diff options
Diffstat (limited to 'src/jake2/game/GameFunc.java')
-rw-r--r-- | src/jake2/game/GameFunc.java | 38 |
1 files changed, 14 insertions, 24 deletions
diff --git a/src/jake2/game/GameFunc.java b/src/jake2/game/GameFunc.java index 7abf9b3..7f81375 100644 --- a/src/jake2/game/GameFunc.java +++ b/src/jake2/game/GameFunc.java @@ -19,7 +19,7 @@ */ // Created on 18.11.2003 by RST. -// $Id: GameFunc.java,v 1.8 2005-11-20 22:18:33 salomo Exp $ +// $Id: GameFunc.java,v 1.9 2006-01-21 21:53:32 salomo Exp $ package jake2.game; import jake2.Defines; @@ -66,11 +66,11 @@ public class GameFunc { } } - /* - * ============== Think_AccelMove + /** + * Think_AccelMove * * The team has completed a frame of movement, so change the speed for the - * next frame ============== + * next frame. */ static float AccelerationDistance(float target, float rate) { return target * ((target / rate) + 1) / 2; @@ -230,7 +230,7 @@ public class GameFunc { GameBase.gi.linkentity(trigger); } - /* + /** * QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER speed default 150 * * Plats are always drawn in the extended position, so they will light @@ -313,18 +313,15 @@ public class GameFunc { ent.moveinfo.sound_end = GameBase.gi.soundindex("plats/pt1_end.wav"); } - /* - * ====================================================================== - * + /** * DOORS * * spawn a trigger surrounding the entire team unless it is already targeted - * by another + * by another. * - * ====================================================================== */ - /* + /** * QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED * TOGGLE ANIMATED_FAST TOGGLE wait in both the start and end states for a * trigger event. START_OPEN the door to moves to its destination when @@ -387,7 +384,7 @@ public class GameFunc { door_use_areaportals(self, true); } - /* + /** * QUAKED func_water (0 .5 .8) ? START_OPEN func_water is a moveable water * brush. It must be targeted to operate. Use a non-water texture at your * own risk. @@ -548,9 +545,7 @@ public class GameFunc { self.svflags = Defines.SVF_NOCLIENT; } - /* - * ========================================================= - * + /** * PLATS * * movement options: @@ -565,8 +560,6 @@ public class GameFunc { * movetype_stop action when touched action when blocked action when used * disabled? auto trigger spawning * - * - * ========================================================= */ public final static int PLAT_LOW_TRIGGER = 1; @@ -857,9 +850,7 @@ public class GameFunc { } }; - // ==================================================================== - - /* + /** * QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS * TOUCH_PAIN STOP ANIMATED ANIMATED_FAST You need to have an origin brush * as part of this entity. The center of that brush will be the point around @@ -1359,9 +1350,9 @@ public class GameFunc { if ((self.spawnflags & DOOR_CRUSHER) != 0) return; - // if a door has a negative wait, it would never come back if + // if a door has a negative wait, it would never come back if // blocked, - // so let it just squash the object to death real fast + // so let it just squash the object to death real fast if (self.moveinfo.wait >= 0) { if (self.moveinfo.state == STATE_DOWN) { for (ent = self.teammaster; ent != null; ent = ent.teamchain) @@ -2076,7 +2067,6 @@ public class GameFunc { static EntThinkAdapter door_secret_move6 = new EntThinkAdapter() { public String getID() { return "door_secret_move6";} public boolean think(edict_t self) { - Move_Calc(self, Globals.vec3_origin, door_secret_done); return true; } @@ -2197,7 +2187,7 @@ public class GameFunc { } }; - /* + /** * QUAKED func_killbox (1 0 0) ? Kills everything inside when fired, * irrespective of protection. */ |