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 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 18:42:25 -05:00
parent b316686538
commit c485ab2d38

View File

@@ -135,7 +135,6 @@ void BossSpiderQueenEnemyServer::WithdrawSpider(Entity* self, const bool withdra
combat->Stun(withdrawTime + 6.0f); combat->Stun(withdrawTime + 6.0f);
combat->SetStunImmune(true); combat->SetStunImmune(true);
//TODO: Set faction to -1 and set immunity
destroyable->SetFaction(-1); destroyable->SetFaction(-1);
destroyable->SetIsImmune(true); destroyable->SetIsImmune(true);
Game::entityManager->SerializeEntity(self); 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 //Prepare a Spiderling wave and initiate egg hatch events
//self->SetVar(u"SpiderWaveCount", ) //self->SetVar(u"SpiderWaveCount", )
//TODO: Actually spawn the spiders here
hatchCounter = 2; hatchCounter = 2;
if (currentStage > 1) hatchCounter++; if (currentStage > 1) hatchCounter++;
SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]); SpawnSpiderWave(self, spiderWaveCntTable[currentStage - 1]);
} else if (timerName == "AdvanceAttack") { } else if (timerName == "AdvanceAttack") {
//TODO: Can we even do knockbacks yet? @Wincent01
// Yes ^
//Fire the melee smash skill to throw players back //Fire the melee smash skill to throw players back
/*local landingTarget = self:GetVar("LandingTarget") or false /*local landingTarget = self:GetVar("LandingTarget") or false
@@ -639,8 +634,6 @@ void BossSpiderQueenEnemyServer::OnUpdate(Entity* self) {
//-- anim time, or a desired default //-- anim time, or a desired default
//---------------------------------------------- //----------------------------------------------
float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) { float BossSpiderQueenEnemyServer::PlayAnimAndReturnTime(Entity* self, const std::u16string& animID) {
//TODO: Get the actual animation time
// Get the anim time // Get the anim time
float animTimer = RenderComponent::GetAnimationTime(self, animID); float animTimer = RenderComponent::GetAnimationTime(self, animID);