From d90a65a908dd1cd66b415619ef5a44c3e1654fb2 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Mon, 14 Sep 2026 23:32:53 +0200 Subject: [PATCH] Stop describing a preset materializer that does not exist LoadoutGenerator.IsAvailable's comment claimed a caller passes it to Loadouts.Materialize. No game path materializes a preset yet. The comment now says a spawner is to pass it, and that none does yet. Co-Authored-By: Claude Opus 5 --- Assets/Scripts/ServerShared/LoadoutGenerator.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/ServerShared/LoadoutGenerator.cs b/Assets/Scripts/ServerShared/LoadoutGenerator.cs index 29ed9be4c..303925fb0 100644 --- a/Assets/Scripts/ServerShared/LoadoutGenerator.cs +++ b/Assets/Scripts/ServerShared/LoadoutGenerator.cs @@ -149,7 +149,8 @@ public class LoadoutGenerator // No galaxy means no availability to filter by: every product is on offer. A fixture generates loadouts that // way, so a test can exercise placement and products without standing up a whole galaxy; no game path does. - // Materializing a preset passes this to Loadouts.Materialize, so presets and generation share one availability rule. + // Loadouts.Materialize takes availability as a predicate; a game spawner materializing presets is to pass this, so + // presets and generation share one availability rule. No game path materializes a preset yet. public bool IsAvailable(FactionProductData product) => Galaxy == null || Galaxy.IsPrelude || Galaxy.ContainsFaction(product.Manufacturer) && (Faction == null || Faction.Allegiance.ContainsKey(product.Manufacturer));