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authorCampbell Barton <ideasman42@gmail.com>2019-01-15 15:14:35 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-15 15:15:35 +0300
commit328a0f975be68404604ee2571c1d0c4cf828dfec (patch)
tree5a0a74b069108f122cad0b1b11829cfa9529abbe /source/blender/makesdna/DNA_boid_types.h
parent39acbebe46ef90003201077867a394ebc60d540c (diff)
Cleanup: comment line length (DNA)
Prevents clang-format wrapping text before comments.
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r--source/blender/makesdna/DNA_boid_types.h38
1 files changed, 26 insertions, 12 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h
index 43a137f4668..c38bfead91e 100644
--- a/source/blender/makesdna/DNA_boid_types.h
+++ b/source/blender/makesdna/DNA_boid_types.h
@@ -36,18 +36,32 @@
typedef enum eBoidRuleType {
eBoidRuleType_None = 0,
- eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */
- eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */
- eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */
- eBoidRuleType_Separate = 4, /* keep from going through other boids */
- eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */
- eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */
- eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/
- eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */
- //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */
- //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */
- //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */
- //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */
+ /** go to goal assigned object or loudest assigned signal source */
+ eBoidRuleType_Goal = 1,
+ /** get away from assigned object or loudest assigned signal source */
+ eBoidRuleType_Avoid = 2,
+ /** manoeuver to avoid collisions with other boids and deflector object in near future */
+ eBoidRuleType_AvoidCollision = 3,
+ /** keep from going through other boids */
+ eBoidRuleType_Separate = 4,
+ /** move to center of neighbors and match their velocity */
+ eBoidRuleType_Flock = 5,
+ /** follow a boid or assigned object */
+ eBoidRuleType_FollowLeader = 6,
+ /** maintain speed, flight level or wander*/
+ eBoidRuleType_AverageSpeed = 7,
+ /** go to closest enemy and attack when in range */
+ eBoidRuleType_Fight = 8,
+#if 0
+ /** go to enemy closest to target and attack when in range */
+ eBoidRuleType_Protect = 9,
+ /** find a deflector move to it's other side from closest enemy */
+ eBoidRuleType_Hide = 10,
+ /** move along a assigned curve or closest curve in a group */
+ eBoidRuleType_FollowPath = 11,
+ /** move next to a deflector object's in direction of it's tangent */
+ eBoidRuleType_FollowWall = 12,
+#endif
NUM_BOID_RULE_TYPES
} eBoidRuleType;