Add DoxyComments to he weather things.
Also changed the function names.
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31
src/World.h
31
src/World.h
@ -707,22 +707,39 @@ public:
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/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
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/** Returns the current weather. Instead of comparing values directly to the weather constants, use IsWeatherXXX() functions, if possible */
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eWeather GetWeather (void) const { return m_Weather; };
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eWeather GetWeather (void) const { return m_Weather; };
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/** Returns true if the current weather is sun */
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bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
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bool IsWeatherSunny(void) const { return (m_Weather == wSunny); }
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bool IsWeatherSunny(int a_BlockX, int a_BlockZ) const {
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/** Returns true if it is sunny at the specified location. This takes into accunt biomes. */
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bool IsWeatherSunnyAt(int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather == wSunny)
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return (m_Weather == wSunny)
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}
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}
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bool IsWeatherRain (void) const { return (m_Weather == wRain); }
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bool IsWeatherRain (int a_BlockX, int a_BlockZ) const {
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/** Returns true if the current weather is rain */
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bool IsWeatherRain(void) const { return (m_Weather == wRain); }
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/** Returns true if it is raining at the specified location. This takes into accunt biomes. */
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bool IsWeatherRainAt (int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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return (m_Weather == wRain) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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}
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/** Returns true if the current weather is stormy */
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bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
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bool IsWeatherStorm(void) const { return (m_Weather == wStorm); }
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bool IsWeatherStorm(int a_BlockX, int a_BlockZ) const {
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/** Returns true if the weather is stormy at the specified location. This takes into accunt biomes. */
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bool IsWeatherStormAt(int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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return (m_Weather == wStorm) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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}
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/** Returns true if the current weather has any precipitation - rain or storm */
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/** Returns true if the current weather has any precipitation - rain, storm or snow */
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bool IsWeatherWet (void) const { return (m_Weather != wSunny); }
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bool IsWeatherWet(void) const { return (m_Weather != wSunny); }
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bool IsWeatherWet (int a_BlockX, int a_BlockZ) const {
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/** Returns true if it is raining, stormy or snowing at the specified location. This takes into accunt biomes. */
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bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) const
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{
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return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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return (m_Weather != wSunny) && (!IsBiomeNoDownfall(GetBiomeAt(a_BlockX, a_BlockZ)))
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}
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}
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// tolua_end
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// tolua_end
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