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Add DoxyComments to he weather things.

Also changed the function names.
This commit is contained in:
Alexander Harkness 2014-06-11 13:01:52 +01:00
parent c3c3782c67
commit c5010ebcc1

View File

@ -707,22 +707,39 @@ public:
/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */ /** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
eWeather GetWeather (void) const { return m_Weather; }; eWeather GetWeather (void) const { return m_Weather; };
/** Returns true if the current weather is sun */
bool IsWeatherSunny(void) const { return (m_Weather == wSunny); } bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
bool IsWeatherSunny(int a_BlockX, int a_BlockZ) const {
/** Returns true if it is sunny at the specified location. This takes into accunt biomes. */
bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const
{
return (m_Weather == wSunny) return (m_Weather == wSunny)
} }
/** Returns true if the current weather is rain */
bool IsWeatherRain(void) const { return (m_Weather == wRain); } bool IsWeatherRain(void) const { return (m_Weather == wRain); }
bool IsWeatherRain (int a_BlockX, int a_BlockZ) const {
/** Returns true if it is raining at the specified location. This takes into accunt biomes. */
bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const
{
return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))) return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
} }
/** Returns true if the current weather is stormy */
bool IsWeatherStorm(void) const { return (m_Weather == wStorm); } bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
bool IsWeatherStorm(int a_BlockX, int a_BlockZ) const {
/** Returns true if the weather is stormy at the specified location. This takes into accunt biomes. */
bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const
{
return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))) return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
} }
/** Returns true if the current weather has any precipitation - rain or storm */ /** Returns true if the current weather has any precipitation - rain, storm or snow */
bool IsWeatherWet(void) const { return (m_Weather != wSunny); } bool IsWeatherWet(void) const { return (m_Weather != wSunny); }
bool IsWeatherWet (int a_BlockX, int a_BlockZ) const {
/** Returns true if it is raining, stormy or snowing at the specified location. This takes into accunt biomes. */
bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const
{
return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ))) return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
} }
// tolua_end // tolua_end