- Timestamp:
- Dec 14, 2015, 11:31:30 AM (8 years ago)
- Location:
- code/branches/presentationHS15
- Files:
-
- 2 edited
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code/branches/presentationHS15
- Property svn:mergeinfo changed
/code/branches/campaignHS15 merged: 10968-10969,10971
- Property svn:mergeinfo changed
-
code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.h
r10970 r10974 63 63 @note 64 64 ActionpointController will not work, if there is no MasterController in the level! 65 All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level. 65 66 */ 66 67 namespace Action … … 216 217 std::vector<Point > parsedActionpoints_;//<! actionpoints as they are stored here after being parsed from XML 217 218 std::vector<Point > loopActionpoints_; //<! actionpoints that are to be looped 218 bool bInLoop_; 219 bool bInLoop_; //<! variable for addActionpoint method 219 220 bool bLoop_; //<! is state machine looping? 220 bool bEndLoop_; 221 bool bEndLoop_; //<! variable for addActionpoint method 221 222 bool bTakenOver_; //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint 222 223 //<! is to be executed for the state machine to start working … … 250 251 //----[Actionpoint methods]---- 251 252 252 bool bDefaultFightAll_; 253 254 bool bPatrolling_; 255 bool bDefaultPatrol_; 256 bool stop_; 253 bool bDefaultFightAll_; //<! if true, when no action set, this will fight all 254 255 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 256 bool bDefaultPatrol_; //<! if true, this will look out for enemies that are close if this is just flying or doing nothing 257 257 unsigned int ticks_; //<! local tick counter 258 259 258 }; 260 259 }
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