diff -r c8c552ee3acb -r d70a5b0d1190 project_files/frontlib/model/team.h --- a/project_files/frontlib/model/team.h Sun Aug 12 22:21:09 2012 +0200 +++ b/project_files/frontlib/model/team.h Sun Aug 12 22:37:57 2012 +0200 @@ -24,7 +24,7 @@ * extra information about teams. For example, the weaponset is important * to the engine, but not for ini reading/writing, and with the team statistics it is the * other way around. To keep things simple, the data structure can hold all information - * used in any context. On the downside, tat means we can't use static typing to ensure + * used in any context. On the downside, that means we can't use static typing to ensure * that team information is "complete" for a particular purpose. */ #ifndef TEAM_H_ @@ -39,6 +39,9 @@ #define TEAM_DEFAULT_HEALTH 100 +/** + * Struct representing a single keybinding. + */ typedef struct { char *action; char *binding; @@ -46,7 +49,7 @@ typedef struct { char *name; - char *hat; + char *hat; // e.g. hair_yellow; References a .png file in Data/Graphics/Hats // Statistics. They are irrelevant for the engine or server, // but provided for ini reading/writing by the frontend. @@ -55,7 +58,7 @@ int deaths; int suicides; - int difficulty; + int difficulty; // 0 = human, 1 = most difficult bot ... 5 = least difficult bot (somewhat counterintuitive) // Transient setting used in game setup int initialHealth; @@ -65,10 +68,10 @@ typedef struct { flib_hog hogs[HEDGEHOGS_PER_TEAM]; char *name; - char *grave; - char *fort; - char *voicepack; - char *flag; + char *grave; // e.g. "Bone"; References a .png file in Data/Graphics/Graves + char *fort; // e.g. "Castle"; References a series of files in Data/Forts + char *voicepack; // e.g. "Classic"; References a directory in Data/Sounds/voices + char *flag; // e.g. "hedgewars"; References a .png file in Data/Graphics/Flags flib_binding *bindings; int bindingCount; @@ -81,9 +84,9 @@ // Transient settings used in game setup int colorIndex; // Index into a color table - int hogsInGame; - bool remoteDriven; - char *ownerName; + int hogsInGame; // The number of hogs that will actually play + bool remoteDriven; // true for non-local teams in a network game + char *ownerName; // Username of the owner of a team in a network game } flib_team; /**