issue_comments: 317275159
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html_url | issue_url | id | node_id | user | created_at | updated_at | author_association | body | reactions | performed_via_github_app | issue |
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https://github.com/ACEmulator/ACE/pull/474#issuecomment-317275159 | https://api.github.com/repos/ACEmulator/ACE/issues/474 | 317275159 | MDEyOklzc3VlQ29tbWVudDMxNzI3NTE1OQ== | 11369233 | 2017-07-23T19:12:16Z | 2017-07-23T19:12:16Z | MEMBER | I'm not sure I follow what you're saying but let me share what my thinking on this change and see if makes sense... In PropertyBool I noticed several of the bools were either identical in naming or extremely close to the flags of ObjectDescription and PhysicsState. Given that, it leads me believe they were using the bools in some form to affect those two properties.. In the case of PhysicsState, using the bools, its easier to maintain changes from state to state and not have to worry about inadvertently blowing out a flag because the PhysicsState is changed by altering bools in WorldObject instead of using SetPhysicsState which meant you had to read in previous state, alter it (accounting for keeping other states) and send it back out. Examples of the improved way of handling them can be seen in TeleportInternal and HandleCloak. In both cases, I only change bools and don't have to worry about losing other flags set by other things. This is certainly identical, at least in the case of Cloaking, to how it acted in retail. If I turned on cloaking, I wouldn't reappear each time I teleported around the world, but instead would maintain the cloak. I'm not quite yet finished or happy with ObjectDescriptionFlag.. Based on the bools I've found, I suspect it was not as immutable as we are treating it currently.. As an example, I think its possible that in Player.cs, we would default the ObjectDescriptionFlag to be just `ObjectDescriptionFlag = ObjectDescriptionFlag.Player;` Bools would then take over and append Stuck and Attackable flags. Obviously a Player never lost the Stuck flag, but Attackable, PlayerKiller, HiddenAdmin, UiHidden, Admin, FreePkStatus, ImmuneCellRestrictions, and possibly a few of the others were at least somewhat changeable. I could see Player, Book, Vendor, PkSwitch, NpkSwitch, Door, Corpse, Lifestone, Food, Healer, Lockpick, Portal, and Bindstone all being "base" ObjectDescriptionFlags set in their respective classes in the initial creation. Those are all likely immutable.. Need to do more research of pcaps + some more better code work on my part than I roughed in yesterday to flesh that out | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | 244889108 |