From 7b079694893ef7bc58b607e948f4810da17b4274 Mon Sep 17 00:00:00 2001 From: Nimac0 Date: Tue, 14 Jan 2025 16:38:04 +0100 Subject: [PATCH] small changes --- slides.tex | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/slides.tex b/slides.tex index ec537c6..e1dc9eb 100644 --- a/slides.tex +++ b/slides.tex @@ -86,8 +86,11 @@ And no, don't "just start programming because the architecture will solve itself \begin{frame}[allowframebreaks, fragile]{Spaghetti, an example} \begin{itemize} \item Original Ticket:\enquote{attackspeed stat needs reimplementation} - \item Step one, make it so Stateffects are not hardcoded in Engine + \framebreak + +Step one, make it so Stateffects are not hardcoded in Engine + \begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++} void chickengame::pickupables::movementSpeedEffect(Entity* player) { @@ -97,7 +100,8 @@ void chickengame::pickupables::movementSpeedEffect(Entity* player) \framebreak - \item Step two \dots uh oh how do i manage a stateffects life cycle? +Step two \dots uh oh how do i manage a stateffects life cycle? + \begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++} void StatEffectsComponent::update() { @@ -121,7 +125,7 @@ void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value) \framebreak - \item Step three \dots oh no why are stat numbers hardcoded in the engine? +Step three \dots oh no why are stat types hardcoded in the engine? \begin{minted}[linenos,autogobble,samepage=false,breaklines]{c++} void StatEffectsComponent::modifyStatValue(Stats stat, int modifier)