diff --git a/src/ArrowEffects.h b/src/ArrowEffects.h index e7a9e15c48..857b78681f 100644 --- a/src/ArrowEffects.h +++ b/src/ArrowEffects.h @@ -19,8 +19,16 @@ public: return GetYOffset( pPlayerState, iCol, fNoteBeat, fThrowAway, bThrowAway, bAbsolute ); } - /* Actual display position, with reverse and post-reverse-effects factored in - * (fYOffset -> YPos). */ + /** + * @brief Retrieve the actual display position. + * + * In this case, reverse and post-reverse-effects are factored in (fYOffset -> YPos). + * @param pPlayerState the Player's state in question, including mods. + * @param iCol the specific arrow column. + * @param fYOffset the original display position. + * @param fYReverseOffsetPixels the amount offset due to reverse. + * @param WithReverse a flag to see if the Reverse mod is on. + * @return the actual display position. */ static float GetYPos( const PlayerState* pPlayerState, int iCol, float fYOffset, float fYReverseOffsetPixels, bool WithReverse = true ); // Inverse of ArrowGetYPos (YPos -> fYOffset). @@ -42,7 +50,14 @@ public: // fYPos (in the case of EFFECT_DRUNK). static float GetXPos( const PlayerState* pPlayerState, int iCol, float fYOffset ); - // Z position; normally 0. Only visible in perspective modes. + /** + * @brief Retrieve the Z position. + * + * This is normally 0. This is only visible with perspective modes. + * @param pPlayerState the Player's state, including the mods. + * @param iCol the specific arrow column. + * @param fYPos the Y position of the arrow. + * @return the Z position. */ static float GetZPos( const PlayerState* pPlayerState, int iCol, float fYPos ); // Enable this if any ZPos effects are enabled.