Unified the doxy-comment format.
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@@ -53,28 +53,28 @@ public:
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// tolua_begin
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/// Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize)
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/** Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize) */
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void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
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/// Sets the dropspenser to dropspense an item in the next tick
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/** Sets the dropspenser to dropspense an item in the next tick */
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void Activate(void);
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// tolua_end
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/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
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/** Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate */
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virtual void SetRedstonePower(bool a_IsPowered) override;
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protected:
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bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
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bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
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/// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
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/** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */
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void DropSpense(cChunk & a_Chunk);
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/// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
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/** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */
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virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
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/// Helper function, drops one item from the specified slot (like a dropper)
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/** Helper function, drops one item from the specified slot (like a dropper) */
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void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
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} ; // tolua_export
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