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-rw-r--r--internal/game/tick_systems.go6
1 files changed, 3 insertions, 3 deletions
diff --git a/internal/game/tick_systems.go b/internal/game/tick_systems.go
index f85cdfa..8311ccf 100644
--- a/internal/game/tick_systems.go
+++ b/internal/game/tick_systems.go
@@ -1,15 +1,15 @@
package game
// tickSystem is one step of the canonical per-tick system sequence. Name is
-// the human-readable identifier also encoded in dev_guide/tick_order.md;
-// Run invokes the underlying system. The slice tickSystemOrder is the single
+// the human-readable identifier for the step; Run invokes the underlying
+// system. The slice tickSystemOrder is the single
// executable source of truth for the order in which per-tick systems fire.
//
// The order is what callers like the master subscriber in cmd/thoi/main.go
// (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 dev_guide/tick_order.md in sync.
+// to game behavior.
type tickSystem struct {
Name string
Run func(*Game)