From dc1c52bda7b850ac0905c376579efa7d03489c64 Mon Sep 17 00:00:00 2001 From: scrawl Date: Thu, 1 Jan 2015 02:46:18 +0100 Subject: [PATCH] Add some todo comments --- apps/openmw/mwmechanics/actors.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index ca06b57d3..753c4da88 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -73,6 +73,8 @@ bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate) if (charge == 0) return false; + // FIXME: charge should be a float, not int so that damage < 1 per frame can be applied. + // This was also a bug in the original engine. charge -= std::min(disintegrate, static_cast(charge)); @@ -522,6 +524,9 @@ namespace MWMechanics bool wasDead = creatureStats.isDead(); + // FIXME: effect ticks should go into separate functions so they can be used with either + // magnitude (instant effect) or magnitude*duration + // attributes for(int i = 0;i < ESM::Attribute::Length;++i) { @@ -731,6 +736,8 @@ namespace MWMechanics } // Update bound effects + // Note: in vanilla MW multiple bound items of the same type can be created by different spells. + // As these extra copies are kinda useless this may or may not be important. static std::map boundItemsMap; if (boundItemsMap.empty()) {