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Ignore:
Timestamp:
Jul 10, 2011, 9:53:17 PM (13 years ago)
Author:
jo
Message:

Correction of camera bug.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/ai2/src/orxonox/controllers/ArtificialController.h

    r8736 r8741  
    142142
    143143            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
    144             void boostControl();
     144            void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost.
    145145
    146146            bool bHasTargetPosition_;
     
    149149            bool bShooting_;
    150150
    151             int numberOfWeapons; //< Used for weapon init function. Displayes number of weapons available for a bot.
     151            int numberOfWeapons; //<! Used for weapon init function. Displayes number of weapons available for a bot.
    152152            bool weapons[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays if a weapon is available - managed by setupWeapons()
    153             int projectiles[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays amount of projectiles. - managed by setupWeapons()
    154             float botlevel_; //< Makes the level of a bot configurable.
    155             float timeout_; //< Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
     153            int projectiles[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
     154            float botlevel_; //<! Makes the level of a bot configurable.
     155            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
    156156
    157157            enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes
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