Normalise 2.3-related TODO comments

This commit is contained in:
LJ Sonic 2023-10-28 14:46:10 +02:00
parent c3f79a112f
commit c0146744b7
7 changed files with 12 additions and 20 deletions

View file

@ -297,7 +297,8 @@ static int ScanConstants(lua_State *L, boolean mathlib, const char *word)
CacheAndPushConstant(L, word, (lua_Integer)PF_FULLSTASIS); CacheAndPushConstant(L, word, (lua_Integer)PF_FULLSTASIS);
return 1; return 1;
} }
else if (fastcmp(p, "USEDOWN")) // Remove case when 2.3 nears release... // TODO: 2.3: Delete this alias
else if (fastcmp(p, "USEDOWN"))
{ {
CacheAndPushConstant(L, word, (lua_Integer)PF_SPINDOWN); CacheAndPushConstant(L, word, (lua_Integer)PF_SPINDOWN);
return 1; return 1;
@ -583,7 +584,8 @@ static int ScanConstants(lua_State *L, boolean mathlib, const char *word)
return 0; return 0;
} }
if (fastcmp(word, "BT_USE")) // Remove case when 2.3 nears release... // TODO: 2.3: Delete this alias
if (fastcmp(word, "BT_USE"))
{ {
CacheAndPushConstant(L, word, (lua_Integer)BT_SPIN); CacheAndPushConstant(L, word, (lua_Integer)BT_SPIN);
return 1; return 1;

View file

@ -4347,7 +4347,7 @@ void G_LoadGameSettings(void)
} }
#define GAMEDATA_ID 0x86E4A27C // Change every major version, as usual #define GAMEDATA_ID 0x86E4A27C // Change every major version, as usual
#define COMPAT_GAMEDATA_ID 0xFCAFE211 // Can be removed entirely for 2.3 #define COMPAT_GAMEDATA_ID 0xFCAFE211 // TODO: 2.3: Delete
// G_LoadGameData // G_LoadGameData
// Loads the main data file, which stores information such as emblems found, etc. // Loads the main data file, which stores information such as emblems found, etc.

View file

@ -1002,7 +1002,7 @@ static void setcontrol(INT32 (*gc)[2])
INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0); INT32 player = ((void*)gc == (void*)&gamecontrolbis ? 1 : 0);
boolean nestedoverride = false; boolean nestedoverride = false;
// Update me for 2.3 // TODO: 2.3: Delete the "use" alias
namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin"; namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin";
for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]); for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]);

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@ -1043,17 +1043,7 @@ static int line_get(lua_State *L)
lua_pushinteger(L, line->special); lua_pushinteger(L, line->special);
return 1; return 1;
case line_tag: case line_tag:
// HELLO // TODO: 2.3: Always return a unsigned value
// THIS IS LJ SONIC
// HOW IS YOUR DAY?
// BY THE WAY WHEN 2.3 OR 3.0 OR 4.0 OR SRB3 OR SRB4 OR WHATEVER IS OUT
// YOU SHOULD REMEMBER TO CHANGE THIS SO IT ALWAYS RETURNS A UNSIGNED VALUE
// HAVE A NICE DAY
//
//
//
//
// you are ugly
lua_pushinteger(L, Tag_FGet(&line->tags)); lua_pushinteger(L, Tag_FGet(&line->tags));
return 1; return 1;
case line_taglist: case line_taglist:

View file

@ -407,7 +407,7 @@ static int player_get(lua_State *L)
case player_realmo: case player_realmo:
LUA_PushUserdata(L, plr->mo, META_MOBJ); LUA_PushUserdata(L, plr->mo, META_MOBJ);
break; break;
// Kept for backward-compatibility // TODO: 2.3: Kept for backward-compatibility
// Should be fixed to work like "realmo" later // Should be fixed to work like "realmo" later
case player_mo: case player_mo:
if (plr->spectator) if (plr->spectator)

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@ -13319,7 +13319,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
return true; return true;
} }
// Pre-UDMF backwards compatibility stuff. Remove for 2.3 // TODO: 2.3: Delete (Pre-UDMF backwards compatibility stuff)
static void P_SetAmbush(mapthing_t *mthing, mobj_t *mobj) static void P_SetAmbush(mapthing_t *mthing, mobj_t *mobj)
{ {
if (mobj->type == MT_NIGHTSBUMPER if (mobj->type == MT_NIGHTSBUMPER

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@ -18,7 +18,7 @@
#pragma interface #pragma interface
#endif #endif
#define NEWSKINSAVES (INT16_MAX) // Purely for backwards compatibility, remove this for 2.3 #define NEWSKINSAVES (INT16_MAX) // TODO: 2.3: Delete (Purely for backwards compatibility)
// Persistent storage/archiving. // Persistent storage/archiving.
// These are the load / save game routines. // These are the load / save game routines.