actorid
Nicolay Korslund 14 years ago
commit d36fa3deda

@ -38,7 +38,7 @@ PROJECT_NUMBER =
# If a relative path is entered, it will be relative to the location
# where doxygen was started. If left blank the current directory will be used.
OUTPUT_DIRECTORY = ../Doxygen
OUTPUT_DIRECTORY = Doxygen
# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create
# 4096 sub-directories (in 2 levels) under the output directory of each output
@ -573,10 +573,9 @@ WARN_LOGFILE =
# directories like "/usr/src/myproject". Separate the files or directories
# with spaces.
INPUT = ../apps
../components
../libs
../docs
INPUT = apps \
components \
libs \
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is

File diff suppressed because it is too large Load Diff

@ -0,0 +1,3 @@
// Note: This is not a regular source file.
/// \defgroup apps Applications

@ -0,0 +1,44 @@
// Note: This is not a regular source file.
/// \ingroup apps
/// \defgroup openmw OpenMW
/// \namespace OMW
/// \ingroup openmw
/// \brief Integration of OpenMW-subsystems
/// \namespace MWDialogue
/// \ingroup openmw
/// \brief NPC dialogues
/// \namespace MWMechanics
/// \ingroup openmw
/// \brief Game mechanics and NPC-AI
/// \namespace MWSound
/// \ingroup openmw
/// \brief Sound & music
/// \namespace MWGUI
/// \ingroup openmw
/// \brief HUD and windows
/// \namespace MWRender
/// \ingroup openmw
/// \brief Rendering via Ogre
/// \namespace MWWorld
/// \ingroup openmw
/// \brief World data
/// \namespace MWClass
/// \ingroup openmw
/// \brief Workaround for non-OOP design of the record system
/// \namespace MWInput
/// \ingroup openmw
/// \brief User input and character controls
/// \namespace MWScript
/// \ingroup openmw
/// \brief MW-specific script extentions and integration of the script system into OpenMW

@ -13,7 +13,7 @@ namespace Interpreter
namespace MWScript
{
/// \brief stats-related script functionality (creatures and NPCs)
/// \brief Container-related script functionality (chests, NPCs, creatures)
namespace Container
{
void registerExtensions (Compiler::Extensions& extensions);

@ -0,0 +1,30 @@
// Note: This is not a regular source file.
/// \defgroup components Components
/// \namespace ESMS
/// \ingroup components
/// \brief ESM/ESP record store
/// \namespace ESM
/// \ingroup components
/// \brief ESM/ESP records
/// \namespace FileFinder
/// \ingroup components
/// \brief Linux/Windows-path resolving
/// \namespace ToUTF
/// \ingroup components
/// \brief Text encoding
/// \namespace Compiler
/// \ingroup components
/// \brief script compiler
/// \namespace Interpreter
/// \ingroup components
/// \brief script interpreter
// TODO put nif and nifogre in different namespaces (or merge them)
// TODO put other components into namespaces

@ -215,6 +215,7 @@ struct Cell
else ref.teleport = false;
// Integer, despite the name suggesting otherwise
ref.lockLevel = 0;
esm.getHNOT(ref.lockLevel, "FLTV");
ref.key = esm.getHNOString("KNAM");
ref.trap = esm.getHNOString("TNAM");

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