diff options
| author | historia <[not public]> | 2026-10-01 14:38:08 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-10-01 14:38:08 -0400 |
| commit | 1082f3336085c15992ca83d5553c0ba52208d70a (patch) | |
| tree | 4fcedaa90bc01c41456258a9d57f492f31754948 /internal/game/tick_systems.go | |
| parent | d4eae333a8d8a96452bbf3617aa85b50466c11a7 (diff) | |
| download | thehouseoficarus-1082f3336085c15992ca83d5553c0ba52208d70a.tar.gz | |
feat: pai gow poker added to the casino
Diffstat (limited to 'internal/game/tick_systems.go')
| -rw-r--r-- | internal/game/tick_systems.go | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/internal/game/tick_systems.go b/internal/game/tick_systems.go index b819454..f85cdfa 100644 --- a/internal/game/tick_systems.go +++ b/internal/game/tick_systems.go @@ -1,7 +1,7 @@ package game // tickSystem is one step of the canonical per-tick system sequence. Name is -// the human-readable identifier also encoded in building_guide/tick_order.md; +// the human-readable identifier also encoded in dev_guide/tick_order.md; // Run invokes the underlying system. The slice tickSystemOrder is the single // executable source of truth for the order in which per-tick systems fire. // @@ -9,7 +9,7 @@ package game // (registered as engine subscription ID 1, which the engine fires before all // dynamically-registered combat/aggro/respawn callbacks per processTick's // registration-ID sort) depend on. Reordering this slice is a breaking change -// to game behavior; keep building_guide/tick_order.md in sync. +// to game behavior; keep dev_guide/tick_order.md in sync. type tickSystem struct { Name string Run func(*Game) |
