 94 \briefsets a new projectile to the weapon95 \param new projectile for this weapon94 * sets a new projectile to the weapon 95 * @param new projectile for this weapon 96 96 97 97 weapon an projectile are independent, so you can combine them as you want … … 104 104 105 105 /** 106 \briefsets a new projectile to the weapon107 \returns the current projectile of this weapon106 * sets a new projectile to the weapon 107 * @returns the current projectile of this weapon 108 108 109 109 weapon an projectile are independent, so you can combine them as you want … … 116 116 117 117 /** 118 \briefthis activates the weapon118 * this activates the weapon 119 119 120 120 This is needed, since there can be more than one weapon on a ship. the … … 127 127 128 128 /** 129 \briefthis deactivates the weapon129 * this deactivates the weapon 130 130 131 131 This is needed, since there can be more than one weapon on a ship. the … … 137 137 138 138 /** 139 \briefasks if the current weapon is active140 \returns true if it the weapon is active139 * asks if the current weapon is active 140 * @returns true if it the weapon is active 141 141 */ 142 142 bool Weapon::isActive() … … 149 149 150 150 /** 151 \briefis called, when the weapon gets hit (=collide with something)152 \param from which entity it is been hit153 \param where it is been hit151 * 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 154 154 155 155 this may not be used, since it would make the game relay complicated when one … … 161 161 162 162 /** 163 \briefis called, when the weapon is destroyed163 * is called, when the weapon is destroyed 164 164 165 165 this is in conjunction with the hit function, so when a weapon is able to get … … 171 171 172 172 /** 173 \brieftick signal for time dependent/driven stuff173 * tick signal for time dependent/driven stuff 174 174 */ 175 175 void Weapon::tick (float time) … … 178 178 179 179 /** 180 \briefis called, when there is no fire button pressed180 * is called, when there is no fire button pressed 181 181 */ 182 182 void Weapon::weaponIdle() … … 185 185 186 186 /** 187 \briefthis will draw the weapon187 * this will draw the weapon 188 188 */ 189 189 void Weapon::draw ()
Note: See TracChangeset
for help on using the changeset viewer.