- Timestamp:
- Nov 12, 2008, 1:29:33 PM (15 years ago)
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-
- 1 edited
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code/branches/questsystem2/src/orxonox/objects/quest/QuestEffect.h
r2159 r2191 46 46 /** 47 47 @brief 48 Handles effects for quests.49 QuestEffects are the only way for quests to have any sideeffects in the game world. They are also the only way to gain, complete or fail quests.48 Handles QuestEffects for Quests. 49 QuestEffects are the only way for Quests to have any sideeffects in the game world. They are also the only way for a player to gain, complete or fail Quests. 50 50 @author 51 51 Damian 'Mozork' Frick … … 57 57 virtual ~QuestEffect(); 58 58 59 virtual bool invoke(ControllableEntity* player) = 0; //!< Invokes the effect.60 static bool invokeEffects(ControllableEntity* player, std::list<QuestEffect*> & effects); //!< Invokes all effects in the list.59 virtual bool invoke(ControllableEntity* player) = 0; //!< Invokes the QuestEffect. 60 static bool invokeEffects(ControllableEntity* player, std::list<QuestEffect*> & effects); //!< Invokes all QuestEffects in the list. 61 61 62 62
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