- Timestamp:
- Aug 29, 2009, 7:38:45 PM (15 years ago)
- Location:
- code/branches/libraries/src/orxonox/objects
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/libraries/src/orxonox/objects/quest/QuestListener.h
r5648 r5687 64 64 <BaseObject> // The object that should react to the status change of a Quest. 65 65 <events> 66 <function> // Where function is the method of the object that s chould be executed. Normally this would be visibility or activity.66 <function> // Where function is the method of the object that should be executed. Normally this would be visibility or activity. 67 67 <QuestListener questId="someQuestId" mode="someMode" /> // Where someQuestId is the identifier for the Quest the QuestListener is reacting to, and someMode is the kind of status change the QUestListener reacts to (all, start, complete or fail). 68 68 </function> -
code/branches/libraries/src/orxonox/objects/worldentities/ForceField.h
r5633 r5687 43 43 ForceField(BaseObject* creator); 44 44 virtual ~ForceField(); 45 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a CheckPoint object through XML.45 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 46 46 virtual void tick(float dt); 47 47 -
code/branches/libraries/src/orxonox/objects/worldentities/triggers/PlayerTrigger.h
r3280 r5687 52 52 PlayerTrigger(BaseObject* creator); 53 53 virtual ~PlayerTrigger(); 54 54 55 55 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method for creating a PlayerTrigger object through XML. 56 56 57 57 /** 58 58 @brief Returns the player that triggered the PlayerTrigger. … … 61 61 inline Pawn* getTriggeringPlayer(void) const 62 62 { return this->player_; } 63 63 64 64 /** 65 65 @brief Checks whether the PlayerTrigger normally returns a ControllableEntity. … … 68 68 inline bool isForPlayer(void) const 69 69 { return this->isForPlayer_; } 70 70 71 71 protected: 72 72 virtual bool isTriggered(TriggerMode::Value mode) = 0; 73 73 74 74 /** 75 75 @brief Set the player that triggered the PlayerTrigger. This is normally done by classes inheriting vom PlayerTrigger. … … 81 81 /** 82 82 @brief Set whether the PlayerTrigger normally is triggered by ControllableEntities. 83 @param isForPlayer Should be true when the PlayerTrigger s chould be set to normally be triggered by ControllableEntities, false if not.83 @param isForPlayer Should be true when the PlayerTrigger should be set to normally be triggered by ControllableEntities, false if not. 84 84 */ 85 85 inline void setForPlayer(bool isForPlayer) 86 86 { this->isForPlayer_ = isForPlayer; } 87 87 88 88 private: 89 89 Pawn* player_; //!< The player that triggered the PlayerTrigger. 90 bool isForPlayer_; //!< Is true when the PlayerTrigger s chould be set to normally be triggered by ControllableEntities.91 90 bool isForPlayer_; //!< Is true when the PlayerTrigger should be set to normally be triggered by ControllableEntities. 91 92 92 }; 93 93
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