(svn r16445) -Codechange: update old comments (Yexo)

pull/155/head
smatz 15 years ago
parent 18d0a5238f
commit 01e5c536a7

@ -89,12 +89,7 @@ struct AircraftCache {
}; };
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class. * Aircraft, helicopters, rotors and their shadows belong to this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Aircraft();
*
* As side-effect the vehicle type is set correctly.
*/ */
struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> { struct Aircraft : public SpecializedVehicle<Aircraft, VEH_AIRCRAFT> {
AircraftCache acache; ///< Cache of often used calculated values AircraftCache acache; ///< Cache of often used calculated values

@ -8,13 +8,6 @@
#include "vehicle_base.h" #include "vehicle_base.h"
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Train();
*
* As side-effect the vehicle type is set correctly.
*
* A special vehicle is one of the following: * A special vehicle is one of the following:
* - smoke * - smoke
* - electric sparks for trains * - electric sparks for trains

@ -116,12 +116,7 @@ struct RoadVehicleCache {
}; };
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class. * Buses, trucks and trams belong to this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) RoadVehicle();
*
* As side-effect the vehicle type is set correctly.
*/ */
struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> { struct RoadVehicle : public SpecializedVehicle<RoadVehicle, VEH_ROAD> {
RoadVehicleCache rcache; ///< Cache of often used calculated values RoadVehicleCache rcache; ///< Cache of often used calculated values

@ -15,12 +15,7 @@ void RecalcShipStuff(Vehicle *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height); void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class. * All ships have this type.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Ship();
*
* As side-effect the vehicle type is set correctly.
*/ */
struct Ship: public SpecializedVehicle<Ship, VEH_SHIP> { struct Ship: public SpecializedVehicle<Ship, VEH_SHIP> {
TrackBitsByte state; TrackBitsByte state;

@ -294,12 +294,7 @@ struct TrainCache {
}; };
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class. * 'Train' is either a loco or a wagon.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Train();
*
* As side-effect the vehicle type is set correctly.
*/ */
struct Train : public SpecializedVehicle<Train, VEH_TRAIN> { struct Train : public SpecializedVehicle<Train, VEH_TRAIN> {
TrainCache tcache; TrainCache tcache;

@ -553,12 +553,7 @@ struct SpecializedVehicle : public Vehicle {
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE) #define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
/** /**
* This class 'wraps' Vehicle; you do not actually instantiate this class. * Disasters, like submarines, skyrangers and their shadows, belong to this class.
* You create a Vehicle using AllocateVehicle, so it is added to the pool
* and you reinitialize that to a Train using:
* v = new (v) Train();
*
* As side-effect the vehicle type is set correctly.
*/ */
struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> { struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
uint16 image_override; uint16 image_override;

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