From 525eccffb53a08bb0ad19b70d953b109254ef07a Mon Sep 17 00:00:00 2001 From: Pilzinsel64 Date: Wed, 21 Sep 2022 12:57:29 +0200 Subject: [PATCH] update some comments --- PlayerTags/Features/ChatTagTargetFeature.cs | 9 --------- 1 file changed, 9 deletions(-) diff --git a/PlayerTags/Features/ChatTagTargetFeature.cs b/PlayerTags/Features/ChatTagTargetFeature.cs index 22678ba..7e61442 100644 --- a/PlayerTags/Features/ChatTagTargetFeature.cs +++ b/PlayerTags/Features/ChatTagTargetFeature.cs @@ -292,12 +292,6 @@ namespace PlayerTags.Features // Fix displaying of abbreviated own player name as the game does this after the chat message handler playerTextPayload.Text = BuildPlayername(playerTextPayload.Text); - // This does some dodgy shit for an unknown reason. - // Typically when you receive a player payload followed by a text payload, it displays the text - // and links it with the player payload. When trying to make one of these manually, it displays the player payload separately, - // effectively doubling up the player name. - // For now, don't follow up with a text payload. Only use a player payload. - var playerPayload = new PlayerPayload(playerName, PluginServices.ClientState.LocalPlayer.HomeWorld.Id); int playerPayloadIndex = seString.Payloads.IndexOf(playerTextPayload); @@ -312,9 +306,6 @@ namespace PlayerTags.Features // Normally used to end PlayerPayload linking. But for the own player it has no affect. Anyway, use it, just because. Maybe it's needed in the future somewhere else. seString.Payloads.Insert(++playerPayloadIndex, RawPayload.LinkTerminator); - // Remove TextPayload - //seString.Remove(playerTextPayload); - // I M P O R T A N T N O T I C E: // The PlayerPayload is now just temporary. We keep the TextPayload. // The PayerPayload gets removed at the ChatTagTargetFeature at the end and the TextPayload will be keeped there.