[Remove] Removed some more @fn doxygen lines.

This commit is contained in:
Allanis 2014-05-20 14:46:33 +01:00
parent 5a714940f8
commit a597110019

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@ -110,9 +110,6 @@ void weapon_minimap(const double res, const double w,
const double h, const RadarShape shape, double alpha); const double h, const RadarShape shape, double alpha);
/** /**
* @fn void weapon_minimap(const double res, const double w,
* const double h, const RadarShape shape)
*
* @brief Draw the minimap weapons (used in player.c). * @brief Draw the minimap weapons (used in player.c).
* @param res Minimap resolution. * @param res Minimap resolution.
* @param w Width of minimap. * @param w Width of minimap.
@ -154,8 +151,6 @@ void weapon_minimap(const double res, const double w,
#undef PIXEL #undef PIXEL
/** /**
* @fn static void think_seeker(Weapon* w, const double dt)
*
* @brief The AI of seeker missiles. * @brief The AI of seeker missiles.
* @param w Weapon to do the thinking. * @param w Weapon to do the thinking.
* @param dt Current delta tick. * @param dt Current delta tick.
@ -235,8 +230,6 @@ static void think_seeker(Weapon* w, const double dt) {
} }
/** /**
* @fn static void think_beam(Weapon* w, const double dt)
*
* @brief The Pseudo-ai of the beam weapons. * @brief The Pseudo-ai of the beam weapons.
* @param w Weapon to do the thinking. * @param w Weapon to do the thinking.
* @return dt Current delta tick. * @return dt Current delta tick.
@ -298,8 +291,6 @@ static void think_beam(Weapon* w, const double dt) {
} }
/** /**
* @fn void weapons_update(const double dt)
*
* @brief Update all the weapon layers. * @brief Update all the weapon layers.
* @param dt Current delta tick. * @param dt Current delta tick.
*/ */
@ -309,8 +300,6 @@ void weapons_update(const double dt) {
} }
/** /**
* @fn static void weapons_updateLayer(const double dt, const WeaponLayer layer)
*
* @brief Update all the weapons in the layer. * @brief Update all the weapons in the layer.
* @param dt Current delta tick. * @param dt Current delta tick.
* @param layer Layer to update. * @param layer Layer to update.
@ -397,8 +386,6 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
} }
/** /**
* @fn void weapons_render(const WeaponLayer layer)
*
* @brief Render all the weapons in a layer. * @brief Render all the weapons in a layer.
* @param layer Layer to render. * @param layer Layer to render.
* @param Current delta tick. * @param Current delta tick.
@ -426,8 +413,6 @@ void weapons_render(const WeaponLayer layer, const double dt) {
} }
/** /**
* @fn static void weapon_render(Weapon* w, const double dt)
*
* @brief Render an individual weapon. * @brief Render an individual weapon.
* @param w Weapon to render. * @param w Weapon to render.
*/ */
@ -665,9 +650,6 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer, Vec2* pos) {
} }
/** /**
* @fn static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
* Vec2 pos[2], const double dt)
*
* @brief Weapon hit the pilot. * @brief Weapon hit the pilot.
* @param w Weapon involved in the collision. * @param w Weapon involved in the collision.
* @param p Pilot that got hit. * @param p Pilot that got hit.
@ -724,9 +706,6 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
} }
/** /**
* @fn static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
* const Vec2* vel, unsigned int parent, const unsigned int target)
*
* @brief Create a new weapon. * @brief Create a new weapon.
* @param outfit Outfit which spawned the weapon. * @param outfit Outfit which spawned the weapon.
* @param dir Direction the shooter is facing. * @param dir Direction the shooter is facing.
@ -945,9 +924,6 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
} }
/** /**
* @fn void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
* const Vec2* vel, unsigned int parent, unsigned int target)
*
* @brief Create a new weapon. * @brief Create a new weapon.
* @param outfit Outfit which spawns the weapon. * @param outfit Outfit which spawns the weapon.
* @param dir Direction of the shooter. * @param dir Direction of the shooter.
@ -1110,8 +1086,6 @@ void beam_end(const unsigned int parent, int beam) {
} }
/** /**
* @fn static void weapon_destroy(Weapon* w, WeaponLayer layer)
*
* @brief Destroys a weapon. * @brief Destroys a weapon.
* @param w Weapon to destroy. * @param w Weapon to destroy.
* @param layer Layer to which the weapon belongs. * @param layer Layer to which the weapon belongs.
@ -1166,8 +1140,6 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
} }
/** /**
* @fn static void weapon_free(Weapon* w)
*
* @brief Free the weapon. * @brief Free the weapon.
* @param w Weapon to free. * @param w Weapon to free.
*/ */
@ -1177,8 +1149,6 @@ static void weapon_free(Weapon* w) {
} }
/** /**
* @fn void weapon_clear(void)
*
* @brief Clear all the weapons, does *not* free the layers. * @brief Clear all the weapons, does *not* free the layers.
*/ */
void weapon_clear(void) { void weapon_clear(void) {
@ -1192,8 +1162,6 @@ void weapon_clear(void) {
} }
/** /**
* @fn void weapon_exit(void)
*
* @brief Destroy all the weapons and free it all. * @brief Destroy all the weapons and free it all.
*/ */
void weapon_exit(void) { void weapon_exit(void) {
@ -1213,11 +1181,7 @@ void weapon_exit(void) {
} }
/** /**
* @fn void weapon_explode(double x, double y, double radius, * @brief Clear possible exploded weapons.
DamageType dtype, double damage,
unsigned int parent, int mode)
@brief Clear possible exploded weapons.
*/ */
void weapon_explode(double x, double y, double radius, void weapon_explode(double x, double y, double radius,
DamageType dtype, double damage, DamageType dtype, double damage,