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-rw-r--r--src/jake2/game/GameFunc.java38
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.
*/