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authorJulian Laubstein <julianlaubstein@yahoo.de>2015-07-31 19:26:33 +0200
committerJulian Laubstein <julianlaubstein@yahoo.de>2015-07-31 19:26:33 +0200
commitd19cde93fa3344f318fb0d4ffbf5bb0397a51a75 (patch)
treeb5ee221d8a8e63c7d3b7868da1db19bf717a6ffd /src/BlockEntities/DropSpenserEntity.h
parentMerge pull request #2400 from cuberite/OffloadBadChunks (diff)
parentUnified the doxy-comment format. (diff)
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Diffstat (limited to 'src/BlockEntities/DropSpenserEntity.h')
-rw-r--r--src/BlockEntities/DropSpenserEntity.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/BlockEntities/DropSpenserEntity.h b/src/BlockEntities/DropSpenserEntity.h
index 83500addb..5cdb59b28 100644
--- a/src/BlockEntities/DropSpenserEntity.h
+++ b/src/BlockEntities/DropSpenserEntity.h
@@ -53,28 +53,28 @@ public:
// tolua_begin
- /// Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize)
+ /** Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize) */
void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
- /// Sets the dropspenser to dropspense an item in the next tick
+ /** Sets the dropspenser to dropspense an item in the next tick */
void Activate(void);
// tolua_end
- /// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
+ /** Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate */
virtual void SetRedstonePower(bool a_IsPowered) override;
protected:
bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
- /// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
+ /** Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects */
void DropSpense(cChunk & a_Chunk);
- /// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
+ /** Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...) */
virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
- /// Helper function, drops one item from the specified slot (like a dropper)
+ /** Helper function, drops one item from the specified slot (like a dropper) */
void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
} ; // tolua_export