chore(P2): V1 zombie comments cleanup + i18n events/network/items
Zombie comments (14 files): - Replace references to deleted V1 classes (ItemBind, ItemCollar, IBondageItem, BindVariant, etc.) with V2 equivalents or past-tense historical notes - "V1 path" → "legacy slot-index path" for still-active legacy codepaths - Clean misleading javadoc that implied V1 code was still present i18n (13 files, 31 new keys): - Events: 12 Component.literal() → translatable (labor tools, gag eat, death escape, debt, punishment, grace, camp protection, chest, maid) - Network: 12 Component.literal() → translatable (trader messages, lockpick jam, slave freedom warnings) - Items: 2 Component.literal() → translatable (ItemOwnerTarget tooltips)
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@@ -201,11 +201,11 @@ public class AnimationTickHandler {
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context,
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allOwnedParts
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);
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// Clear V1 tracking so transition back works
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// Clear legacy tracking so transition back works
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AnimationStateRegistry.getLastAnimId().remove(uuid);
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}
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// No V2 items with GLB models — nothing to animate.
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// V1 items without data-driven definitions are not animated.
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// Items without data-driven GLB definitions are not animated.
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} else if (wasTied) {
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// Was tied, now free - stop all animations
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if (GltfAnimationApplier.hasActiveState(player)) {
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@@ -82,7 +82,7 @@ public class NpcAnimationTickHandler {
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* (base posture) and an item layer (GLB-driven bones). Sitting and kneeling are
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* handled by the context resolver, so the V2 path now covers all postures.
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*
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* <p>V1 fallback: if no V2 GLB model is found, falls back to JSON-based
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* <p>Legacy fallback: if no GLB model is found, falls back to JSON-based
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* PlayerAnimator animations via {@link BondageAnimationManager}.
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*/
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private static void updateNpcAnimation(AbstractTiedUpNpc entity) {
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@@ -120,7 +120,7 @@ public class NpcAnimationTickHandler {
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);
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lastNpcAnimId.remove(uuid);
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} else {
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// V1 fallback: JSON-based PlayerAnimator animations
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// Legacy fallback: JSON-based PlayerAnimator animations
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if (GltfAnimationApplier.hasActiveState(entity)) {
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GltfAnimationApplier.clearV2Animation(entity);
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}
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@@ -148,7 +148,7 @@ public class NpcAnimationTickHandler {
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}
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/**
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* Build animation ID for an NPC from its current state (V1 path).
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* Build animation ID for an NPC from its current state (legacy JSON path).
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*/
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private static String buildNpcAnimationId(AbstractTiedUpNpc entity) {
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// Determine position prefix for SIT/KNEEL poses
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@@ -175,7 +175,7 @@ public class NpcAnimationTickHandler {
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BodyRegionV2.LEGS
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);
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// V1 fallback: if no V2 regions set but NPC has a bind, derive from bind mode NBT
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// Legacy fallback: if no V2 regions set but NPC has a bind, derive from bind mode NBT
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if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
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armsBound = BindModeHelper.hasArmsBound(bind);
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legsBound = BindModeHelper.hasLegsBound(bind);
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