From 4d84c4ffd2c4f25a67b2f094baf6ac81c68ebb07 Mon Sep 17 00:00:00 2001 From: Thorbjørn Lindeijer Date: Fri, 16 Mar 2012 23:20:38 +0100 Subject: Renamed Thing to Entity In preparation for using an entity/component system for the entities in the game world, this name will be more recognizable and easier to talk about. Reviewed-by: Yohann Ferreira --- src/game-server/state.h | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'src/game-server/state.h') diff --git a/src/game-server/state.h b/src/game-server/state.h index 6fae5c89..ba87a767 100644 --- a/src/game-server/state.h +++ b/src/game-server/state.h @@ -24,7 +24,7 @@ #include class MapComposite; -class Thing; +class Entity; class Actor; class Character; @@ -37,30 +37,30 @@ namespace GameState void update(int worldTime); /** - * Inserts an thing in the game world. - * @return false if the insertion failed and the thing is in limbo. + * Inserts an entity in the game world. + * @return false if the insertion failed and the entity is in limbo. * @note No update may be in progress. */ - bool insert(Thing *) + bool insert(Entity *) # ifdef __GNUC__ __attribute__((warn_unused_result)) # endif ; /** - * Inserts a thing in the game world. Deletes the thing if the insertion + * Inserts a entity in the game world. Deletes the entity if the insertion * failed. * @return false if the insertion failed. * @note No update may be in progress. Invalid for characters. */ - bool insertOrDelete(Thing *); + bool insertOrDelete(Entity *); /** - * Removes a thing from the game world. + * Removes a entity from the game world. * @note No update may be in progress. - * @note The thing is not destroyed by this call. + * @note The entity is not destroyed by this call. */ - void remove(Thing *); + void remove(Entity *); /** * Warps a character between places of the game world. @@ -78,7 +78,7 @@ namespace GameState /** * Enqueues a remove event. * @note The event will be executed at end of update. - * @note The thing will be destroyed at that time. + * @note The entity will be destroyed at that time. */ void enqueueRemove(Actor *); -- cgit v1.2.3-70-g09d2