clean up comment about Ep3 reverse-engineering
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@@ -19,17 +19,24 @@ struct Lobby;
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namespace Episode3 {
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/**
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* This implementation of Episode 3 battles (contained in all files in the
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* src/Episode3 directory, except for DataIndexes.hh/cc) is derived from Sega's
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* original server implementation, reverse-engineered from the Episode 3 client
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* This implementation of Episode 3 battles is derived from Sega's original
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* server implementation, reverse-engineered from the Episode 3 client
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* executable. The control flow, function breakdown, and structure definitions
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* in these files map very closely to how their server implementation was
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* written; notable differences (due to necessary environment differences or bug
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* fixes) are described in the comments therein.
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*
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* Some debugging functions have been added which are not part of the original
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* implementation. Notably, this applies to functions like debug message senders
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* and loggers and all str() functions.
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* The following files are direct reverse-engineerings of Sega's original code,
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* except where noted in the comments:
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* AssistServer.hh/cc
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* Card.hh/cc
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* CardSpecial.hh/cc
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* DeckState.hh/cc
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* MapState.hh/cc
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* PlayerState.hh/cc
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* PlayerStateSubordinates.hh/cc
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* RulerServer.hh/cc
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* Server.hh/cc
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*
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* There are likely undiscovered bugs in this code, some originally written by
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* Sega, but more written by me as I manually transcribed and updated this code.
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