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-rw-r--r--src/cgame/cg_weapons.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 64e6e927..60f60e0f 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -705,7 +705,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles )
scale = cg.xyspeed;
// gun angles from bobbing
- //TA: bob amount is class dependant
+ // bob amount is class dependant
bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
if( bob != 0 )
@@ -993,14 +993,14 @@ void CG_AddViewWeapon( playerState_t *ps )
( ps->stats[ STAT_STATE ] & SS_HOVELING ) )
return;
- //TA: no weapon carried - can't draw it
+ // no weapon carried - can't draw it
if( weapon == WP_NONE )
return;
if( ps->pm_type == PM_INTERMISSION )
return;
- //TA: draw a prospective buildable infront of the player
+ // draw a prospective buildable infront of the player
if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT );
@@ -1113,7 +1113,7 @@ static qboolean CG_WeaponSelectable( weapon_t weapon )
//
//BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
//
- //TA: this is a pain in the ass
+ // this is a pain in the ass
//if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
// return qfalse;