diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_lib.c | 9 | ||||
-rw-r--r-- | src/game/bg_misc.c | 34 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 26 | ||||
-rw-r--r-- | src/game/bg_public.h | 78 | ||||
-rw-r--r-- | src/game/g_active.c | 2 | ||||
-rw-r--r-- | src/game/g_client.c | 8 | ||||
-rw-r--r-- | src/game/g_combat.c | 17 | ||||
-rw-r--r-- | src/game/g_main.c | 8 | ||||
-rw-r--r-- | src/game/g_missile.c | 1 | ||||
-rw-r--r-- | src/game/g_mover.c | 5 | ||||
-rw-r--r-- | src/game/g_public.h | 2 | ||||
-rw-r--r-- | src/game/g_session.c | 6 | ||||
-rw-r--r-- | src/game/g_spawn.c | 1 | ||||
-rw-r--r-- | src/game/g_svcmds.c | 2 | ||||
-rw-r--r-- | src/game/g_utils.c | 8 |
15 files changed, 85 insertions, 122 deletions
diff --git a/src/game/bg_lib.c b/src/game/bg_lib.c index 54d1ed59..8594db44 100644 --- a/src/game/bg_lib.c +++ b/src/game/bg_lib.c @@ -70,7 +70,6 @@ static const char rcsid[] = "$Id$"; #endif /* LIBC_SCCS and not lint */ -// bk001127 - needed for DLL's #if !defined( Q3_VM ) typedef int cmp_t(const void *, const void *); #endif @@ -217,7 +216,6 @@ loop: SWAPINIT(a, es); // this file is excluded from release builds because of intrinsics -// bk001211 - gcc errors on compiling strcpy: parse error before `__extension__' #if defined ( Q3_VM ) size_t strlen( const char *string ) @@ -272,7 +270,6 @@ int strcmp( const char *string1, const char *string2 ) return *string1 - *string2; } -//TA: char *strrchr( const char *string, int c ) { int i, length = strlen( string ); @@ -321,7 +318,7 @@ char *strstr( const char *string, const char *strCharSet ) return (char *)0; } -#endif // bk001211 +#endif #if defined ( Q3_VM ) @@ -830,8 +827,6 @@ double rint( double v ) return floor( v ); } -// bk001127 - guarded this tan replacement -// ld: undefined versioned symbol name tan@@GLIBC_2.0 double tan( double x ) { return sin( x ) / cos( x ); @@ -1414,7 +1409,7 @@ double _atof( const char **stringPtr ) const char *string; float sign; float value; - int c = '0'; // bk001211 - uninitialized use possible + int c = '0'; string = *stringPtr; diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 58e9fbdc..8286b51d 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -4604,7 +4604,7 @@ char *eventnames[ ] = "EV_FIRE_WEAPON2", "EV_FIRE_WEAPON3", - "EV_PLAYER_RESPAWN", //TA: for fovwarp effects + "EV_PLAYER_RESPAWN", // for fovwarp effects "EV_PLAYER_TELEPORT_IN", "EV_PLAYER_TELEPORT_OUT", @@ -4636,11 +4636,11 @@ char *eventnames[ ] = "EV_GIB_PLAYER", // gib a previously living player - "EV_BUILD_CONSTRUCT", //TA - "EV_BUILD_DESTROY", //TA - "EV_BUILD_DELAY", //TA: can't build yet - "EV_BUILD_REPAIR", //TA: repairing buildable - "EV_BUILD_REPAIRED", //TA: buildable has full health + "EV_BUILD_CONSTRUCT", + "EV_BUILD_DESTROY", + "EV_BUILD_DELAY", // can't build yet + "EV_BUILD_REPAIR", // repairing buildable + "EV_BUILD_REPAIRED", // buildable has full health "EV_HUMAN_BUILDABLE_EXPLOSION", "EV_ALIEN_BUILDABLE_EXPLOSION", "EV_ALIEN_ACIDTUBE", @@ -4654,13 +4654,13 @@ char *eventnames[ ] = "EV_STOPLOOPINGSOUND", "EV_TAUNT", - "EV_OVERMIND_ATTACK", //TA: overmind under attack - "EV_OVERMIND_DYING", //TA: overmind close to death - "EV_OVERMIND_SPAWNS", //TA: overmind needs spawns + "EV_OVERMIND_ATTACK", // overmind under attack + "EV_OVERMIND_DYING", // overmind close to death + "EV_OVERMIND_SPAWNS", // overmind needs spawns - "EV_DCC_ATTACK", //TA: dcc under attack + "EV_DCC_ATTACK", // dcc under attack - "EV_RPTUSE_SOUND" //TA: trigger a sound + "EV_RPTUSE_SOUND" // trigger a sound }; /* @@ -4734,8 +4734,6 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean if( snap ) SnapVector( s->apos.trBase ); - //TA: i need for other things :) - //s->angles2[YAW] = ps->movementDir; s->time2 = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; @@ -4787,10 +4785,10 @@ void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean } } - //TA: use powerups field to store team/class info: + // use powerups field to store team/class info: s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); - //TA: have to get the surfNormal thru somehow... + // have to get the surfNormal through somehow... VectorCopy( ps->grapplePoint, s->angles2 ); if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) s->eFlags |= EF_WALLCLIMBCEILING; @@ -4844,8 +4842,6 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s if( snap ) SnapVector( s->apos.trBase ); - //TA: i need for other things :) - //s->angles2[YAW] = ps->movementDir; s->time2 = ps->movementDir; s->legsAnim = ps->legsAnim; s->torsoAnim = ps->torsoAnim; @@ -4899,10 +4895,10 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s } } - //TA: use powerups field to store team/class info: + // use powerups field to store team/class info: s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 ); - //TA: have to get the surfNormal thru somehow... + // have to get the surfNormal through somehow... VectorCopy( ps->grapplePoint, s->angles2 ); if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) s->eFlags |= EF_WALLCLIMBCEILING; diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 85a97526..f247d1b4 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -234,7 +234,7 @@ static void PM_Friction( void ) vel = pm->ps->velocity; - //TA: make sure vertical velocity is NOT set to zero when wall climbing + // make sure vertical velocity is NOT set to zero when wall climbing VectorCopy( vel, vec ); if( pml.walking && !( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) vec[ 2 ] = 0; // ignore slope movement @@ -705,13 +705,13 @@ static qboolean PM_CheckJump( void ) pml.walking = qfalse; pm->ps->pm_flags |= PMF_JUMP_HELD; - //TA: take some stamina off + // take some stamina off if( pm->ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) pm->ps->stats[ STAT_STAMINA ] -= 500; pm->ps->groundEntityNum = ENTITYNUM_NONE; - //TA: jump away from wall + // jump away from wall if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) { vec3_t normal = { 0, 0, -1 }; @@ -1468,7 +1468,6 @@ Returns an event number apropriate for the groundsurface */ static int PM_FootstepForSurface( void ) { - //TA: if( pm->ps->stats[ STAT_STATE ] & SS_CREEPSLOWED ) return EV_FOOTSTEP_SQUELCH; @@ -1717,8 +1716,8 @@ static void PM_GroundClimbTrace( void ) float ldDOTtCs, d; vec3_t abc; - //TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. - // would have been nice if Carmack had left a few random variables in the ps struct for mod makers + // If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. + // would have been nice if Carmack had left a few random variables in the ps struct for mod makers if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) VectorCopy( ceilingNormal, surfNormal ); else @@ -2280,7 +2279,6 @@ static void PM_CheckDuck (void) BG_FindBBoxForClass( pm->ps->stats[ STAT_PCLASS ], PCmins, PCmaxs, PCcmaxs, NULL, NULL ); BG_FindViewheightForClass( pm->ps->stats[ STAT_PCLASS ], &PCvh, &PCcvh ); - //TA: iD bug? you can still crouch when you're a spectator if( pm->ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) PCcvh = PCvh; @@ -2299,7 +2297,7 @@ static void PM_CheckDuck (void) return; } - //TA: If the standing and crouching viewheights are the same the class can't crouch + // If the standing and crouching viewheights are the same the class can't crouch if( ( pm->cmd.upmove < 0 ) && ( PCvh != PCcvh ) && pm->ps->pm_type != PM_JETPACK && !BG_InventoryContainsUpgrade( UP_BATTLESUIT, pm->ps->stats ) ) @@ -2354,7 +2352,7 @@ static void PM_Footsteps( void ) // if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pml.groundPlane ) ) { - //TA: FIXME: yes yes i know this is wrong + // FIXME: yes yes i know this is wrong pm->xyspeed = sqrt( pm->ps->velocity[ 0 ] * pm->ps->velocity[ 0 ] + pm->ps->velocity[ 1 ] * pm->ps->velocity[ 1 ] + pm->ps->velocity[ 2 ] * pm->ps->velocity[ 2 ] ); @@ -2707,7 +2705,7 @@ static void PM_Weapon( void ) // again if lowering or raising if( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { - //TA: must press use to switch weapons + // must press use to switch weapons if( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) { if( !( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) @@ -2921,7 +2919,7 @@ static void PM_Weapon( void ) break; } - //TA: fire events for non auto weapons + // fire events for non auto weapons if( attack3 ) { if( BG_WeaponHasThirdMode( pm->ps->weapon ) ) @@ -2969,7 +2967,7 @@ static void PM_Weapon( void ) addTime = BG_FindRepeatRate1ForWeapon( pm->ps->weapon ); } - //TA: fire events for autohit weapons + // fire events for autohit weapons if( pm->autoWeaponHit[ pm->ps->weapon ] ) { switch( pm->ps->weapon ) @@ -3434,7 +3432,7 @@ void PmoveSingle( pmove_t *pmove ) { if( BG_ClassHasAbility( pm->ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) && ( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) - PM_ClimbMove( ); //TA: walking on any surface + PM_ClimbMove( ); // walking on any surface else PM_WalkMove( ); // walking on ground } @@ -3445,7 +3443,7 @@ void PmoveSingle( pmove_t *pmove ) // set groundentity, watertype, and waterlevel PM_GroundTrace( ); - //TA: must update after every GroundTrace() - yet more clock cycles down the drain :( (14 vec rotations/frame) + // update the viewangles PM_UpdateViewAngles( pm->ps, &pm->cmd ); diff --git a/src/game/bg_public.h b/src/game/bg_public.h index 2f4f3a1a..0ea1ac63 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -37,7 +37,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define MINS_Z -24 #define DEFAULT_VIEWHEIGHT 26 #define CROUCH_VIEWHEIGHT 12 -#define DEAD_VIEWHEIGHT -14 //TA: watch for mins[ 2 ] less than this causing +#define DEAD_VIEWHEIGHT -14 // watch for mins[ 2 ] less than this causing // // config strings are a general means of communicating variable length strings @@ -67,9 +67,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA #define CS_WINNER 23 // string indicating round winner #define CS_SHADERSTATE 24 #define CS_BOTINFO 25 -#define CS_CLIENTS_READY 26 //TA: following suggestion in STAT_ enum STAT_CLIENTS_READY becomes a configstring +#define CS_CLIENTS_READY 26 -//TA: extra stuff: #define CS_BUILDPOINTS 28 #define CS_STAGES 29 #define CS_SPAWNS 30 @@ -139,12 +138,12 @@ typedef enum #define PMF_TIME_WATERJUMP 256 // pm_time is waterjump #define PMF_RESPAWNED 512 // clear after attack and jump buttons come up #define PMF_USE_ITEM_HELD 1024 -#define PMF_WEAPON_RELOAD 2048 //TA: force a weapon switch +#define PMF_WEAPON_RELOAD 2048 // force a weapon switch #define PMF_FOLLOW 4096 // spectate following another player -#define PMF_QUEUED 8192 //TA: player is queued -#define PMF_TIME_WALLJUMP 16384 //TA: for limiting wall jumping -#define PMF_CHARGE 32768 //TA: keep track of pouncing -#define PMF_WEAPON_SWITCH 65536 //TA: force a weapon switch +#define PMF_QUEUED 8192 // player is queued +#define PMF_TIME_WALLJUMP 16384 // for limiting wall jumping +#define PMF_CHARGE 32768 // keep track of pouncing +#define PMF_WEAPON_SWITCH 65536 // force a weapon switch #define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK|PMF_TIME_WALLJUMP) @@ -206,19 +205,19 @@ typedef enum { STAT_HEALTH, STAT_ITEMS, - STAT_SLOTS, //TA: tracks the amount of stuff human players are carrying + STAT_SLOTS, // tracks the amount of stuff human players are carrying STAT_ACTIVEITEMS, STAT_WEAPONS, // 16 bit fields - STAT_WEAPONS2, //TA: another 16 bits to push the max weapon count up + STAT_WEAPONS2, // another 16 bits to push the max weapon count up STAT_MAX_HEALTH, // health / armor limit, changable by handicap - STAT_PCLASS, //TA: player class (for aliens AND humans) - STAT_PTEAM, //TA: player team - STAT_STAMINA, //TA: stamina (human only) - STAT_STATE, //TA: client states e.g. wall climbing - STAT_MISC, //TA: for uh...misc stuff - STAT_BUILDABLE, //TA: which ghost model to display for building - STAT_FALLDIST, //TA: the distance the player fell - STAT_VIEWLOCK //TA: direction to lock the view in + STAT_PCLASS, // player class (for aliens AND humans) + STAT_PTEAM, // player team + STAT_STAMINA, // stamina (human only) + STAT_STATE, // client states e.g. wall climbing + STAT_MISC, // for uh...misc stuff + STAT_BUILDABLE, // which ghost model to display for building + STAT_FALLDIST, // the distance the player fell + STAT_VIEWLOCK // direction to lock the view in } statIndex_t; #define SCA_WALLCLIMBER 0x00000001 @@ -262,7 +261,6 @@ typedef enum PERS_ATTACKER, // clientnum of last damage inflicter PERS_KILLED, // count of the number of times you died - //TA: PERS_STATE, PERS_CREDIT, // human credit PERS_BANK, // human credit in the bank @@ -403,7 +401,7 @@ typedef enum WUT_NUM_TEAMS } WUTeam_t; -//TA: bitmasks for upgrade slots +// bitmasks for upgrade slots #define SLOT_NONE 0x00000000 #define SLOT_HEAD 0x00000001 #define SLOT_TORSO 0x00000002 @@ -520,7 +518,7 @@ typedef enum EV_FIRE_WEAPON2, EV_FIRE_WEAPON3, - EV_PLAYER_RESPAWN, //TA: for fovwarp effects + EV_PLAYER_RESPAWN, // for fovwarp effects EV_PLAYER_TELEPORT_IN, EV_PLAYER_TELEPORT_OUT, @@ -552,11 +550,11 @@ typedef enum EV_GIB_PLAYER, // gib a previously living player - EV_BUILD_CONSTRUCT, //TA - EV_BUILD_DESTROY, //TA - EV_BUILD_DELAY, //TA: can't build yet - EV_BUILD_REPAIR, //TA: repairing buildable - EV_BUILD_REPAIRED, //TA: buildable has full health + EV_BUILD_CONSTRUCT, + EV_BUILD_DESTROY, + EV_BUILD_DELAY, // can't build yet + EV_BUILD_REPAIR, // repairing buildable + EV_BUILD_REPAIRED, // buildable has full health EV_HUMAN_BUILDABLE_EXPLOSION, EV_ALIEN_BUILDABLE_EXPLOSION, EV_ALIEN_ACIDTUBE, @@ -570,13 +568,13 @@ typedef enum EV_STOPLOOPINGSOUND, EV_TAUNT, - EV_OVERMIND_ATTACK, //TA: overmind under attack - EV_OVERMIND_DYING, //TA: overmind close to death - EV_OVERMIND_SPAWNS, //TA: overmind needs spawns + EV_OVERMIND_ATTACK, // overmind under attack + EV_OVERMIND_DYING, // overmind close to death + EV_OVERMIND_SPAWNS, // overmind needs spawns - EV_DCC_ATTACK, //TA: dcc under attack + EV_DCC_ATTACK, // dcc under attack - EV_RPTUSE_SOUND //TA: trigger a sound + EV_RPTUSE_SOUND // trigger a sound } entity_event_t; typedef enum @@ -738,7 +736,7 @@ typedef enum MAX_NONSEG_PLAYER_TOTALANIMATIONS } nonSegPlayerAnimNumber_t; -//TA: for buildable animations +// for buildable animations typedef enum { BANIM_NONE, @@ -798,7 +796,7 @@ typedef enum // How many players on the overlay #define TEAM_MAXOVERLAY 32 -//TA: player classes +// player classes typedef enum { PCL_NONE, @@ -825,7 +823,7 @@ typedef enum } pClass_t; -//TA: player teams +// player teams typedef enum { PTE_NONE, @@ -892,7 +890,7 @@ typedef enum //--------------------------------------------------------- -//TA: player class record +// player class record typedef struct { int classNum; @@ -976,7 +974,7 @@ typedef enum #define MAX_BUILDABLE_MODELS 4 -//TA: buildable item record +// buildable item record typedef struct { int buildNum; @@ -1040,7 +1038,7 @@ typedef struct float zOffset; } buildableAttributeOverrides_t; -//TA: weapon record +// weapon record typedef struct { int weaponNum; @@ -1078,7 +1076,7 @@ typedef struct WUTeam_t team; } weaponAttributes_t; -//TA: upgrade record +// upgrade record typedef struct { int upgradeNum; @@ -1099,8 +1097,6 @@ typedef struct WUTeam_t team; } upgradeAttributes_t; - -//TA: void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips ); void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips ); qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] ); @@ -1249,7 +1245,7 @@ typedef enum ET_PLAYER, ET_ITEM, - ET_BUILDABLE, //TA: buildable type + ET_BUILDABLE, // buildable type ET_MISSILE, ET_MOVER, diff --git a/src/game/g_active.c b/src/game/g_active.c index 7acf6a9b..953b939f 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -1611,7 +1611,7 @@ void ClientThink_real( gentity_t *ent ) vec3_t mins, maxs; int i, num; - //TA: look for object infront of player + // look for object infront of player AngleVectors( client->ps.viewangles, view, NULL, NULL ); VectorMA( client->ps.origin, USE_OBJECT_RANGE, view, point ); trap_Trace( &trace, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT ); diff --git a/src/game/g_client.c b/src/game/g_client.c index 03c0fc50..27dcb0fc 100644 --- a/src/game/g_client.c +++ b/src/game/g_client.c @@ -761,7 +761,7 @@ void respawn( gentity_t *ent ) { SpawnCorpse( ent ); - //TA: Clients can't respawn - they must go thru the class cmd + // Clients can't respawn - they must go through the class cmd ent->client->pers.classSelection = PCL_NONE; ClientSpawn( ent, NULL, NULL, NULL ); } @@ -1358,7 +1358,7 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles teamLocal = client->pers.teamSelection; - //TA: only start client if chosen a class and joined a team + // only start client if chosen a class and joined a team if( client->pers.classSelection == PCL_NONE && teamLocal == PTE_NONE ) { client->sess.sessionTeam = TEAM_SPECTATOR; @@ -1461,7 +1461,7 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ent->watertype = 0; ent->flags = 0; - //TA: calculate each client's acceleration + // calculate each client's acceleration ent->evaluateAcceleration = qtrue; client->ps.stats[ STAT_WEAPONS ] = 0; @@ -1626,7 +1626,7 @@ void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles trap_LinkEntity( ent ); } - //TA: must do this here so the number of active clients is calculated + // must do this here so the number of active clients is calculated CalculateRanks( ); // run the presend to set anything else diff --git a/src/game/g_combat.c b/src/game/g_combat.c index aadec5d2..e4c5d143 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -191,10 +191,10 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); - //TA: close any menus the client has open + // close any menus the client has open G_CloseMenus( self->client->ps.clientNum ); - //TA: deactivate all upgrades + // deactivate all upgrades for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) BG_DeactivateUpgrade( i, self->client->ps.stats ); @@ -371,7 +371,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int ScoreboardMessage( g_entities + i ); } - self->client->pers.classSelection = PCL_NONE; //TA: reset the classtype + self->client->pers.classSelection = PCL_NONE; // reset the classtype VectorCopy( self->s.origin, self->client->pers.lastDeathLocation ); self->takedamage = qfalse; // can still be gibbed @@ -454,9 +454,6 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int trap_LinkEntity( self ); } - -////////TA: locdamage - /* =============== G_ParseArmourScript @@ -883,8 +880,6 @@ void G_InitDamageLocations( void ) } } -////////TA: locdamage - /* ============ @@ -910,7 +905,7 @@ dflags these flags are used to control how T_Damage works ============ */ -//TA: team is the team that is immune to this damage +// team is the team that is immune to this damage void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int team ) { @@ -1131,7 +1126,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, targ->lastDamageTime = level.time; - //TA: add to the attackers "account" on the target + // add to the attackers "account" on the target if( targ->client && attacker->client ) { if( attacker != targ && !OnSameTeam( targ, attacker ) ) @@ -1213,8 +1208,6 @@ qboolean CanDamage( gentity_t *targ, vec3_t origin ) return qfalse; } - -//TA: /* ============ G_SelectiveRadiusDamage diff --git a/src/game/g_main.c b/src/game/g_main.c index 366c0d1b..17245fc9 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -616,7 +616,6 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) // general initialization G_FindTeams( ); - //TA: BG_InitClassOverrides( ); BG_InitBuildableOverrides( ); G_InitDamageLocations( ); @@ -637,7 +636,7 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) G_RemapTeamShaders( ); - //TA: so the server counts the spawns without a client attached + // so the server counts the spawns without a client attached G_CountSpawns( ); G_ResetPTRConnections( ); @@ -2249,7 +2248,7 @@ void G_RunFrame( int levelTime ) level.time = levelTime; msec = level.time - level.previousTime; - //TA: seed the rng + // seed the rng srand( level.framenum ); // get any cvar changes @@ -2298,7 +2297,7 @@ void G_RunFrame( int levelTime ) if( ent->freeAfterEvent ) continue; - //TA: calculate the acceleration of this entity + // calculate the acceleration of this entity if( ent->evaluateAcceleration ) G_EvaluateAcceleration( ent, msec ); @@ -2355,7 +2354,6 @@ void G_RunFrame( int levelTime ) end = trap_Milliseconds(); - //TA: G_CountSpawns( ); G_CalculateBuildPoints( ); G_CalculateStages( ); diff --git a/src/game/g_missile.c b/src/game/g_missile.c index 71e04108..9602943b 100644 --- a/src/game/g_missile.c +++ b/src/game/g_missile.c @@ -82,7 +82,6 @@ void G_ExplodeMissile( gentity_t *ent ) ent->s.eType = ET_GENERAL; - //TA: tired... can't be fucked... hack if( ent->s.weapon != WP_LOCKBLOB_LAUNCHER && ent->s.weapon != WP_FLAMER ) G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); diff --git a/src/game/g_mover.c b/src/game/g_mover.c index 268a25d7..2eda08b7 100644 --- a/src/game/g_mover.c +++ b/src/game/g_mover.c @@ -1335,11 +1335,6 @@ void Think_SpawnNewDoorTrigger( gentity_t *ent ) vec3_t mins, maxs; int i, best; - //TA: disable shootable doors - // set all of the slaves as shootable - //for( other = ent; other; other = other->teamchain ) - // other->takedamage = qtrue; - // find the bounds of everything on the team VectorCopy( ent->r.absmin, mins ); VectorCopy( ent->r.absmax, maxs ); diff --git a/src/game/g_public.h b/src/game/g_public.h index fc6b7df3..c3a7dd7f 100644 --- a/src/game/g_public.h +++ b/src/game/g_public.h @@ -31,8 +31,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA // special server behaviors #define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects -// TTimo -// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551 #define SVF_CLIENTMASK 0x00000002 #define SVF_BROADCAST 0x00000020 // send to all connected clients diff --git a/src/game/g_session.c b/src/game/g_session.c index 81eed74f..66ac9980 100644 --- a/src/game/g_session.c +++ b/src/game/g_session.c @@ -73,8 +73,6 @@ void G_ReadSessionData( gclient_t *client ) { char s[ MAX_STRING_CHARS ]; const char *var; - - // bk001205 - format int teamLeader; int spectatorState; int sessionTeam; @@ -95,7 +93,7 @@ void G_ReadSessionData( gclient_t *client ) &client->sess.ignoreList.hi, &client->sess.ignoreList.lo ); - // bk001205 - format issues + client->sess.sessionTeam = (team_t)sessionTeam; client->sess.spectatorState = (spectatorState_t)spectatorState; client->sess.teamLeader = (qboolean)teamLeader; @@ -151,7 +149,7 @@ void G_WriteSessionData( void ) { int i; - //TA: ? + //FIXME: What's this for? trap_Cvar_Set( "session", va( "%i", 0 ) ); for( i = 0 ; i < level.maxclients ; i++ ) diff --git a/src/game/g_spawn.c b/src/game/g_spawn.c index 29b6a3e4..37ef22f0 100644 --- a/src/game/g_spawn.c +++ b/src/game/g_spawn.c @@ -234,7 +234,6 @@ spawn_t spawns[ ] = { "info_player_deathmatch", SP_info_player_deathmatch }, { "info_player_intermission", SP_info_player_intermission }, - //TA: extra bits { "info_alien_intermission", SP_info_alien_intermission }, { "info_human_intermission", SP_info_human_intermission }, diff --git a/src/game/g_svcmds.c b/src/game/g_svcmds.c index e65015af..34ff66c5 100644 --- a/src/game/g_svcmds.c +++ b/src/game/g_svcmds.c @@ -51,7 +51,7 @@ If 1 (the default), then ip addresses matching the current list will be prohibit If 0, then only addresses matching the list will be allowed. This lets you easily set up a private game, or a game that only allows players from your local network. -TTimo NOTE: for persistence, bans are stored in g_banIPs cvar MAX_CVAR_VALUE_STRING +For persistence, bans are stored in g_banIPs cvar MAX_CVAR_VALUE_STRING The size of the cvar string buffer is limiting the banning to around 20 masks this could be improved by putting some g_banIPs2 g_banIps3 etc. maybe still, you should rely on PB for banning instead diff --git a/src/game/g_utils.c b/src/game/g_utils.c index 2206341a..c03dacf5 100644 --- a/src/game/g_utils.c +++ b/src/game/g_utils.c @@ -122,13 +122,11 @@ int G_FindConfigstringIndex( char *name, int start, int max, qboolean create ) return i; } -//TA: added ParticleSystemIndex int G_ParticleSystemIndex( char *name ) { return G_FindConfigstringIndex( name, CS_PARTICLE_SYSTEMS, MAX_GAME_PARTICLE_SYSTEMS, qtrue ); } -//TA: added ShaderIndex int G_ShaderIndex( char *name ) { return G_FindConfigstringIndex( name, CS_SHADERS, MAX_GAME_SHADERS, qtrue ); @@ -593,7 +591,7 @@ void G_KillBox( gentity_t *ent ) if( !hit->client ) continue; - //TA: impossible to telefrag self + // impossible to telefrag self if( ent == hit ) continue; @@ -737,10 +735,10 @@ void G_SetOrigin( gentity_t *ent, vec3_t origin ) VectorClear( ent->s.pos.trDelta ); VectorCopy( origin, ent->r.currentOrigin ); - VectorCopy( origin, ent->s.origin ); //TA: if shit breaks - blame this line + VectorCopy( origin, ent->s.origin ); } -//TA: from quakestyle.telefragged.com +// from quakestyle.telefragged.com // (NOBODY): Code helper function // gentity_t *G_FindRadius( gentity_t *from, vec3_t org, float rad ) |