Add some docs.

This commit is contained in:
Jason Felds
2011-02-28 00:46:40 -05:00
parent 0587aeced5
commit 8982c660ce
+18 -3
View File
@@ -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.