From 49fd11ab5aebcbce86ca2ee48711287cf020d798 Mon Sep 17 00:00:00 2001 From: Nefarion Date: Fri, 8 Mar 2013 21:41:30 +0100 Subject: First step of comment style refactoring to doxygen-style. --- src/server/game/Grids/ObjectGridLoader.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/server/game/Grids/ObjectGridLoader.cpp') diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp index 3fb74b6fdcc..dd54836edee 100644 --- a/src/server/game/Grids/ObjectGridLoader.cpp +++ b/src/server/game/Grids/ObjectGridLoader.cpp @@ -44,7 +44,7 @@ void ObjectGridEvacuator::Visit(CreatureMapType &m) } // for loading world object at grid loading (Corpses) -//TODO: to implement npc on transport, also need to load npcs at grid loading +/// @todo to implement npc on transport, also need to load npcs at grid loading class ObjectWorldLoader { public: @@ -121,7 +121,7 @@ void LoadHelper(CellCorpseSet const& cell_corpses, CellCoord &cell, CorpseMapTyp if (!obj) continue; - // TODO: this is a hack + /// @todo this is a hack // corpse's map should be reset when the map is unloaded // but it may still exist when the grid is unloaded but map is not // in that case map == currMap @@ -200,7 +200,7 @@ void ObjectGridUnloader::Visit(GridRefManager &m) //Some creatures may summon other temp summons in CleanupsBeforeDelete() //So we need this even after cleaner (maybe we can remove cleaner) //Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted - //TODO: Check if that script has the correct logic. Do we really need to summons something before deleting? + /// @todo Check if that script has the correct logic. Do we really need to summons something before deleting? obj->CleanupsBeforeDelete(); ///- object will get delinked from the manager when deleted delete obj; -- cgit v1.2.3