From: LegendaryGuard Date: Wed, 17 Aug 2022 19:39:13 +0000 (+0200) Subject: Remove some comments X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b58fd9841339895e05ab619bfdfb184731bd5d2f;p=xonotic%2Fxonotic-data.pk3dir.git Remove some comments --- diff --git a/qcsrc/common/mutators/mutator/nades/nades.qc b/qcsrc/common/mutators/mutator/nades/nades.qc index ea64deb605..5bd64d8f3a 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qc +++ b/qcsrc/common/mutators/mutator/nades/nades.qc @@ -41,7 +41,7 @@ entity Nade_TrailEffect(int proj, int nade_team) #endif #ifdef CSQC -REGISTER_MUTATOR(cl_nades, true); // TODO: Remove this MUTATOR_HOOKFUNCTION after merging Mario/nade_orb_overlay into master branch +REGISTER_MUTATOR(cl_nades, true); MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay) { // TODO: make a common orb state! @@ -63,13 +63,13 @@ MUTATOR_HOOKFUNCTION(cl_nades, HUD_Draw_overlay) M_ARGV(1, float) = STAT(VEIL_ORB_ALPHA); return true; } - if (STAT(AMMUNITIONING_ORB) > time) //LegendGuard adds new nade STAT ORB (keep in mind: qcsrc/common/stats.qh) 13-02-2021 + if (STAT(AMMUNITIONING_ORB) > time) { M_ARGV(0, vector) = NADE_TYPE_AMMO.m_color; M_ARGV(1, float) = STAT(AMMUNITIONING_ORB_ALPHA); return true; } - if (STAT(DARK_ORB) > time) //LegendGuard adds new nade STAT ORB (keep in mind: qcsrc/common/stats.qh) 08-02-2021 + if (STAT(DARK_ORB) > time) { M_ARGV(0, vector) = NADE_TYPE_DARK.m_color; M_ARGV(1, float) = STAT(DARK_ORB_ALPHA); @@ -702,7 +702,7 @@ void nade_tandem_randomweapon(entity e, vector org) && (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) continue; if(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) continue; - if(it.spawnflags & WEP_FLAG_SPECIALATTACK) continue; //LegendGuard fixes the strange part of the code + if(it.spawnflags & WEP_FLAG_SPECIALATTACK) continue; if(it.spawnflags & WEP_TYPE_OTHER) continue; if (W_IsWeaponThrowable(e, it.m_id)) RandomSelection_AddEnt(it, 1, 1); @@ -1078,19 +1078,7 @@ void nade_veil_boom(entity this) settouch(orb, nade_veil_touch); orb.colormod = NADE_TYPE_VEIL.m_color; } -/**************LEGENDGUARD NEW NADES: EMERALD, AMMO AND DARK NADES functions "cl_nade_type 10", "cl_nade_type 11" and "cl_nade_type 12" *** //more ideas: SPAWNING MINI SPIDERS NADE, SPARKING NADE ***********************/ -// All nade icons are in these directories, samples: gfx/hud/default/nade_emerald.tga and gfx/hud/luma/nade_emerald.tga 02-03-2021 -// Mario suggests to rename itemdrop nade name to "emerald" (funny suggestion lol) nade 02-03-2021 -//LegendGuard adds weapon item spawn option for tandem nade 25-05-2021 - -//LegendGuard adds random weapon item spawn function for tandem nade 25-05-2021 - -//LegendGuard adds vehicle spawn option for tandem nade 20-06-2021 - -//LegendGuard adds turret spawn option for tandem nade 22-06-2021 - -//LegendGuard develops ammo nade 13-02-2021 void nade_ammo_touch(entity this, entity toucher) { float maxammo = 999; @@ -1357,12 +1345,12 @@ void nade_boom(entity this) expef = EFFECT_SPAWN_NEUTRAL; break; - case NADE_TYPE_AMMO: //LegendGuard adds nade case 13-02-2021 + case NADE_TYPE_AMMO: nade_blast = false; expef = EFFECT_SPAWN_BROWN; break; - case NADE_TYPE_DARK: //LegendGuard adds nade case 08-02-2021 + case NADE_TYPE_DARK: nade_blast = false; expef = EFFECT_EXPLOSION_MEDIUM; break; @@ -1399,8 +1387,8 @@ void nade_boom(entity this) case NADE_TYPE_TANDEM: nade_tandem_boom(this); break; case NADE_TYPE_ENTRAP: nade_entrap_boom(this); break; case NADE_TYPE_VEIL: nade_veil_boom(this); break; - case NADE_TYPE_AMMO: nade_ammo_boom(this); break; //LegendGuard adds the register of new nade 13-02-2021 - case NADE_TYPE_DARK: nade_dark_boom(this); break; //LegendGuard adds the register of new nade 08-02-2021 + case NADE_TYPE_AMMO: nade_ammo_boom(this); break; + case NADE_TYPE_DARK: nade_dark_boom(this); break; } IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, @@ -2215,9 +2203,9 @@ MUTATOR_HOOKFUNCTION(nades, SpectateCopy) STAT(VEIL_ORB, client) = STAT(VEIL_ORB, spectatee); STAT(VEIL_ORB_ALPHA, client) = STAT(VEIL_ORB_ALPHA, spectatee); // TODO: remove STATs after merging Mario/nade_orb_overlay into master branch: - STAT(AMMUNITIONING_ORB, client) = STAT(AMMUNITIONING_ORB, spectatee); //LegendGuard adds nade STAT client 13-02-2021 + STAT(AMMUNITIONING_ORB, client) = STAT(AMMUNITIONING_ORB, spectatee); STAT(AMMUNITIONING_ORB_ALPHA, client) = STAT(AMMUNITIONING_ORB_ALPHA, spectatee); - STAT(DARK_ORB, client) = STAT(DARK_ORB, spectatee); //LegendGuard adds nade STAT client 08-02-2021 + STAT(DARK_ORB, client) = STAT(DARK_ORB, spectatee); STAT(DARK_ORB_ALPHA, client) = STAT(DARK_ORB_ALPHA, spectatee); } diff --git a/qcsrc/common/mutators/mutator/nades/nades.qh b/qcsrc/common/mutators/mutator/nades/nades.qh index 7b19520583..1466876368 100644 --- a/qcsrc/common/mutators/mutator/nades/nades.qh +++ b/qcsrc/common/mutators/mutator/nades/nades.qh @@ -64,23 +64,23 @@ float autocvar_g_nades_entrap_radius = 500; float autocvar_g_nades_entrap_time = 10; float autocvar_g_nades_veil_time = 8; float autocvar_g_nades_veil_radius = 300; -float autocvar_g_nades_tandem_item_lifetime; //LegendGuard adds new nade cvars 28-02-2021 +float autocvar_g_nades_tandem_item_lifetime; bool autocvar_g_nades_tandem_randomweapon_includespecial = false; bool autocvar_g_nades_tandem_item_includespecial; float autocvar_g_nades_tandem_ball_item_spawncount = 1; float autocvar_g_nades_tandem_ball_spread; -float autocvar_g_nades_tandem_ball_lifetime = 1; //if much time, ball will stay longer +float autocvar_g_nades_tandem_ball_lifetime = 1; float autocvar_g_nades_tandem_fountain_delay = 5; float autocvar_g_nades_tandem_fountain_lifetime; -float autocvar_g_nades_ammo_time; //LegendGuard adds new nade cvars 13-02-2021 +float autocvar_g_nades_ammo_time; float autocvar_g_nades_ammo_rate; float autocvar_g_nades_ammo_friend; float autocvar_g_nades_ammo_foe; -float autocvar_g_nades_dark_damage; //LegendGuard adds new nade cvars 08-02-2021 +float autocvar_g_nades_dark_damage; float autocvar_g_nades_dark_time; float autocvar_g_nades_dark_radius; string autocvar_g_nades_pokenade_type; -int autocvar_g_nades_tandemnade_type; //LegendGuard adds new nade cvar for emerald nade options 01-07-2021 +int autocvar_g_nades_tandemnade_type; float autocvar_g_nades_pokenade_monster_lifetime; float autocvar_g_nades_pokenade_turret_lifetime; float autocvar_g_nades_pokenade_vehicle_lifetime; @@ -104,11 +104,11 @@ const int PROJECTILE_NADE_ENTRAP = 84; const int PROJECTILE_NADE_ENTRAP_BURN = 85; const int PROJECTILE_NADE_VEIL = 86; const int PROJECTILE_NADE_VEIL_BURN = 87; -const int PROJECTILE_NADE_EMERALD = 88; //LegendGuard adds new nade MACROS 11-02-2021 +const int PROJECTILE_NADE_EMERALD = 88; const int PROJECTILE_NADE_EMERALD_BURN = 89; -const int PROJECTILE_NADE_AMMO = 90; //LegendGuard adds new nade MACROS 13-02-2021 +const int PROJECTILE_NADE_AMMO = 90; const int PROJECTILE_NADE_AMMO_BURN = 91; -const int PROJECTILE_NADE_DARK = 92; //LegendGuard adds new nade MACROS 08-02-2021 +const int PROJECTILE_NADE_DARK = 92; const int PROJECTILE_NADE_DARK_BURN = 93; REGISTRY(Nades, BITS(4)) @@ -156,7 +156,7 @@ Nade Nade_FromProjectile(int proj) #ifdef GAMEQC REPLICATE_INIT(int, cvar_cl_nade_type); REPLICATE_INIT(string, cvar_cl_pokenade_type); -REPLICATE_INIT(int, cvar_cl_tandemnade_type); //LegendGuard adds new cl variable for emerald nade 01-07-2021 +REPLICATE_INIT(int, cvar_cl_tandemnade_type); #endif #ifdef SVQC @@ -166,11 +166,11 @@ REPLICATE_INIT(int, cvar_cl_tandemnade_type); //LegendGuard adds new cl variable .float nade_refire; .float nade_special_time; .string pokenade_type; -.int tandemnade_type; //LegendGuard adds new cvar nade .variable 01-07-2021 +.int tandemnade_type; .entity nade_damage_target; .float cvar_cl_nade_type; .string cvar_cl_pokenade_type; -.int cvar_cl_tandemnade_type; //LegendGuard adds new cvar nade .variable 01-07-2021 +.int cvar_cl_tandemnade_type; .float toss_time; .int nade_item_spawncount; .float nade_show_particles; @@ -178,7 +178,7 @@ REPLICATE_INIT(int, cvar_cl_tandemnade_type); //LegendGuard adds new cl variable // TODO: use these .variables after merging Mario/nade_orb_overlay into master branch .float nade_ammo_time; .float nade_dark_time; -.float nade_dark_prevalpha; //LegendGuard adds new nade .variable 08-02-2021 +.float nade_dark_prevalpha; bool orb_send(entity this, entity to, int sf); @@ -203,28 +203,19 @@ MUTATOR_HOOKABLE(Nade_Damage, EV_Nade_Damage); #endif -REGISTER_NET_TEMP(TE_CSQC_DARKBLINKING); //LegendGuard registers dark blinking nade feature 09-02-2021 +REGISTER_NET_TEMP(TE_CSQC_DARKBLINKING); #ifdef CSQC #include #include -//LegendGuard sets variables for dark nade 09-02-2021 float dark_appeartime; float dark_fadetime; -/***************************************************************/ + void HUD_DarkBlinking() { - // vectors for top right, bottom right, bottom and bottom left corners - //vector topright = vec2(vid_conwidth, 0); - //vector bottom = vec2(vid_conwidth / 2, vid_conheight); vector bottomright = vec2(vid_conwidth, vid_conheight); - //vector bottomleft = vec2(0, vid_conheight); - /* - drawfill function parameters (qcsrc/dpdefs/menudefs.qc): - float drawfill(vector position, vector size, vector rgb, float alpha, float flag) - */ drawfill('0 0 0', bottomright, '0.23 0 0.23', 0.986, DRAWFLAG_NORMAL); } @@ -287,7 +278,7 @@ NET_HANDLE(TE_CSQC_DARKBLINKING, bool isNew) dark_fadetime = time + 7; } #endif -/***************************************************************/ + #ifdef CSQC bool Projectile_isnade(int proj); // TODO: remove