forked from mirror/openmw-tes3mp
Update TODO comments
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3 changed files with 5 additions and 5 deletions
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@ -543,7 +543,7 @@ namespace MWMechanics
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std::string texture = "";
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// TODO: Choosing whether to apply the override texture should be chosen based on nodes in the .NIF file.
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// TODO: Applying the override texture should depend on texture properties in the .NIF file and not use special cases.
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if (magicEffect->mHit.empty() || magicEffect->mHit == "VFX_DefaultHit" || magicEffect->mHit == "VFX_MysticismHit"
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|| magicEffect->mHit == "VFX_SoulTrapHit")
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texture = magicEffect->mParticle;
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@ -937,7 +937,7 @@ namespace MWMechanics
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MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(mCaster);
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if (mCaster.getClass().isActor()) // TODO: Non-actors (except for large statics?) should also create a spell cast vfx
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if (mCaster.getClass().isActor()) // TODO: Non-actors should also create a spell cast vfx
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{
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const ESM::Static* castStatic;
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std::string texture = "";
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@ -947,7 +947,7 @@ namespace MWMechanics
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else
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castStatic = store.get<ESM::Static>().find ("VFX_DefaultCast");
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// TODO: Choosing whether to apply the override texture should be chosen based on nodes in the .NIF file.
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// TODO: Applying the override texture should depend on texture properties in the .NIF file and not use special cases.
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if (effect->mCasting.empty() || effect->mCasting == "VFX_DefaultCast" || effect->mCasting == "VFX_ShieldCast")
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texture = effect->mParticle;
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@ -80,7 +80,7 @@ namespace
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const ESM::MagicEffect *magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effects.mList.begin()->mEffectID);
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// TODO: Choosing whether to apply the override texture should be chosen based on nodes in the .NIF file.
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// TODO: Applying the override texture should depend on texture properties in the .NIF file and not use special cases.
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if (magicEffect->mBolt.empty() || magicEffect->mBolt == "VFX_DefaultBolt" || magicEffect->mBolt == "VFX_DestructBolt")
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texture = magicEffect->mParticle;
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}
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@ -3174,7 +3174,7 @@ namespace MWWorld
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std::string texture = "";
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// TODO: Choosing whether to apply the override texture should be chosen based on nodes in the .NIF file.
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// TODO: Applying the override texture should depend on texture properties in the .NIF file and not use special cases.
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if (effect->mArea.empty() || effect->mArea == "VFX_DefaultArea")
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texture = effect->mParticle;
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