diff options
Diffstat (limited to 'libkdegames/kgame/kgameproperty.h')
| -rw-r--r-- | libkdegames/kgame/kgameproperty.h | 14 | 
1 files changed, 7 insertions, 7 deletions
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h index c5f35997..f02c4db0 100644 --- a/libkdegames/kgame/kgameproperty.h +++ b/libkdegames/kgame/kgameproperty.h @@ -125,8 +125,8 @@ public:  	 **/  	KGamePropertyBase(int id, KGamePropertyHandler* owner); -	KGamePropertyBase(int id, KGame* tqparent); -	KGamePropertyBase(int id, KPlayer* tqparent); +	KGamePropertyBase(int id, KGame* parent); +	KGamePropertyBase(int id, KPlayer* parent);  	/**  	 * Creates a KGamePropertyBase object without an owner. Remember to call @@ -344,7 +344,7 @@ protected:  	bool sendProperty(const TQByteArray& b);  	/** -	 * Causes the tqparent object to emit a signal on value change +	 * Causes the parent object to emit a signal on value change  	 **/  	void emitSignal(); @@ -413,7 +413,7 @@ private:   * property. This is achieved by using send to change the value of the   * property. send needs a running KMessageServer and therefore   * <em>MUST</em> be plugged into a KGamePropertyHandler using either - * registerData or the constructor. The tqparent of the dataHandler must be able + * registerData or the constructor. The parent of the dataHandler must be able   * to send messages (see above: the message server must be running). If you use   * send to change the value of a property you won't see the effect   * immediately: The new value is first transferred to the message server which @@ -588,12 +588,12 @@ public:  	 * @param id The id of this property. <em>MUST be UNITQUE</em>! Used to send and  	 * receive changes in the property of the playere automatically via  	 * network.  -	 * @param owner The tqparent of the object. Must be a KGame which manages +	 * @param owner The parent of the object. Must be a KGame which manages  	 * the changes made to this object, i.e. which will send the new data.  	 * Note that in contrast to most KDE/QT classes KGameProperty objects  	 * are <em>not</em> deleted automatically!  	 **/ -// TODO: ID: Very ugly - better use something like tqparent()->propertyId() or so which assigns a free id automatically. +// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically.  	KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); }  	/** @@ -651,7 +651,7 @@ public:  	 * \endcode  	 * as myProperty has not yet been set when doSomething is being called.  	 * -	 * You are informed about a value change by a singal from the tqparent of +	 * You are informed about a value change by a singal from the parent of  	 * the property which can be deactivated by setEmittingSignal because of  	 * performance (you probably don't have to deactivate it - except you  	 * want to write a real-time game like Command&Conquer with a lot of  | 
