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authorMichał Konopacki <konopacki.m@gmail.com>2012-09-15 16:54:35 +0200
committerMichał Konopacki <konopacki.m@gmail.com>2012-09-15 16:54:35 +0200
commit95d2f8da2c1df9a02fc1d668f2ce9c0b64c4bf65 (patch)
tree4bca38da7bc4983d47192adfcc3cc01407cfb776 /src/object/task/taskbuild.h
parentd439f4fa93eb45175dcdfa773af8f68efa1bad9d (diff)
parenta1400f496bbe9f78f71736dce43863b6833be669 (diff)
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Merge branch 'dev-object' into dev
Conflicts: src/object/robotmain.cpp src/object/robotmain.h
Diffstat (limited to 'src/object/task/taskbuild.h')
-rw-r--r--src/object/task/taskbuild.h36
1 files changed, 18 insertions, 18 deletions
diff --git a/src/object/task/taskbuild.h b/src/object/task/taskbuild.h
index 682086d..25300b3 100644
--- a/src/object/task/taskbuild.h
+++ b/src/object/task/taskbuild.h
@@ -63,23 +63,23 @@ protected:
void DeleteMark(Math::Vector pos, float radius);
protected:
- ObjectType m_type; // type of construction
- CObject* m_metal; // transforms metal object
- CObject* m_power; // the vehicle battery
- CObject* m_building; // building built
- TaskBuildPhase m_phase; // phase of the operation
- bool m_bError; // true -> operation impossible
- bool m_bBuild; // true -> building built
- bool m_bBlack; // true -> lights black -> white
- float m_time; // absolute time
- float m_lastParticule; // time of generation last particle
- float m_progress; // progression (0..1)
- float m_speed; // speed of progression
- float m_angleY; // rotation angle of the vehicle
- float m_angleZ; // angle of rotation of the gun
- Math::Vector m_buildingPos; // initial position of the building
- float m_buildingHeight; // height of the building
- int m_lightRank[TBMAXLIGHT];// lights for the effects
- int m_soundChannel;
+ ObjectType m_type; // type of construction
+ CObject* m_metal; // transforms metal object
+ CObject* m_power; // the vehicle battery
+ CObject* m_building; // building built
+ TaskBuildPhase m_phase; // phase of the operation
+ bool m_bError; // true -> operation impossible
+ bool m_bBuild; // true -> building built
+ bool m_bBlack; // true -> lights black -> white
+ float m_time; // absolute time
+ float m_lastParticle; // time of generation last particle
+ float m_progress; // progression (0..1)
+ float m_speed; // speed of progression
+ float m_angleY; // rotation angle of the vehicle
+ float m_angleZ; // angle of rotation of the gun
+ Math::Vector m_buildingPos; // initial position of the building
+ float m_buildingHeight; // height of the building
+ int m_lightRank[TBMAXLIGHT]; // lights for the effects
+ int m_soundChannel;
};