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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- The 'A' prefix has no meaning in class names on the script side - even in comments.
This commit is contained in:
parent
a573c63f60
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99a87f62b6
2 changed files with 39 additions and 39 deletions
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@ -114,7 +114,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: MarkPrecacheSounds
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// Inventory :: MarkPrecacheSounds
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//
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//
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//===========================================================================
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//===========================================================================
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@ -126,7 +126,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: BeginPlay
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// Inventory :: BeginPlay
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//
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//
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//===========================================================================
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//===========================================================================
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@ -138,7 +138,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Destroy
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// Inventory :: Destroy
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//
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//
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//===========================================================================
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//===========================================================================
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@ -154,7 +154,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: ShouldSpawn
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// Inventory :: ShouldSpawn
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//
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//
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//===========================================================================
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//===========================================================================
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@ -226,7 +226,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DoRespawn
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// Inventory :: DoRespawn
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//
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//
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//===========================================================================
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//===========================================================================
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@ -249,7 +249,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Grind
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// Inventory :: Grind
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//
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//
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//===========================================================================
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//===========================================================================
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@ -276,7 +276,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: BecomeItem
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// Inventory :: BecomeItem
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//
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//
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// Lets this actor know that it's about to be placed in an inventory.
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// Lets this actor know that it's about to be placed in an inventory.
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//
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//
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@ -301,7 +301,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: BecomePickup
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// Inventory :: BecomePickup
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//
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//
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// Lets this actor know it should wait to be picked up.
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// Lets this actor know it should wait to be picked up.
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//
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//
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@ -328,7 +328,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: CreateCopy
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// Inventory :: CreateCopy
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//
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// a copy based on whether it needs to respawn or not. Returning NULL
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@ -356,7 +356,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: HandlePickup
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// Inventory :: HandlePickup
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//
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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// false if not.
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@ -391,7 +391,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: CallHandlePickup
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// Inventory :: CallHandlePickup
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//
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//
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// Runs all HandlePickup methods in the chain
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// Runs all HandlePickup methods in the chain
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//
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//
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@ -410,7 +410,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: TryPickup
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// Inventory :: TryPickup
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//
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//
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//===========================================================================
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//===========================================================================
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@ -495,7 +495,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: GiveQuest
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// Inventory :: GiveQuest
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//
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//
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//===========================================================================
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//===========================================================================
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@ -514,7 +514,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: CanPickup
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// Inventory :: CanPickup
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//
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//
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//===========================================================================
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//===========================================================================
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@ -544,7 +544,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: CallTryPickup
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// Inventory :: CallTryPickup
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//
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//
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// In this case the caller function is more than a simple wrapper around the virtual method and
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// is what must be actually called to pick up an item.
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// is what must be actually called to pick up an item.
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@ -605,7 +605,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: ShouldStay
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// Inventory :: ShouldStay
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//
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//
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// Returns true if the item should not disappear, even temporarily.
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// Returns true if the item should not disappear, even temporarily.
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//
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//
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@ -618,7 +618,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: TryPickupRestricted
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// Inventory :: TryPickupRestricted
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//
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//
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//===========================================================================
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//===========================================================================
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@ -629,7 +629,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: AttachToOwner
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// Inventory :: AttachToOwner
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//
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//
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//===========================================================================
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//===========================================================================
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@ -641,7 +641,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DetachFromOwner
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// Inventory :: DetachFromOwner
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//
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//
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// Performs any special work needed when the item leaves an inventory,
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// Performs any special work needed when the item leaves an inventory,
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// either through destruction or becoming a pickup.
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// either through destruction or becoming a pickup.
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@ -654,7 +654,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory::CreateTossable
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// Inventory::CreateTossable
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//
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//
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// only one item, then it is tossed out itself. Otherwise, the count drops
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// only one item, then it is tossed out itself. Otherwise, the count drops
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@ -698,7 +698,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: PickupMessage
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// Inventory :: PickupMessage
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//
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//
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// Returns the message to print when this actor is picked up.
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// Returns the message to print when this actor is picked up.
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//
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//
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@ -711,7 +711,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Touch
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// Inventory :: Touch
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//
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//
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// Handles collisions from another actor, possible adding itself to the
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// Handles collisions from another actor, possible adding itself to the
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// collider's inventory.
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// collider's inventory.
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@ -788,7 +788,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DepleteOrDestroy
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// Inventory :: DepleteOrDestroy
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//
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//
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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//
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//
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@ -814,7 +814,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Travelled
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// Inventory :: Travelled
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//
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//
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// Called when an item in somebody's inventory is carried over to another
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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// map, in case it needs to do special reinitialization.
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DoEffect
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// Inventory :: DoEffect
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//
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//
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// Handles any effect an item might apply to its owner
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of Powerup
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// Normally only used by subclasses of Powerup
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@ -836,7 +836,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Hide
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// Inventory :: Hide
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//
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//
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// Hides this actor until it's time to respawn again.
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// Hides this actor until it's time to respawn again.
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//
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//
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@ -888,7 +888,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: ShouldRespawn
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// Inventory :: ShouldRespawn
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//
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//
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// Returns true if the item should hide itself and reappear later when picked
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// Returns true if the item should hide itself and reappear later when picked
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// up.
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// up.
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@ -904,7 +904,7 @@ class Inventory : Actor native
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: GoAway
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// Inventory :: GoAway
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//
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//
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// Returns true if you must create a copy of this item to give to the player
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// Returns true if you must create a copy of this item to give to the player
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// or false if you can use this one instead.
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// or false if you can use this one instead.
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: GoAwayAndDie
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// Inventory :: GoAwayAndDie
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//
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//
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// Like GoAway but used by items that don't insert themselves into the
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// Like GoAway but used by items that don't insert themselves into the
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// inventory. If they won't be respawning, then they can destroy themselves.
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// inventory. If they won't be respawning, then they can destroy themselves.
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: ModifyDamage
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// Inventory :: ModifyDamage
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//
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//
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// Allows inventory items to manipulate the amount of damage
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// Allows inventory items to manipulate the amount of damage
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// inflicted. Damage is the amount of damage that would be done without manipulation,
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// inflicted. Damage is the amount of damage that would be done without manipulation,
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DoPickupSpecial
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// Inventory :: DoPickupSpecial
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//
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//
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// Executes this actor's special when it is picked up.
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// Executes this actor's special when it is picked up.
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//
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//
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}
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: PlayPickupSound
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// Inventory :: PlayPickupSound
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//
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//
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//===========================================================================
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//===========================================================================
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: DrawPowerup
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// Inventory :: DrawPowerup
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//
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//
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// This has been deprecated because it is not how this should be done
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// This has been deprecated because it is not how this should be done
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// Use GetPowerupIcon instead!
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// Use GetPowerupIcon instead!
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: AbsorbDamage
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// Inventory :: AbsorbDamage
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//
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//
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// Allows inventory items (primarily armor) to reduce the amount of damage
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// Allows inventory items (primarily armor) to reduce the amount of damage
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// taken. Damage is the amount of damage that would be done without armor,
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// taken. Damage is the amount of damage that would be done without armor,
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: SpecialDropAction
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// Inventory :: SpecialDropAction
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//
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//
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// A few Strife items that are meant to trigger actions rather than be
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// A few Strife items that are meant to trigger actions rather than be
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: NextInv
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// Inventory :: NextInv
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//
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//
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// Returns the next item with IF_INVBAR set.
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// Returns the next item with IF_INVBAR set.
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//
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//
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: PrevInv
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// Inventory :: PrevInv
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//
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//
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// Returns the previous item with IF_INVBAR set.
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// Returns the previous item with IF_INVBAR set.
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//
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//
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//===========================================================================
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//
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// AInventory :: OnDrop
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// Inventory :: OnDrop
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//
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//
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// Called by AActor::DropInventory. Allows items to modify how they behave
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// Called by AActor::DropInventory. Allows items to modify how they behave
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// after being dropped.
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// after being dropped.
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: GetPowerupIcon
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// Inventory :: GetPowerupIcon
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//
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// Returns the icon that should be drawn for an active powerup.
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// Returns the icon that should be drawn for an active powerup.
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//
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//
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