- The 'A' prefix has no meaning in class names on the script side - even in comments.

This commit is contained in:
Christoph Oelckers 2018-12-04 00:23:52 +01:00
parent a573c63f60
commit 99a87f62b6
2 changed files with 39 additions and 39 deletions

View file

@ -114,7 +114,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: MarkPrecacheSounds // Inventory :: MarkPrecacheSounds
// //
//=========================================================================== //===========================================================================
@ -126,7 +126,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: BeginPlay // Inventory :: BeginPlay
// //
//=========================================================================== //===========================================================================
@ -138,7 +138,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: Destroy // Inventory :: Destroy
// //
//=========================================================================== //===========================================================================
@ -154,7 +154,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: ShouldSpawn // Inventory :: ShouldSpawn
// //
//=========================================================================== //===========================================================================
@ -226,7 +226,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DoRespawn // Inventory :: DoRespawn
// //
//=========================================================================== //===========================================================================
@ -249,7 +249,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: Grind // Inventory :: Grind
// //
//=========================================================================== //===========================================================================
@ -276,7 +276,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: BecomeItem // Inventory :: BecomeItem
// //
// Lets this actor know that it's about to be placed in an inventory. // Lets this actor know that it's about to be placed in an inventory.
// //
@ -301,7 +301,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: BecomePickup // Inventory :: BecomePickup
// //
// Lets this actor know it should wait to be picked up. // Lets this actor know it should wait to be picked up.
// //
@ -328,7 +328,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: CreateCopy // Inventory :: CreateCopy
// //
// Returns an actor suitable for placing in an inventory, either itself or // Returns an actor suitable for placing in an inventory, either itself or
// a copy based on whether it needs to respawn or not. Returning NULL // a copy based on whether it needs to respawn or not. Returning NULL
@ -356,7 +356,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: HandlePickup // Inventory :: HandlePickup
// //
// Returns true if the pickup was handled (or should not happen at all), // Returns true if the pickup was handled (or should not happen at all),
// false if not. // false if not.
@ -391,7 +391,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: CallHandlePickup // Inventory :: CallHandlePickup
// //
// Runs all HandlePickup methods in the chain // Runs all HandlePickup methods in the chain
// //
@ -410,7 +410,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: TryPickup // Inventory :: TryPickup
// //
//=========================================================================== //===========================================================================
@ -495,7 +495,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: GiveQuest // Inventory :: GiveQuest
// //
//=========================================================================== //===========================================================================
@ -514,7 +514,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: CanPickup // Inventory :: CanPickup
// //
//=========================================================================== //===========================================================================
@ -544,7 +544,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: CallTryPickup // Inventory :: CallTryPickup
// //
// In this case the caller function is more than a simple wrapper around the virtual method and // In this case the caller function is more than a simple wrapper around the virtual method and
// is what must be actually called to pick up an item. // is what must be actually called to pick up an item.
@ -605,7 +605,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: ShouldStay // Inventory :: ShouldStay
// //
// Returns true if the item should not disappear, even temporarily. // Returns true if the item should not disappear, even temporarily.
// //
@ -618,7 +618,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: TryPickupRestricted // Inventory :: TryPickupRestricted
// //
//=========================================================================== //===========================================================================
@ -629,7 +629,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: AttachToOwner // Inventory :: AttachToOwner
// //
//=========================================================================== //===========================================================================
@ -641,7 +641,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DetachFromOwner // Inventory :: DetachFromOwner
// //
// Performs any special work needed when the item leaves an inventory, // Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup. // either through destruction or becoming a pickup.
@ -654,7 +654,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory::CreateTossable // Inventory::CreateTossable
// //
// Creates a copy of the item suitable for dropping. If this actor embodies // Creates a copy of the item suitable for dropping. If this actor embodies
// only one item, then it is tossed out itself. Otherwise, the count drops // only one item, then it is tossed out itself. Otherwise, the count drops
@ -698,7 +698,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: PickupMessage // Inventory :: PickupMessage
// //
// Returns the message to print when this actor is picked up. // Returns the message to print when this actor is picked up.
// //
@ -711,7 +711,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: Touch // Inventory :: Touch
// //
// Handles collisions from another actor, possible adding itself to the // Handles collisions from another actor, possible adding itself to the
// collider's inventory. // collider's inventory.
@ -788,7 +788,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DepleteOrDestroy // Inventory :: DepleteOrDestroy
// //
// If the item is depleted, just change its amount to 0, otherwise it's destroyed. // If the item is depleted, just change its amount to 0, otherwise it's destroyed.
// //
@ -814,7 +814,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: Travelled // Inventory :: Travelled
// //
// Called when an item in somebody's inventory is carried over to another // Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization. // map, in case it needs to do special reinitialization.
@ -825,7 +825,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DoEffect // Inventory :: DoEffect
// //
// Handles any effect an item might apply to its owner // Handles any effect an item might apply to its owner
// Normally only used by subclasses of Powerup // Normally only used by subclasses of Powerup
@ -836,7 +836,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: Hide // Inventory :: Hide
// //
// Hides this actor until it's time to respawn again. // Hides this actor until it's time to respawn again.
// //
@ -888,7 +888,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: ShouldRespawn // Inventory :: ShouldRespawn
// //
// Returns true if the item should hide itself and reappear later when picked // Returns true if the item should hide itself and reappear later when picked
// up. // up.
@ -904,7 +904,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: GoAway // Inventory :: GoAway
// //
// Returns true if you must create a copy of this item to give to the player // Returns true if you must create a copy of this item to give to the player
// or false if you can use this one instead. // or false if you can use this one instead.
@ -933,7 +933,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: GoAwayAndDie // Inventory :: GoAwayAndDie
// //
// Like GoAway but used by items that don't insert themselves into the // Like GoAway but used by items that don't insert themselves into the
// inventory. If they won't be respawning, then they can destroy themselves. // inventory. If they won't be respawning, then they can destroy themselves.
@ -951,7 +951,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: ModifyDamage // Inventory :: ModifyDamage
// //
// Allows inventory items to manipulate the amount of damage // Allows inventory items to manipulate the amount of damage
// inflicted. Damage is the amount of damage that would be done without manipulation, // inflicted. Damage is the amount of damage that would be done without manipulation,
@ -981,7 +981,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DoPickupSpecial // Inventory :: DoPickupSpecial
// //
// Executes this actor's special when it is picked up. // Executes this actor's special when it is picked up.
// //
@ -997,7 +997,7 @@ class Inventory : Actor native
} }
//=========================================================================== //===========================================================================
// //
// AInventory :: PlayPickupSound // Inventory :: PlayPickupSound
// //
//=========================================================================== //===========================================================================
@ -1035,7 +1035,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: DrawPowerup // Inventory :: DrawPowerup
// //
// This has been deprecated because it is not how this should be done // This has been deprecated because it is not how this should be done
// Use GetPowerupIcon instead! // Use GetPowerupIcon instead!
@ -1046,7 +1046,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: AbsorbDamage // Inventory :: AbsorbDamage
// //
// Allows inventory items (primarily armor) to reduce the amount of damage // Allows inventory items (primarily armor) to reduce the amount of damage
// taken. Damage is the amount of damage that would be done without armor, // taken. Damage is the amount of damage that would be done without armor,
@ -1059,7 +1059,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: SpecialDropAction // Inventory :: SpecialDropAction
// //
// Called by P_DropItem. Return true to prevent the standard drop tossing. // Called by P_DropItem. Return true to prevent the standard drop tossing.
// A few Strife items that are meant to trigger actions rather than be // A few Strife items that are meant to trigger actions rather than be
@ -1074,7 +1074,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: NextInv // Inventory :: NextInv
// //
// Returns the next item with IF_INVBAR set. // Returns the next item with IF_INVBAR set.
// //
@ -1094,7 +1094,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: PrevInv // Inventory :: PrevInv
// //
// Returns the previous item with IF_INVBAR set. // Returns the previous item with IF_INVBAR set.
// //
@ -1118,7 +1118,7 @@ class Inventory : Actor native
//=========================================================================== //===========================================================================
// //
// AInventory :: OnDrop // Inventory :: OnDrop
// //
// Called by AActor::DropInventory. Allows items to modify how they behave // Called by AActor::DropInventory. Allows items to modify how they behave
// after being dropped. // after being dropped.

View file

@ -269,7 +269,7 @@ class Powerup : Inventory
//=========================================================================== //===========================================================================
// //
// AInventory :: GetPowerupIcon // Inventory :: GetPowerupIcon
// //
// Returns the icon that should be drawn for an active powerup. // Returns the icon that should be drawn for an active powerup.
// //