fix doc comments
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3 changed files with 5 additions and 9 deletions
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@ -184,7 +184,6 @@ void recruit_unit(const unit_type & u_type, int side_num, const map_location & l
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* @param loc the location it was recalled onto.
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* @param from the location it was recalled from.
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* @param facing the desired facing for the unit, map_location::direction::indeterminate to determine facing automatically.
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* @param show
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* @returns false if the recall could not be found in the team's recall list.
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*/
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bool recall_unit(const std::string & id, team & current_team,
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@ -1321,7 +1321,6 @@ static void move_unit_internal(unit_mover& mover)
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* @param[in] continued_move If set to true, this is a continuation of an earlier move (movement is not
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* interrupted should units be spotted).
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* @param[in] skip_ally_sighted If set to true, movement is not interrupted should allied units be spotted.
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* @param[in] show_move Controls whether or not the movement is animated for the player.
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* @param[out] move_spectator If supplied, this will be given the information uncovered by the move and about the
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* move
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*/
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@ -47,27 +47,25 @@ public:
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*
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* @param commandname The command to run.
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* @param data The data to use with the command.
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* @param use_undo This parameter is used to ignore undos during an ai move to optimize.
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* @param show
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* @param error_handler An error handler for the case that data contains invalid data.
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* @param spectator An error handler for the case that data contains invalid data.
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*
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* @return True if the action was successful.
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*/
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static bool run(
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const std::string& commandname, const config& data, action_spectator& observer = get_default_spectator());
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const std::string& commandname, const config& data, action_spectator& spectator = get_default_spectator());
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static bool run_and_store(
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const std::string& commandname, const config& data, action_spectator& observer = get_default_spectator());
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const std::string& commandname, const config& data, action_spectator& spectator = get_default_spectator());
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static bool run_and_throw(
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const std::string& commandname, const config& data, action_spectator& observer = get_default_spectator());
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const std::string& commandname, const config& data, action_spectator& spectator = get_default_spectator());
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/**
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* Checks whether we are currently running in a synced context, and if not we enters it.
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* This is never called from so_replay_handle.
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*/
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static bool run_in_synced_context_if_not_already(
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const std::string& commandname, const config& data, action_spectator& observer = get_default_spectator());
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const std::string& commandname, const config& data, action_spectator& spectator = get_default_spectator());
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/**
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* @return Whether we are currently executing a synced action like recruit, start, recall, disband, movement,
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