Added some notes in function documentation
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@ -48,6 +48,7 @@ public:
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virtual ~CDamageableObject()
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{}
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//! Damage the object, with the given force. Returns true if the object has been fully destroyed (if the object is destroyable). force < 0 => destroy immediately (default), force == 0 => default damage values
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//! Damage the object, with the given force. Returns true if the object has been fully destroyed (assuming the object is destroyable, of course). force < 0 => destroy immediately (default), force == 0 => default damage values
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// NOTE: You should never assume that after this function exits, the object is destroyed, unless it returns true. Even if you specify force = -1, if may still sometimes decide not to destroy the object.
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virtual bool DamageObject(DamageType type, float force = -1.0f) = 0;
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};
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@ -48,8 +48,9 @@ public:
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{}
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//! Destroy the object immediately. Use this only if you are 100% sure this is what you want, because object with magnifyDamage=0 should be able to bypass all damage. It's recommended to use CDamageableObject::DamageObject() instead.
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// NOTE: After this function exits, you can assume the object has been definetly destroyed
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virtual void DestroyObject(DestructionType type) = 0;
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//! Returns the distance modifier for lightning, used to modify hit probability. Value in range [0..1], where 0 is never and 1 is normal probability
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//! Returns the distance modifier for CLightning, used to modify hit probability. Value in range [0..1], where 0 is never and 1 is normal probability
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virtual float GetLightningHitProbability() = 0;
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};
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