mirror of https://github.com/OpenTTD/OpenTTD
(svn r16445) -Codechange: update old comments (Yexo)
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d982ec81df
commit
faae8f0177
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@ -89,12 +89,7 @@ struct AircraftCache {
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};
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};
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* Aircraft, helicopters, rotors and their shadows belong to this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Aircraft();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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*/
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struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
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struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
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AircraftCache acache; ///< Cache of often used calculated values
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AircraftCache acache; ///< Cache of often used calculated values
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@ -8,13 +8,6 @@
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#include "vehicle_base.h"
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#include "vehicle_base.h"
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Train();
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*
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* As side-effect the vehicle type is set correctly.
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*
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* A special vehicle is one of the following:
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* A special vehicle is one of the following:
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* - smoke
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* - smoke
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* - electric sparks for trains
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* - electric sparks for trains
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@ -116,12 +116,7 @@ struct RoadVehicleCache {
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};
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};
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* Buses, trucks and trams belong to this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) RoadVehicle();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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*/
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struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> {
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struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> {
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RoadVehicleCache rcache; ///< Cache of often used calculated values
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RoadVehicleCache rcache; ///< Cache of often used calculated values
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@ -15,12 +15,7 @@ void RecalcShipStuff(Vehicle *v);
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void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
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void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* All ships have this type.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Ship();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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*/
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struct Ship: public SpecializedVehicle<Ship, VEH_SHIP> {
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struct Ship: public SpecializedVehicle<Ship, VEH_SHIP> {
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TrackBitsByte state;
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TrackBitsByte state;
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@ -294,12 +294,7 @@ struct TrainCache {
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};
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};
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* 'Train' is either a loco or a wagon.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Train();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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*/
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struct Train : public SpecializedVehicle<Train, VEH_TRAIN> {
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struct Train : public SpecializedVehicle<Train, VEH_TRAIN> {
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TrainCache tcache;
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TrainCache tcache;
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@ -553,12 +553,7 @@ struct SpecializedVehicle : public Vehicle {
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#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
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#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
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/**
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/**
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* This class 'wraps' Vehicle; you do not actually instantiate this class.
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* Disasters, like submarines, skyrangers and their shadows, belong to this class.
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* You create a Vehicle using AllocateVehicle, so it is added to the pool
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* and you reinitialize that to a Train using:
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* v = new (v) Train();
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*
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* As side-effect the vehicle type is set correctly.
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*/
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*/
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struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
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struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
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uint16 image_override;
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uint16 image_override;
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