- Timestamp:
- Dec 11, 2015, 3:16:48 PM (8 years ago)
- File:
-
- 1 edited
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code/branches/campaignHS15/src/orxonox/controllers/ActionpointController.h
r10955 r10968 216 216 std::vector<Point > parsedActionpoints_;//<! actionpoints as they are stored here after being parsed from XML 217 217 std::vector<Point > loopActionpoints_; //<! actionpoints that are to be looped 218 bool bInLoop_; 218 bool bInLoop_; //<! variable for addActionpoint method 219 219 bool bLoop_; //<! is state machine looping? 220 bool bEndLoop_; 220 bool bEndLoop_; //<! variable for addActionpoint method 221 221 bool bTakenOver_; //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint 222 222 //<! is to be executed for the state machine to start working … … 250 250 //----[Actionpoint methods]---- 251 251 252 bool bDefaultFightAll_; 253 254 bool bPatrolling_; 255 bool bDefaultPatrol_; 256 bool stop_; 252 bool bDefaultFightAll_; //<! if true, when no action set, this will fight all 253 254 bool bPatrolling_; //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping 255 bool bDefaultPatrol_; //<! if true, this will look out for enemies that are close if this is just flying or doing nothing 257 256 unsigned int ticks_; //<! local tick counter 258 259 257 }; 260 258 }
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