chore: update noninformative comments to be informative (#1407)

* better comments

* more comments
This commit is contained in:
David Markowitz 2024-01-10 20:57:41 -08:00 committed by GitHub
parent e0ddbce8e7
commit 66cc582a9a
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7 changed files with 12 additions and 14 deletions

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@ -629,7 +629,7 @@ enum class eGameMessageType : uint16_t {
GET_INSTRUCTION_COUNT = 676, GET_INSTRUCTION_COUNT = 676,
GET_IS_NPC = 677, GET_IS_NPC = 677,
ACTIVATE_BUBBLE_BUFF = 678, ACTIVATE_BUBBLE_BUFF = 678,
DECTIVATE_BUBBLE_BUFF = 679, // thanks netdevil DECTIVATE_BUBBLE_BUFF = 679, // This is spelled wrong in the client, so we misspell it here.
EXHIBIT_VOTE = 680, EXHIBIT_VOTE = 680,
ADD_PET_TO_PLAYER = 681, ADD_PET_TO_PLAYER = 681,
REMOVE_PET_FROM_PLAYER = 682, REMOVE_PET_FROM_PLAYER = 682,

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@ -46,18 +46,20 @@ ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Compo
auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>(); auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (destroyableComponent) { if (destroyableComponent) {
// check for LMIs and set the loot LMIs // First lookup the loot matrix id for this component id.
CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>(); CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); }); std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
uint32_t startingLMI = 0; uint32_t startingLMI = 0;
// If we have one, set the starting loot matrix id to that.
if (activityRewards.size() > 0) { if (activityRewards.size() > 0) {
startingLMI = activityRewards[0].LootMatrixIndex; startingLMI = activityRewards[0].LootMatrixIndex;
} }
if (startingLMI > 0) { if (startingLMI > 0) {
// now time for bodge :) // We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity.
// So this logic will get the rest of the loot matrix indices for this activity.
std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); }); std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
for (const auto& item : objectTemplateActivities) { for (const auto& item : objectTemplateActivities) {

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@ -519,7 +519,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
{ {
item->SetCount(item->GetCount() - 1); item->SetCount(item->GetCount() - 1);
LOG("BODGE TIME, YES IT GOES HERE"); LOG("DLU currently does not support breaking apart brick by brick models.");
break; break;
} }

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@ -196,8 +196,8 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
} }
case eGameMessageType::MISSION_DIALOGUE_CANCELLED: { case eGameMessageType::MISSION_DIALOGUE_CANCELLED: {
//This message is pointless for our implementation, as the client just carries on after // This message is pointless for our implementation, as the client just carries on after
//rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :) // rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
break; break;
} }

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@ -4627,7 +4627,7 @@ void GameMessages::HandleSetGhostReferencePosition(RakNet::BitStream* inStream,
void GameMessages::HandleBuyFromVendor(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) { void GameMessages::HandleBuyFromVendor(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
bool bConfirmed{}; // this doesnt even do anything, thanks ND! bool bConfirmed{}; // This doesn't appear to do anything. Further research is needed.
bool countIsDefault{}; bool countIsDefault{};
int count = 1; int count = 1;
LOT item; LOT item;

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@ -20,7 +20,7 @@ RawFile::RawFile(std::string fileName) {
if (m_Version < 0x20) { if (m_Version < 0x20) {
return; // Version too crusty to handle return; // Version is too old to be supported
} }
// Read in chunks // Read in chunks

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@ -46,11 +46,7 @@ CppScripts::Script* ScriptComponent::GetScript() {
} }
void ScriptComponent::SetScript(const std::string& scriptName) { void ScriptComponent::SetScript(const std::string& scriptName) {
//we don't need to delete the script because others may be using it :) // Scripts are managed by the CppScripts class and are effecitvely singletons
/*if (m_Client) { // and they may also be used by other script components so DON'T delete them.
m_Script = new InvalidScript();
return;
}*/
m_Script = CppScripts::GetScript(m_Parent, scriptName); m_Script = CppScripts::GetScript(m_Parent, scriptName);
} }