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docs: add why-comments to rendering, packets, and UI code
- charge_effect: explain inversesqrt guard (prevents NaN on stationary character) and dust accumulator rate (30 particles/sec * 16ms) - swim_effects: explain why insect pipeline disables depth test (screen-space sprites must render above water geometry) - packet_parsers_classic: explain spline waypoint cap (DoS prevention) and packed GUID compression format (non-zero bytes only, mask byte) - talent_screen: explain class ID to bitmask conversion (1-indexed WoW class IDs → power-of-2 mask for TalentTab.classMask matching) - auth_screen: explain login music volume reduction (80% so UI sounds remain audible over background track)
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5 changed files with 14 additions and 3 deletions
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@ -76,7 +76,9 @@ void TalentScreen::renderTalentTrees(game::GameHandler& gameHandler) {
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return;
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}
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// Get talent tabs for this class, sorted by orderIndex
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// Get talent tabs for this class, sorted by orderIndex.
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// WoW class IDs are 1-indexed (Warrior=1..Druid=11); convert to bitmask for
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// TalentTab.classMask matching (Warrior=0x1, Paladin=0x2, Hunter=0x4, etc.)
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uint32_t classMask = 1u << (playerClass - 1);
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std::vector<const game::GameHandler::TalentTabEntry*> classTabs;
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for (const auto& [tabId, tab] : gameHandler.getAllTalentTabs()) {
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