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https://github.com/DarkflameUniverse/DarkflameServer.git
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chore: update noninformative comments to be informative (#1407)
* better comments * more comments
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@ -629,7 +629,7 @@ enum class eGameMessageType : uint16_t {
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GET_INSTRUCTION_COUNT = 676,
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GET_IS_NPC = 677,
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ACTIVATE_BUBBLE_BUFF = 678,
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DECTIVATE_BUBBLE_BUFF = 679, // thanks netdevil
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DECTIVATE_BUBBLE_BUFF = 679, // This is spelled wrong in the client, so we misspell it here.
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EXHIBIT_VOTE = 680,
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ADD_PET_TO_PLAYER = 681,
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REMOVE_PET_FROM_PLAYER = 682,
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@ -46,18 +46,20 @@ ActivityComponent::ActivityComponent(Entity* parent, int32_t activityID) : Compo
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auto* destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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// check for LMIs and set the loot LMIs
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// First lookup the loot matrix id for this component id.
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CDActivityRewardsTable* activityRewardsTable = CDClientManager::Instance().GetTable<CDActivityRewardsTable>();
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std::vector<CDActivityRewards> activityRewards = activityRewardsTable->Query([=](CDActivityRewards entry) {return (entry.LootMatrixIndex == destroyableComponent->GetLootMatrixID()); });
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uint32_t startingLMI = 0;
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// If we have one, set the starting loot matrix id to that.
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if (activityRewards.size() > 0) {
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startingLMI = activityRewards[0].LootMatrixIndex;
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}
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if (startingLMI > 0) {
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// now time for bodge :)
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// We may have more than 1 loot matrix index to use depending ont the size of the team that is looting the activity.
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// So this logic will get the rest of the loot matrix indices for this activity.
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std::vector<CDActivityRewards> objectTemplateActivities = activityRewardsTable->Query([=](CDActivityRewards entry) {return (activityRewards[0].objectTemplate == entry.objectTemplate); });
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for (const auto& item : objectTemplateActivities) {
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@ -519,7 +519,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
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{
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item->SetCount(item->GetCount() - 1);
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LOG("BODGE TIME, YES IT GOES HERE");
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LOG("DLU currently does not support breaking apart brick by brick models.");
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break;
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}
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@ -196,8 +196,8 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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}
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case eGameMessageType::MISSION_DIALOGUE_CANCELLED: {
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//This message is pointless for our implementation, as the client just carries on after
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//rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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// This message is pointless for our implementation, as the client just carries on after
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// rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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@ -4627,7 +4627,7 @@ void GameMessages::HandleSetGhostReferencePosition(RakNet::BitStream* inStream,
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void GameMessages::HandleBuyFromVendor(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr) {
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bool bConfirmed{}; // this doesnt even do anything, thanks ND!
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bool bConfirmed{}; // This doesn't appear to do anything. Further research is needed.
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bool countIsDefault{};
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int count = 1;
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LOT item;
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@ -20,7 +20,7 @@ RawFile::RawFile(std::string fileName) {
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if (m_Version < 0x20) {
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return; // Version too crusty to handle
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return; // Version is too old to be supported
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}
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// Read in chunks
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@ -46,11 +46,7 @@ CppScripts::Script* ScriptComponent::GetScript() {
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}
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void ScriptComponent::SetScript(const std::string& scriptName) {
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//we don't need to delete the script because others may be using it :)
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/*if (m_Client) {
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m_Script = new InvalidScript();
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return;
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}*/
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// Scripts are managed by the CppScripts class and are effecitvely singletons
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// and they may also be used by other script components so DON'T delete them.
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m_Script = CppScripts::GetScript(m_Parent, scriptName);
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}
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