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-rw-r--r--src/game/bg_lib.c9
-rw-r--r--src/game/bg_misc.c34
-rw-r--r--src/game/bg_pmove.c26
-rw-r--r--src/game/bg_public.h78
-rw-r--r--src/game/g_active.c2
-rw-r--r--src/game/g_client.c8
-rw-r--r--src/game/g_combat.c17
-rw-r--r--src/game/g_main.c8
-rw-r--r--src/game/g_missile.c1
-rw-r--r--src/game/g_mover.c5
-rw-r--r--src/game/g_public.h2
-rw-r--r--src/game/g_session.c6
-rw-r--r--src/game/g_spawn.c1
-rw-r--r--src/game/g_svcmds.c2
-rw-r--r--src/game/g_utils.c8
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 )