Merge pull request #60 from smokin-guns/master

Bunch of comment fixes
This commit is contained in:
Zack Middleton 2014-03-12 20:28:49 -05:00
commit d0d1883895
17 changed files with 21 additions and 20 deletions

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@ -640,7 +640,7 @@ void CG_GibPlayer( vec3_t playerOrigin ) {
/* /*
================== ==================
CG_LaunchGib CG_LaunchExplode
================== ==================
*/ */
void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) { void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
@ -673,7 +673,7 @@ void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
#define EXP_JUMP 150 #define EXP_JUMP 150
/* /*
=================== ===================
CG_GibPlayer CG_BigExplode
Generated a bunch of gibs launching out from the bodies location Generated a bunch of gibs launching out from the bodies location
=================== ===================

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@ -74,7 +74,7 @@ void CG_FreeLocalEntity( localEntity_t *le ) {
=================== ===================
CG_AllocLocalEntity CG_AllocLocalEntity
Will allways succeed, even if it requires freeing an old active entity Will always succeed, even if it requires freeing an old active entity
=================== ===================
*/ */
localEntity_t *CG_AllocLocalEntity( void ) { localEntity_t *CG_AllocLocalEntity( void ) {

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@ -83,7 +83,7 @@ CLIENT INFO
====================== ======================
CG_ParseAnimationFile CG_ParseAnimationFile
Read a configuration file containing animation coutns and rates Read a configuration file containing animation counts and rates
models/players/visor/animation.cfg, etc models/players/visor/animation.cfg, etc
====================== ======================
*/ */

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@ -385,7 +385,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
#endif #endif
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]); pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
reward = qtrue; reward = qtrue;
//Com_Printf("guantlet frag\n"); //Com_Printf("gauntlet frag\n");
} }
if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) { if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]); pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);

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@ -269,7 +269,7 @@ static void CG_OffsetThirdPersonView( void ) {
VectorCopy( trace.endpos, view ); VectorCopy( trace.endpos, view );
view[2] += (1.0 - trace.fraction) * 32; view[2] += (1.0 - trace.fraction) * 32;
// try another trace to this position, because a tunnel may have the ceiling // try another trace to this position, because a tunnel may have the ceiling
// close enogh that this is poking out // close enough that this is poking out
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
VectorCopy( trace.endpos, view ); VectorCopy( trace.endpos, view );

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@ -460,7 +460,7 @@ static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
/* /*
========================== ==========================
CG_NailTrail CG_PlasmaTrail
========================== ==========================
*/ */
static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) { static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {

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@ -841,7 +841,7 @@ static void S_AL_SrcSetup(srcHandle_t src, sfxHandle_t sfx, alSrcPriority_t prio
/* /*
================= =================
S_AL_NewLoopMaster S_AL_SaveLoopPos
Remove given source as loop master if it is the master and hand off master status to another source in this case. Remove given source as loop master if it is the master and hand off master status to another source in this case.
================= =================
*/ */

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@ -1280,7 +1280,7 @@ int BotAIShutdownClient(int client, qboolean restart) {
} }
trap_BotFreeMoveState(bs->ms); trap_BotFreeMoveState(bs->ms);
//free the goal state` //free the goal state
trap_BotFreeGoalState(bs->gs); trap_BotFreeGoalState(bs->gs);
//free the chat file //free the chat file
trap_BotFreeChatState(bs->cs); trap_BotFreeChatState(bs->cs);

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@ -1790,7 +1790,7 @@ static void PM_DropTimers( void ) {
PM_UpdateViewAngles PM_UpdateViewAngles
This can be used as another entry point when only the viewangles This can be used as another entry point when only the viewangles
are being updated isntead of a full move are being updated instead of a full move
================ ================
*/ */
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) { void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {

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@ -630,7 +630,7 @@ static void ForceClientSkin( gclient_t *client, char *model, const char *skin )
/* /*
=========== ===========
ClientCheckName ClientCleanName
============ ============
*/ */
static void ClientCleanName(const char *in, char *out, int outSize) static void ClientCleanName(const char *in, char *out, int outSize)

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@ -476,7 +476,7 @@ void Cmd_Kill_f( gentity_t *ent ) {
/* /*
================= =================
BroadCastTeamChange BroadcastTeamChange
Let everyone know about a team change Let everyone know about a team change
================= =================
@ -1348,7 +1348,7 @@ void Cmd_CallVote_f( gentity_t *ent ) {
trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) ); trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) );
// start the voting, the caller autoamtically votes yes // start the voting, the caller automatically votes yes
level.voteTime = level.time; level.voteTime = level.time;
level.voteYes = 1; level.voteYes = 1;
level.voteNo = 0; level.voteNo = 0;
@ -1513,7 +1513,7 @@ void Cmd_CallTeamVote_f( gentity_t *ent ) {
trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) ); trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) );
} }
// start the voting, the caller autoamtically votes yes // start the voting, the caller automatically votes yes
level.teamVoteTime[cs_offset] = level.time; level.teamVoteTime[cs_offset] = level.time;
level.teamVoteYes[cs_offset] = 1; level.teamVoteYes[cs_offset] = 1;
level.teamVoteNo[cs_offset] = 0; level.teamVoteNo[cs_offset] = 0;

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@ -778,7 +778,7 @@ int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t i
#endif #endif
/* /*
============ ============
T_Damage G_Damage
targ entity that is being damaged targ entity that is being damaged
inflictor entity that is causing the damage inflictor entity that is causing the damage

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@ -660,7 +660,7 @@ void FinishSpawningItem( gentity_t *ent ) {
ent->r.contents = CONTENTS_TRIGGER; ent->r.contents = CONTENTS_TRIGGER;
ent->touch = Touch_Item; ent->touch = Touch_Item;
// useing an item causes it to respawn // using an item causes it to respawn
ent->use = Use_Item; ent->use = Use_Item;
if ( ent->spawnflags & 1 ) { if ( ent->spawnflags & 1 ) {

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@ -1519,7 +1519,7 @@ void Hunk_SmallLog( void) {
/* /*
================= =================
Com_InitZoneMemory Com_InitHunkZoneMemory
================= =================
*/ */
void Com_InitHunkMemory( void ) { void Com_InitHunkMemory( void ) {
@ -3539,7 +3539,7 @@ void Field_AutoComplete( field_t *field )
================== ==================
Com_RandomBytes Com_RandomBytes
fills string array with len radom bytes, peferably from the OS randomizer fills string array with len random bytes, preferably from the OS randomizer
================== ==================
*/ */
void Com_RandomBytes( byte *string, int len ) void Com_RandomBytes( byte *string, int len )

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@ -562,7 +562,7 @@ typedef struct {
#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));} #define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
// just in case you do't want to use the macros // just in case you don't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 ); vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ); void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ); void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );

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@ -53,6 +53,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane #define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous #define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
// refdef flags // refdef flags
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen #define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen

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@ -1550,7 +1550,7 @@ static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
} }
count = l->filelen / sizeof(*fogs); count = l->filelen / sizeof(*fogs);
// create fog strucutres for them // create fog structures for them
s_worldData.numfogs = count + 1; s_worldData.numfogs = count + 1;
s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low); s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
out = s_worldData.fogs + 1; out = s_worldData.fogs + 1;