- 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.
//
@ -301,7 +301,7 @@ class Inventory : Actor native
//===========================================================================
//
// AInventory :: BecomePickup
// Inventory :: BecomePickup
//
// 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
// 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),
// false if not.
@ -391,7 +391,7 @@ class Inventory : Actor native
//===========================================================================
//
// AInventory :: CallHandlePickup
// Inventory :: CallHandlePickup
//
// 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
// 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.
//
@ -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,
// 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
// 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.
//
@ -711,7 +711,7 @@ class Inventory : Actor native
//===========================================================================
//
// AInventory :: Touch
// Inventory :: Touch
//
// Handles collisions from another actor, possible adding itself to the
// 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.
//
@ -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
// 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
// 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.
//
@ -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
// 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
// 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
// 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
// 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.
//
@ -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
// 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
// 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.
// 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.
//
@ -1094,7 +1094,7 @@ class Inventory : Actor native
//===========================================================================
//
// AInventory :: PrevInv
// Inventory :: PrevInv
//
// 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
// 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.
//