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authorhistoria <[not public]>2026-10-01 14:38:08 -0400
committerhistoria <[not public]>2026-10-01 14:38:08 -0400
commit1082f3336085c15992ca83d5553c0ba52208d70a (patch)
tree4fcedaa90bc01c41456258a9d57f492f31754948 /internal/game/tick_systems.go
parentd4eae333a8d8a96452bbf3617aa85b50466c11a7 (diff)
downloadthehouseoficarus-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.go4
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)