From c485ab2d385271f216de5982c347f5a6e8beb571 Mon Sep 17 00:00:00 2001 From: Aaron Kimbrell Date: Sat, 26 Sep 2026 18:42:25 -0500 Subject: [PATCH] chore: remove finished TODOs from the Spider Queen script The faction and immunity change, spawning the spider wave, knockbacks and reading the animation time are all implemented right below their TODOs, so the comments were stale. No behaviour change. Co-Authored-By: Claude Opus 5.5 --- dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp | 7 ------- 1 file changed, 7 deletions(-) diff --git a/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp b/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp index 869e09bae..1e772d66e 100644 --- a/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp +++ b/dScripts/02_server/Enemy/AG/BossSpiderQueenEnemyServer.cpp @@ -135,7 +135,6 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra combat->Stun(withdrawTime + 6.0f); combat->SetStunImmune(true); - //TODO: Set faction to -1 and set immunity destroyable->SetFaction(-1); destroyable->SetIsImmune(true); Game::entityManager->SerializeEntity(self); @@ -497,16 +496,12 @@ void BossSpiderQueenEnemyServer::OnTimerDone(Entity* self, const std::string tim //Prepare a Spiderling wave and initiate egg hatch events //self->SetVar(u"SpiderWaveCount", ) - //TODO: Actually spawn the spiders here hatchCounter = 2; if (currentStage > 1) hatchCounter++; SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]); } else if (timerName == "AdvanceAttack") { - //TODO: Can we even do knockbacks yet? @Wincent01 - // Yes ^ - //Fire the melee smash skill to throw players back /*local landingTarget = self:GetVar("LandingTarget") or false @@ -639,8 +634,6 @@ void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) { //-- anim time, or a desired default //---------------------------------------------- float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) { - //TODO: Get the actual animation time - // Get the anim time float animTimer = RenderComponent::GetAnimationTime(self, animID);