AHHHHHH
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@ -14,10 +14,8 @@
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#include<climits>
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/*
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* This header will only be imported once, but Djalim told me he would hurt me
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* if I didn't move it into his own header file instead of the cpp file
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*/
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/* This header will only be imported once, but Djalim told me he would hurt me
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* if I didn't move it into his own header file instead of the cpp file*/
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class ConfigBuilder{
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public:
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@ -30,10 +30,8 @@ void sanitizeValue(string& val) {
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}
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}
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/*
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* WARNING : This implementation of YAML is not meant to be complete, but to work with our specific needs
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* It also can't detect and report errors in a non-YAML-compliant file
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*/
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/* WARNING : This implementation of YAML is not meant to be complete, but to work with our specific needs
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* It also can't detect and report errors in a non-YAML-compliant file*/
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void ConfigBuilder::parseFile(const string& fname) {
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ifstream file(fname);
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@ -113,8 +113,7 @@ void Game::remCollidingProjectiles(){
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++tor;
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}
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/* if it was colling, it was removed and his Position is now replaced by the next.
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* else, go to the next
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*/
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* else, go to the next */
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if(!wasColliding)++miss;
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}
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}
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@ -19,10 +19,8 @@ void Game::awakeGod() {
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* @returns true if we can finish the game
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*/
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/*
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* This is a really long function, but I feel like it's still readable because of the switch, and...
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* Honestly I think splitting it into multiple small functions would be ugly
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*/
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/* This is a really long function, but I feel like it's still readable because of the switch, and...
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* Honestly I think splitting it into multiple small functions would be ugly*/
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bool Game::manageGod() {
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switch (god.state) {
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case GodState::NONE: {
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@ -86,10 +84,8 @@ bool Game::manageGod() {
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playerID target;
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if (players.size() == 1)target = PLAYER1; // don't want to use random if not needed
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else target = rand() % players.size();
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/*
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* Let's just pretend god is drunk and can fire at a player that have a death animation, because
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* honestly at this point I want to re-code the whole game engine to allow a better handling of cases like this...
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*/
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/* Let's just pretend god is drunk and can fire at a player that have a death animation, because
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* honestly at this point I want to re-code the whole game engine to allow a better handling of cases like this...*/
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Position playerMiddlePos(players[target].x + confData.playersWidth / 2,
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pm.getScreenHeight() - PLAYER_HEIGHT / 2);
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@ -41,8 +41,7 @@ void ScoresManager::readFile() {
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/* the first line is the hash sum of (the following content + a secret key)
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* We use it to generate a data signature to prevent users
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* from tampering with the save file
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*/
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* from tampering with the save file*/
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size_t hash;
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ifs >> hash;
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ifs.get(); // remove \n
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