diff options
Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 7 |
1 files changed, 4 insertions, 3 deletions
@@ -1,5 +1,4 @@ ## TODO NEXT -- HOUSES.CC <- GAME - QUERY.CC - READER.CC - WRITER.CC @@ -9,7 +8,8 @@ - The map container uses type id zero but it seems to also be used as a "no type" id which makes me want to add some `isNone()`, `isNull()`, `isVoid()` check to `ObjectType` to be used as an alias when pertinent. -- Make some `TNonplayer` random step function? One version that does a random step and another that does a random step keeping some distance from a certain position. +- Make some `TNonplayer` random step function? One version that does a random step + and another that does a random step keeping some distance from a certain position. - I realized that `Change` with an `ObjectType` parameter was being called where the version with `INSTANCEATTRIBUTE` parameter was expected due to `ObjectType` @@ -17,7 +17,8 @@ all converting constructors explicit to avoid these types of errors, although there aren't that many function overloads. -- Define a few constants like `MAX_NAME_LENGTH`, `MAX_SKILLS`, and `MAX_OPEN_CONTAINERS` instead of relying on `NARRAY`. +- Define a few constants like `MAX_NAME_LENGTH`, `MAX_SKILLS`, and `MAX_OPEN_CONTAINERS` + instead of relying on `NARRAY`. ## Stack allocations Any functions that use `alloca` or some other form of dynamic stack allocations will cause decompiled functions to be an absolute mess. It usually shows up in the decompiled code as both a size computation like `-(VAR + CONST & 0xfffffff0)`, followed by some assignment. It doesn't make total sense without looking at the disassembly. I've encountered ~30 such computations and expect the functions containing them to be amongt the most challenging/annoying to be properly decompiled. |
