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authorDaniel Salazar <zanqdo@gmail.com>2010-02-11 04:11:52 +0300
committerDaniel Salazar <zanqdo@gmail.com>2010-02-11 04:11:52 +0300
commit78faeb73b81d9eb6fe1f02e6fb6a0585a4ecf021 (patch)
treeef5f97ab2ffbe2716e2d1ca94efda3a5d93db597 /source/blender/makesrna/intern/rna_boid.c
parent367037b445902070fcdd05850b859eb683d5c693 (diff)
Operation Dot-Kill finished
Diffstat (limited to 'source/blender/makesrna/intern/rna_boid.c')
-rw-r--r--source/blender/makesrna/intern/rna_boid.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/makesrna/intern/rna_boid.c b/source/blender/makesrna/intern/rna_boid.c
index bdc0b89ec58..379e10a8475 100644
--- a/source/blender/makesrna/intern/rna_boid.c
+++ b/source/blender/makesrna/intern/rna_boid.c
@@ -45,24 +45,24 @@
#include "WM_types.h"
EnumPropertyItem boidrule_type_items[] ={
- {eBoidRuleType_Goal, "GOAL", 0, "Goal", "Go to assigned object or loudest assigned signal source."},
- {eBoidRuleType_Avoid, "AVOID", 0, "Avoid", "Get away from assigned object or loudest assigned signal source."},
- {eBoidRuleType_AvoidCollision, "AVOID_COLLISION", 0, "Avoid Collision", "Monoeuver to avoid collisions with other boids and deflector objects in near future."},
- {eBoidRuleType_Separate, "SEPARATE", 0, "Separate", "Keep from going through other boids."},
- {eBoidRuleType_Flock, "FLOCK", 0, "Flock", "Move to center of neighbors and match their velocity."},
- {eBoidRuleType_FollowLeader, "FOLLOW_LEADER", 0, "Follow Leader", "Follow a boid or assigned object."},
- {eBoidRuleType_AverageSpeed, "AVERAGE_SPEED", 0, "Average Speed", "Maintain speed, flight level or wander."},
- {eBoidRuleType_Fight, "FIGHT", 0, "Fight", "Go to closest enemy and attack when in range."},
- //{eBoidRuleType_Protect, "PROTECT", 0, "Protect", "Go to enemy closest to target and attack when in range."},
- //{eBoidRuleType_Hide, "HIDE", 0, "Hide", "Find a deflector move to it's other side from closest enemy."},
- //{eBoidRuleType_FollowPath, "FOLLOW_PATH", 0, "Follow Path", "Move along a assigned curve or closest curve in a group."},
- //{eBoidRuleType_FollowWall, "FOLLOW_WALL", 0, "Follow Wall", "Move next to a deflector object's in direction of it's tangent."},
+ {eBoidRuleType_Goal, "GOAL", 0, "Goal", "Go to assigned object or loudest assigned signal source"},
+ {eBoidRuleType_Avoid, "AVOID", 0, "Avoid", "Get away from assigned object or loudest assigned signal source"},
+ {eBoidRuleType_AvoidCollision, "AVOID_COLLISION", 0, "Avoid Collision", "Maneuver to avoid collisions with other boids and deflector objects in near future"},
+ {eBoidRuleType_Separate, "SEPARATE", 0, "Separate", "Keep from going through other boids"},
+ {eBoidRuleType_Flock, "FLOCK", 0, "Flock", "Move to center of neighbors and match their velocity"},
+ {eBoidRuleType_FollowLeader, "FOLLOW_LEADER", 0, "Follow Leader", "Follow a boid or assigned object"},
+ {eBoidRuleType_AverageSpeed, "AVERAGE_SPEED", 0, "Average Speed", "Maintain speed, flight level or wander"},
+ {eBoidRuleType_Fight, "FIGHT", 0, "Fight", "Go to closest enemy and attack when in range"},
+ //{eBoidRuleType_Protect, "PROTECT", 0, "Protect", "Go to enemy closest to target and attack when in range"},
+ //{eBoidRuleType_Hide, "HIDE", 0, "Hide", "Find a deflector move to it's other side from closest enemy"},
+ //{eBoidRuleType_FollowPath, "FOLLOW_PATH", 0, "Follow Path", "Move along a assigned curve or closest curve in a group"},
+ //{eBoidRuleType_FollowWall, "FOLLOW_WALL", 0, "Follow Wall", "Move next to a deflector object's in direction of it's tangent"},
{0, NULL, 0, NULL, NULL}};
EnumPropertyItem boidruleset_type_items[] ={
- {eBoidRulesetType_Fuzzy, "FUZZY", 0, "Fuzzy", "Rules are gone through top to bottom. Only the first rule that effect above fuzziness threshold is evaluated."},
- {eBoidRulesetType_Random, "RANDOM", 0, "Random", "A random rule is selected for each boid."},
- {eBoidRulesetType_Average, "AVERAGE", 0, "Average", "All rules are averaged."},
+ {eBoidRulesetType_Fuzzy, "FUZZY", 0, "Fuzzy", "Rules are gone through top to bottom. Only the first rule that effect above fuzziness threshold is evaluated"},
+ {eBoidRulesetType_Random, "RANDOM", 0, "Random", "A random rule is selected for each boid"},
+ {eBoidRulesetType_Average, "AVERAGE", 0, "Average", "All rules are averaged"},
{0, NULL, 0, NULL, NULL}};