From 613c54496d2222b4fca652b5986552adb73a967f Mon Sep 17 00:00:00 2001 From: obligaron Date: Sat, 17 Apr 2021 04:44:16 +0200 Subject: [PATCH] player.h: change comment styles (doxygen) --- Source/player.h | 25 ++++++++++++++++++++----- 1 file changed, 20 insertions(+), 5 deletions(-) diff --git a/Source/player.h b/Source/player.h index bf09bd964..ebe9b055d 100644 --- a/Source/player.h +++ b/Source/player.h @@ -187,9 +187,18 @@ struct PlayerStruct { int _pAnimFrame; // Current frame of animation. int _pAnimWidth; int _pAnimWidth2; - float _pAnimGameTickModifier; // specifies how many animations-fractions are displayed between two gameticks. this can be > 0, if animations are skipped or < 0 if the same animation is shown in multiple times (delay specified). - int _pAnimGameTicksSinceSequenceStarted; // Number of GameTicks after the current animation sequence started - int _pAnimRelevantAnimationFramesForDistributen; // Animation Frames that will be adjusted for the skipped Frames/GameTicks + /* + * @brief Specifies how many animations-fractions are displayed between two gameticks. this can be > 0, if animations are skipped or < 0 if the same animation is shown in multiple times (delay specified). + */ + float _pAnimGameTickModifier; + /* + * @brief Number of GameTicks after the current animation sequence started + */ + int _pAnimGameTicksSinceSequenceStarted; + /* + * @brief Animation Frames that will be adjusted for the skipped Frames/GameTicks + */ + int _pAnimRelevantAnimationFramesForDistributen; int _plid; int _pvid; spell_id _pSpell; @@ -412,8 +421,14 @@ void FreePlayerGFX(int pnum); */ enum AnimationFlags : uint8_t { None = 0, - ProcessAnimationPending = 1 << 0, // ProcessAnimation will be called after NewPlrAnim (in same GameTick as NewPlrAnim) - SkipsDelayOfLastFrame = 1 << 1, // Delay of last Frame is ignored (for example, because only Frame and not delay is checked in game_logic) + /* + * @brief ProcessAnimation will be called after NewPlrAnim (in same GameTick as NewPlrAnim) + */ + ProcessAnimationPending = 1 << 0, + /* + * @brief Delay of last Frame is ignored (for example, because only Frame and not delay is checked in game_logic) + */ + SkipsDelayOfLastFrame = 1 << 1, }; /**