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authorTim Angus <tim@ngus.net>2006-11-17 00:03:24 +0000
committerTim Angus <tim@ngus.net>2006-11-17 00:03:24 +0000
commit9202903b0f217cb9c5aa10f2aee6d2bc2f8dbab8 (patch)
treebfaaf1173dc3f91c8e63eda555fa972096df65dd /src
parent794ab718955417510be618e845363327dad42552 (diff)
* Yet more TA: removals
Diffstat (limited to 'src')
-rw-r--r--src/cgame/cg_players.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index c6db37f1..0298958b 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -429,7 +429,7 @@ static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelN
{
char filename[ MAX_QPATH * 2 ];
- //TA: do this first so the nonsegmented property is set
+ // do this first so the nonsegmented property is set
// load the animations
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
if( !CG_ParseAnimationFile( filename, ci ) )
@@ -706,7 +706,7 @@ static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci )
}
}
- //TA: shouldn't happen
+ // shouldn't happen
return qfalse;
}
@@ -744,7 +744,7 @@ void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin )
newInfo.infoValid = qtrue;
- //TA: actually register the models
+ // actually register the models
*ci = newInfo;
CG_LoadClientInfo( ci );
}
@@ -1238,7 +1238,7 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t srcAngles,
}
else
{
- //TA: did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
+ // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
dir = cent->currentState.time2;
if( dir < 0 || dir > 7 )
CG_Error( "Bad player movement angle" );
@@ -1485,7 +1485,7 @@ static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t non
}
else
{
- //TA: did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
+ // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
dir = cent->currentState.time2;
if( dir < 0 || dir > 7 )
CG_Error( "Bad player movement angle" );
@@ -1744,7 +1744,7 @@ static void CG_PlayerSprites( centity_t *cent )
if( cent->currentState.eFlags & EF_TALK )
{
- //TA: the masses have decreed this to be wrong
+ // the masses have decreed this to be wrong
/* CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
return;*/
}
@@ -1795,7 +1795,7 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t c
if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid )
return qfalse;
- //TA: FIXME: stencil shadows will be broken for walls.
+ // FIXME: stencil shadows will be broken for walls.
// Unfortunately there isn't much that can be
// done since Q3 references only the Z coord
// of the shadowPlane
@@ -2008,8 +2008,8 @@ void CG_Player( centity_t *cent )
{
clientInfo_t *ci;
- //TA: NOTE: legs is used for nonsegmented models
- // this helps reduce code to be changed
+ // NOTE: legs is used for nonsegmented models
+ // this helps reduce code to be changed
refEntity_t legs;
refEntity_t torso;
refEntity_t head;