| Filename |
Line |
Tag |
Description |
| autorevision.cpp |
41 |
NOTE |
Using STLport now, so need to include these extra headers |
| geom.h |
24 |
TODO |
Make this cross platform (MSVC) |
| imageButton.h |
89 |
TODO |
Actually only an image for the normal state is necessary. |
| textEntry.cpp |
161 |
TODO |
Check for NULL and return false |
| widget.cpp |
1029 |
FIXME |
|
| widget.cpp |
1072 |
FIXME |
|
| widget.cpp |
1207 |
TODO |
We should log this eventuality |
| widget.cpp |
1815 |
TODO |
An explanation worth reading. |
| widget.h |
24 |
TODO |
Make this cross platform (MSVC) |
| widget.h |
881 |
TODO |
|
| widget.h |
1176 |
TODO |
|
| widget.h |
1183 |
TODO |
|
| widget.h |
1190 |
TODO |
|
| widget.h |
1197 |
TODO |
|
| dumpinfo.cpp |
33 |
FIXME |
#include from src/ |
| dumpinfo.cpp |
81 |
TODO |
find a decent way to deal with the fatal errors |
| exceptionhandler.cpp |
39 |
NOTE |
This is only for MSVC compiled programs. |
| exchndl.cpp |
29 |
FIXME |
#include from src/ |
| exchndl.cpp |
1080 |
FIXME |
We *never* return from the below call! |
| exchndl.cpp |
1150 |
FIXME |
We don't return from the below function call |
| exchndl.cpp |
1205 |
NOTE |
CSIDL_PERSONAL = C:\Users\user name\Documents |
| cursors16.cpp |
28 |
TODO |
do bridge and attach need swapping? */ |
| cursors32.cpp |
28 |
TODO |
do bridge and attach need swapping? */ |
| debug.h |
217 |
NOTE |
This may cause significant slowdowns on some systems. |
| fixedpoint.h |
32 |
FIXME |
! |
| frame.cpp |
128 |
TODO |
Would have to be normalized to be correct for < 1 fps: |
| frame.h |
36 |
NOTE |
the next two #include lines are needed by MSVC to override the default, |
| i18n.cpp |
109 |
FIXME |
We should really use a sub-language code for this. E.g. |
| input.h |
82 |
TODO |
Added after Qt branched. |
| input.h |
83 |
TODO |
Added after Qt branched. |
| input.h |
96 |
TODO |
Added after Qt branched. |
| input.h |
97 |
TODO |
Added after Qt branched. |
| input.h |
151 |
TODO |
Fix horrible spelling. |
| wzapp.cpp |
378 |
TODO |
consider using QWidget::mouseDoubleClickEvent() for double-click |
| wzapp.cpp |
389 |
FIXME |
remove |
| wzapp.cpp |
414 |
FIXME |
. |
| wzapp.cpp |
744 |
TODO |
REMOVE |
| wzapp.cpp |
965 |
FIXME |
This seems to be totally ignored! (Try switching focus while the dragbox is open) |
| wzapp.cpp |
1097 |
TODO |
|
| wzglobal.h |
521 |
NOTE |
Qt headers _must_ be before platform specific headers so we don't get conflicts. |
| wzglobal.h |
555 |
FIXME |
) |
| gtime.h |
47 |
FIXME |
Then isn't it the real time, not the game time? Rename from gameTime2 to realTime? |
| gtime.h |
55 |
FIXME |
This should be renamed from frameTime to deltaGameTime. |
| gtime.h |
111 |
NOTE |
Currently unused – turns out only getModularScaledGraphicsTime was appropriate in the places this was previously used. |
| jpeg_encoder.cpp |
19 |
NOTE |
THIS FILE IS CURRENTLY USING THE C DCT VERSION. THE ASSEMBLER DCT IS |
| pieblitfunc.cpp |
297 |
FIXME |
WTF is this supposed to do? Looks like some other functionality |
| piestate.cpp |
286 |
FIXME |
do some kind of FreeShaders on failure. |
| screen.cpp |
101 |
FIXME |
This is too much for MAX_LEN_LOG_LINE |
| screen.cpp |
371 |
TODO |
|
| screen.cpp |
382 |
NOTE |
This function will only dump a screenshot to file if it was requested |
| tex.cpp |
90 |
FIXME |
This function is used instead of glBindTexture, but we're juggling with difficult to trace global state here. Look into pie_SetTexturePage's definition for details. |
| tex.cpp |
111 |
FIXME |
don't know for sure it is 4 bytes per pixel |
| tex.cpp |
264 |
FIXME |
, -1, use getTextureSize() |
| netplay.cpp |
32 |
FIXME |
we need to handle this better |
| netplay.cpp |
33 |
FIXME |
we need to handle this better |
| netplay.cpp |
58 |
WARNING |
!!! This is initialised via configuration.c !!! |
| netplay.cpp |
66 |
NOTE |
/rant: If the buffer size isn't big enough, it will invalidate the socket. |
| netplay.cpp |
156 |
NOTE |
(!) Change the VersionString when net code changes!! |
| netplay.cpp |
325 |
TODO |
game.skDiff should probably be eliminated somehow. |
| netplay.cpp |
1015 |
NOTE |
NetPlay.isUPNP is already set in configuration.c! |
| netplay.cpp |
1099 |
FIXME |
need SocketSet_DelSocket() as well, socket_set or tmp_socket_set? |
| netplay.cpp |
1355 |
TODO |
Tell host not to send us our own broadcast messages. |
| netplay.cpp |
1397 |
TODO |
Check that playerQueue is actually responsible for this game queue. |
| netplay.cpp |
1477 |
TODO |
game.skDiff should probably be eliminated somehow. |
| netplay.cpp |
1761 |
TODO |
more error checking (?) different file types (?) |
| netplay.cpp |
1764 |
NOTE |
MAX_FILE_TRANSFER_PACKET is set to 2k per packet since 7*2 = 14K which is pretty |
| netplay.cpp |
1808 |
TODO |
more error checking (?) different file types (?) */ |
| netplay.cpp |
2122 |
FIXME |
find better location to stick this? |
| netplay.cpp |
2132 |
FIXME |
why is this not done in NETinit()?? - Per |
| netplay.cpp |
2750 |
NOTE |
tcp_socket = bsocket now! |
| netplay.cpp |
2773 |
FIXME |
shouldn't there be some sort of rejection message? |
| netplay.h |
126 |
NOTE |
/ FIXME: We need a way to detect what should happen if the msg buffer exceeds this. |
| netplay.h |
158 |
NOTE |
<em>MUST</em> be the first item of this struct. |
| netplay.h |
165 |
NOTE |
do NOT save the following items in game.c--it will break savegames. |
| netqueue.h |
85 |
TODO |
When switching to C++0x, use "= delete" notation. |
| netqueue.h |
86 |
TODO |
When switching to C++0x, use "= delete" notation. |
| netsocket.cpp |
1058 |
FIXME |
gives strict-aliasing error)", conn->textAddress/*, (unsigned int)ntohs(((const struct sockaddr_in*)&addr)->sin_port)*/); |
| minisoap.c |
46 |
TODO |
AVOID MALLOC */ |
| minissdpc.c |
67 |
TODO |
: check if we need to handle the EINTR */ |
| miniupnpc.c |
141 |
TODO |
: retrieve Transfer-Encoding: header value, in order to support |
| chat_lexer.l |
28 |
FIXME |
#include from src/ |
| event.cpp |
685 |
FIXME |
FIXME FIXME - this is commented away because it made loading |
| eventsave.cpp |
148 |
FIXME |
this does not work for VAL_OBJ_GETSET, VAL_FUNC_EXTERN */ |
| eventsave.cpp |
327 |
FIXME |
saving pointer on disk! */ |
| eventsave.cpp |
333 |
FIXME |
saving pointer on disk! */ |
| interpreter.h |
73 |
NOTE |
Even though this is a bool, we must make it this size to prevent issues] |
| parse.h |
92 |
TODO |
change to INTERP_VAL - probbaly not necessary |
| parse.h |
360 |
FIXME |
Duplicate declaration of internal widget function |
| script_parser.y |
740 |
TODO |
string support |
| script_parser.y |
741 |
TODO |
tweak this |
| script_parser.y |
829 |
TODO |
string support |
| script_parser.y |
1409 |
TODO |
differentiate types |
| script_parser.y |
1519 |
TODO |
add new macro |
| script_parser.y |
1546 |
NOTE |
DO NOT USE THE ALLOC MACRO'S INSIDE ANY FUNCTIONS |
| script_parser.y |
4081 |
TODO |
don't want to store pointers as ints |
| script_parser.y |
5258 |
TODO |
don't need to put VAL_TRIGGER here, since stored in ip->type now |
| stack.cpp |
415 |
NOTE |
result->type is _not_ set yet - use 'type' instead |
| stack.cpp |
1000 |
FIXME |
seems to be causing problems sometimes |
| sequence.cpp |
219 |
TODO |
FIXME: This routine can & will fail when sources are used up! |
| sequence.cpp |
250 |
NOTE |
sources & buffers deleted in seq_Shutdown() |
| sequence.cpp |
439 |
FIXME |
perhaps we should use wz's routine for audio? |
| sequence.cpp |
948 |
FIXME |
: it is possible to crash if people are playing with no sound. |
| audio.cpp |
718 |
NOTE |
, if this call fails, expect garbage |
| audio.cpp |
1057 |
NOTE |
This would always happen when audio_StopAll() had been |
| oggvorbis.cpp |
24 |
FIXME |
this would be better if we could only have this for PPC builds, that may come later |
| oggvorbis.h |
28 |
NOTE |
this is *NOT* the size of *data itself) |
| openal_track.cpp |
385 |
NOTE |
if it isn't playing | paused, then it is most likely either done |
| openal_track.cpp |
503 |
NOTE |
I'm not entirely sure if a track that's empty after decoding should be |
| openal_track.cpp |
685 |
FIXME |
We run out of OpenAL sources very quickly, so we |
| openal_track.cpp |
700 |
NOTE |
this is only useful for debugging. |
| openal_track.cpp |
758 |
FIXME |
We run out of OpenAL sources very quickly, so we |
| openal_track.cpp |
774 |
NOTE |
this is only useful for debugging. |
| openal_track.cpp |
1168 |
FIXME |
We should really handle these errors. |
| openal_track.cpp |
1176 |
FIXME |
We're leaking memory and resources here when bailing |
| openal_track.cpp |
1288 |
NOTE |
the up vector is swapped because of qsound idiosyncrasies |
| openal_track.cpp |
1289 |
FIXME |
we don't use qsound, but it still is in qsound 'format'... |
| track.cpp |
360 |
NOTE |
we must invalidate the iAudioID (iTrack) so the game knows to add the |
| bar.cpp |
29 |
FIXME |
Direct iVis implementation include! |
| editbox.cpp |
35 |
FIXME |
Direct iVis implementation include! |
| form.cpp |
31 |
FIXME |
Direct iVis implementation include! |
| form.cpp |
759 |
NOTE |
This routine is NOT modified to use the tab scroll buttons. |
| form.cpp |
968 |
FIXME |
Include a header... |
| form.h |
85 |
NOTE |
If tabHiLite is (UWORD)(-1) then there is no hilite. A bit of a hack I know */ |
| label.cpp |
30 |
FIXME |
Direct iVis implementation include! |
| slider.cpp |
27 |
FIXME |
Direct iVis implementation include! |
| tip.cpp |
30 |
FIXME |
Direct iVis implementation include! |
| widget.cpp |
664 |
NOTE |
This is where it would crash because of a dangling pointer. See CheckpsMouseOverWidget() for info. |
| widget.cpp |
1107 |
NOTE |
The string must be copied out of the buffer |
| widget.h |
142 |
NOTE |
enable TAB_MINOR at your own risk. Have NOT testest new rotuines with that. |
| widget.h |
311 |
NOTE |
The string must be copied out of the buffer |
| action.cpp |
914 |
FIXME |
Find out whether this is really necessary |
| action.h |
52 |
FIXME |
Bad design, "updating" the action state is too fuzzy a goal for |
| ai.cpp |
336 |
FIXME |
Somewhere we get 0HP droids from |
| astar.cpp |
464 |
TODO |
FIXME once we can change numPoints to something larger than int |
| aud.cpp |
53 |
FIXME |
we don't need to do this, since we are not using qsound. |
| aud.cpp |
64 |
NOTE |
What is QSOUND? Why invert the Y axis? |
| aud.cpp |
80 |
FIXME |
we don't need to do this, since we are not using qsound. |
| aud.cpp |
90 |
FIXME |
we don't need to do this, since we are not using qsound. |
| bucket3d.cpp |
439 |
NOTE |
bucketCalculateState calls bucketCalculateZ, don't know why not just use bucketCalculateZ. |
| clparse.cpp |
69 |
TODO |
Find a way to use the real qFatal from Qt |
| clparse.cpp |
413 |
NOTE |
The sole purpose of this is to test the crash handler. |
| cluster.cpp |
467 |
NOTE |
Unused! void clustGetCenter(BASE_OBJECT *psObj, SDWORD *px, SDWORD *py) |
| combat.cpp |
120 |
TODO |
Should still replace this with something saner, such as a ±1% random deviation in reload time. |
| component.cpp |
560 |
FIXME |
change when adding submarines to the game |
| component.cpp |
588 |
FIXME |
|
| component.cpp |
594 |
FIXME |
- hideous....!!!! |
| component.cpp |
623 |
TODO |
add flame-finding code here */ |
| component.h |
70 |
NOTE |
Unused!*/ |
| component.h |
75 |
NOTE |
Unused!*/ |
| configuration.cpp |
97 |
FIXME |
horrible kluge, MUST match map above |
| configuration.cpp |
281 |
FIXME |
horrible kluge, MUST match map above |
| console.cpp |
29 |
NOTE |
Qt headers must be before platform specific headers! |
| console.cpp |
257 |
FIXME |
, and fix pie_TransBoxFill, to not use hardcoded numbers |
| design.cpp |
40 |
FIXME |
Direct iVis implementation include! |
| design.cpp |
1265 |
NOTE |
At this time, savegames can support a max of 60. We are using WIDG_MAXSTR (currently 80 )for display |
| design.cpp |
1477 |
FIXME |
Remove |
| design.cpp |
2591 |
FIXME |
Remove |
| design.cpp |
2610 |
FIXME |
Remove |
| display.cpp |
929 |
TODO |
) |
| display.cpp |
1714 |
TODO |
add special processing for cyborgDroids |
| display3d.cpp |
385 |
FIXME |
GET RID OF THE MAGIC NUMBERS BELOW */ |
| display3d.cpp |
926 |
FIXME |
Remove this |
| display3d.cpp |
1300 |
FIXME |
!!!!!!!! */ |
| display3d.cpp |
1759 |
NOTE |
! : anything that has multiple (anim) frames *must* use the bucket to render |
| display3d.cpp |
3465 |
TODO |
compute the droid's radius (using min/max for x,y,z) |
| droid.cpp |
161 |
NOTE |
This function will damage but _never_ destroy transports when in single player (campaign) mode |
| droid.cpp |
693 |
NOTE |
3 types of screams are available ID_SOUND_BARB_SCREAM - ID_SOUND_BARB_SCREAM3 |
| droid.cpp |
780 |
FIXME |
Workaround for babarians that were burned to death |
| droid.cpp |
1073 |
FIXME |
|
| droid.cpp |
1507 |
FIXME |
add power cost for repair |
| droid.cpp |
1650 |
NOTE |
sDefaultDesignTemplate.pName takes ownership |
| droid.cpp |
2655 |
FIXME |
|
| droid.cpp |
3318 |
TODO |
vtol check really not needed? |
| droid.cpp |
3870 |
NOTE |
Previous code (r5410) returned false if a droid had no weapon, |
| droid.cpp |
4095 |
FIXME |
why completely separate code paths for multiplayer and single player?? - Per |
| droiddef.h |
61 |
NOTE |
, if you add to, or change this list then you'll need |
| droiddef.h |
211 |
TODO |
) |
| droiddef.h |
218 |
TODO |
Make synch perfect, so that this isn't needed at all. |
| effects.cpp |
202 |
FIXME |
|
| effects.cpp |
203 |
FIXME |
|
| effects.cpp |
279 |
FIXME |
Does not deal with out-of-memory conditions (yet) |
| effects.cpp |
406 |
FIXME |
We have no way to report an error here... |
| effects.cpp |
519 |
FIXME |
We have no way to report an error here... |
| effects.cpp |
2429 |
FIXME |
This does not do anything!! |
| fpath.cpp |
258 |
TODO |
- cache prop2bits to psDroid, and pass in instead of propulsion type |
| fpath.cpp |
698 |
FIXME |
This is not entirely correct for all possible maps. - Per |
| frontend.cpp |
1243 |
FIXME |
if playercolor = 1-3, then we Assert in widgSetButtonState() since we don't define FE_P1 - FE_P3 |
| frontend.cpp |
1283 |
FIXME |
Changing the below return button tooltip does not work. |
| function.cpp |
1043 |
TODO |
support advanced armour system |
| game.cpp |
95 |
FIXME |
|
| game.cpp |
1632 |
NOTE |
why do we start the game clock on a *failed* load? |
| game.cpp |
2238 |
FIXME |
THIS FILE IS A HUGE MESS, this code should probably appear at another position... |
| game.cpp |
4369 |
TODO |
optimise using tplayer and ttype |
| game.cpp |
4380 |
TODO |
optimise using tplayer and ttype |
| game.cpp |
4389 |
TODO |
optimise using tplayer and ttype |
| game.cpp |
4418 |
FIXME |
- use a real one instead!) |
| game.cpp |
4554 |
FIXME |
- save properly elsewhere! |
| game.cpp |
6861 |
FIXME |
enum may not be this type! */ |
| game.cpp |
7063 |
FIXME |
enum may be different type! */ |
| game.cpp |
7114 |
FIXME |
enum may be different type! */ |
| geometry.h |
58 |
WARNING |
Returns NULL if tile not visible to selectedPlayer. |
| group.h |
38 |
TODO |
c++ design to members become private. |
| hci.cpp |
41 |
FIXME |
Direct iVis implementation include! |
| hci.cpp |
1276 |
FIXME |
Ugly cast, and is undefined behaviour (strict-aliasing violation) in C/C++. |
| hci.cpp |
2175 |
NOTE |
! The below functions populate our list (building/units...) |
| hci.cpp |
2191 |
FIXME |
Ugly cast, and is undefined behaviour (strict-aliasing violation) in C/C++. |
| hci.cpp |
2208 |
NOTE |
! Do we even want this anymore, since we can have basically |
| hci.cpp |
2227 |
NOTE |
! more pruning [future ref] |
| hci.cpp |
4006 |
BUG |
! (a)"; |
| hci.cpp |
4015 |
BUG |
! (b)"; |
| hci.cpp |
4024 |
BUG |
! (c)"; |
| hci.cpp |
4710 |
BUG |
! (d)"; |
| hci.cpp |
4999 |
NOTE |
, there is really no limit now to the # of menu items we can have, |
| hci.cpp |
5600 |
FIXME |
Ugly cast, and is undefined behaviour (strict-aliasing violation) in C/C++. |
| hci.cpp |
6400 |
FIXME |
hardcoded value (?) |
| hci.h |
226 |
NOTE |
was used for max # in build menus. |
| ingameop.cpp |
134 |
WARNING |
You're the host. If you quit, the game ends for everyone!"); |
| ingameop.cpp |
422 |
FIXME |
we hijack this routine for the popup close. |
| init.cpp |
102 |
FIXME |
Totally inappropriate place for this. |
| init.cpp |
566 |
NOTE |
Exception handler is cleaned via atexit(ExchndlShutdown); |
| init.cpp |
1074 |
FIXME |
Is this really needed? |
| init.h |
30 |
FIXME |
Totally inappropriate place for this. |
| intdisplay.cpp |
39 |
FIXME |
Direct iVis implementation include! |
| intdisplay.cpp |
115 |
FIXME |
These variables are never, ever referenced directly; |
| intdisplay.cpp |
534 |
TODO |
Support up to MAX_FACTORY (which won't fit in the ugly secondaryOrder bitmask hack). |
| intdisplay.cpp |
2295 |
NOTE |
The Super transport is huge, and is considered a component type, so refit it to inside the button. |
| intdisplay.cpp |
3172 |
NOTE |
On certain missions (limbo & expand), there is still valid data that is stored outside the |
| intdisplay.cpp |
3190 |
NOTE |
On certain missions (limbo & expand), there is still valid data that is stored outside the |
| intelmap.cpp |
1415 |
FIXME |
We should perhaps get font size, and use that to calculate offset(s) ? |
| intelmap.cpp |
1424 |
NOTE |
, game assumes all videos to be 640x480 |
| intorder.cpp |
86 |
NOTE |
|
| intorder.cpp |
468 |
NOTE |
Unused! bool intUpdateOrder(DROID *psDroid) |
| keybind.cpp |
53 |
FIXME |
Direct iVis implementation include! |
| keybind.cpp |
75 |
FIXME |
Direct iVis implementation include! |
| keybind.cpp |
127 |
NOTE |
may want to only allow this for DEBUG builds?? -- Buginator |
| keybind.cpp |
355 |
TODO |
psNewDroid is null, since we just sent a message, but haven't actually created the droid locally yet. |
| keybind.cpp |
2015 |
NOTE |
THIS FUNCTION CAN DISABLE ALL OTHER KEYPRESSES |
| keybind.cpp |
2033 |
FIXME |
Why are we using duplicate defines? INPBUF_CR == KEY_RETURN == SDLK_RETURN |
| keybind.cpp |
2820 |
TODO |
remove me |
| keyedit.cpp |
506 |
FIXME |
Use the endian-safe physfs functions. |
| keyedit.cpp |
518 |
NOTE |
Changed to LOG_FATAL, since we want to inform user via pop-up (windows only) |
| keyedit.cpp |
601 |
NOTE |
Changed to LOG_FATAL, since we want to inform user via pop-up (windows only) |
| lighting.cpp |
296 |
FIXME |
Is the percent variable misnamed here, or is the code wrong? Because we do |
| loop.cpp |
33 |
FIXME |
Direct iVis implementation include! |
| loop.cpp |
163 |
TODO |
isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave. |
| loop.cpp |
268 |
FIXME |
This function will be redundant with logical updates. |
| loop.cpp |
300 |
FIXME |
Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore. |
| loop.cpp |
418 |
FIXME |
These for-loops are code duplicationo |
| main.cpp |
566 |
NOTE |
This is currently only used for mingw builds for now. |
| main.cpp |
872 |
NOTE |
always setGameMode correctly before *any* loading routines! |
| main.cpp |
878 |
FIXME |
we really should throw up a error window, but we can't (easily) so I won't. |
| main.cpp |
881 |
FIXME |
If we bomb out on a in game load, then we would crash if we don't do the next two calls |
| map.cpp |
460 |
FIXME |
For now, we just pretend this is a tertilesc1hw map. |
| map.cpp |
810 |
FIXME |
the map preview code loads the map without setting the tileset |
| map.cpp |
885 |
FIXME |
magic number |
| map.cpp |
1224 |
TODO |
trunk divides tiles into 4 parts instead of 2 in 2.3. |
| map.cpp |
1351 |
TODO |
Using the corner of the map instead doesn't make sense. Fix this... |
| map.cpp |
1403 |
FIXME |
When we add structures that *can* be on water, we need to handle this differently. |
| map.cpp |
1407 |
NOTE |
should we assert here ? |
| mapdisplay.cpp |
112 |
NOTE |
Another kludge to deal with the superTransport to make it "fit" the display. |
| message.cpp |
615 |
NOTE |
on the psx the last entry (audioID) is used as the number of frames in the stream |
| message.cpp |
1035 |
NOTE |
Unused! PROXIMITY_DISPLAY * getProximityDisplay(MESSAGE *psMessage) |
| mission.cpp |
1446 |
NOTE |
This is one huge hack for campaign games! |
| mission.cpp |
3177 |
FIXME |
check that orders do not reference anything bad? |
| move.cpp |
378 |
TODO |
Use mapgrid.h iterator. |
| move.cpp |
868 |
TODO |
See if this function can be simplified. |
| move.cpp |
2267 |
TODO |
This code is weird. When should new oil drums actually be added? |
| move.cpp |
2292 |
NOTE |
Why not do this for AI units also? |
| multiint.cpp |
259 |
TODO |
Only load AI scripts (not vals) once. |
| multiint.cpp |
570 |
FIXME |
Try to incorporate this into physfs setup somehow for sane paths |
| multiint.cpp |
1886 |
TODO |
make a new icon to show this state? |
| multiint.cpp |
2443 |
FIXME |
It don't seem to be locking it into the 2nd state? |
| multiint.cpp |
2609 |
FIXME |
Was: if(ingame.bHostSetup);{} ??? Note the ; ! |
| multiint.cpp |
3064 |
NOTE |
master <-> 2.3 difference, we don't load limiter_tex! |
| multiint.cpp |
3550 |
TODO |
, read from map itself, not here!! |
| multiint.cpp |
3642 |
TODO |
Check whether this code is used at all in skirmish games, if not, remove it. |
| multiint.cpp |
3651 |
FIXME |
We should really use another way to indicate that the game is full than our current big fat cross. |
| multiint.cpp |
3672 |
FIXME |
Need a Wrong version icon! |
| multiint.cpp |
4016 |
FIXME |
This seems to be a way to conserve space, so you can use a |
| multijoin.cpp |
157 |
FIXME |
look why destroyStruct() doesn't put back the feature like removeStruct() does |
| multilimit.cpp |
44 |
FIXME |
Direct iVis implementation include! |
| multimenu.cpp |
32 |
FIXME |
Direct iVis implementation include! |
| multimenu.cpp |
931 |
NOTE |
, This tallys up *all* the structures you have. Test out via 'start with no base'. |
| multiopt.cpp |
548 |
FIXME |
- not sure if we still need this hack - Per |
| multiopt.cpp |
618 |
TODO |
Make a wzDelay() function? |
| multiplay.cpp |
693 |
FIXME |
the next 4 cases might not belong here --check (we got two loops for this) |
| multiplay.cpp |
1597 |
NOTE |
if we get here, then the game is basically over, The host can't send the file for whatever reason... |
| multiplay.h |
113 |
NOTE |
MaxMsgSize is currently set to 16K. When MAX_BYTESPERSEC has been reached (sent + recv!), then we do NOT |
| multiplay.h |
115 |
FIXME |
We should define this externally so people with dial-up modems can configure this |
| multiplay.h |
116 |
FIXME |
Use possible compression on the packets. |
| multiplay.h |
117 |
NOTE |
Remember, we (now) allow 450 units max * 7 (1 human, 6 AI possible for Host) to send to the other player. |
| multistat.cpp |
96 |
FIXME |
rewrite setMultiStats()) |
| multistat.cpp |
201 |
FIXME |
Why in the world are we using two different structs for stats when we can use only one? |
| multistat.cpp |
215 |
FIXME |
Why in the world are we using two different structs for stats when we can use only one? |
| multistat.cpp |
267 |
FIXME |
Why in the world are we using two different structs for stats when we can use only one? |
| multistruct.cpp |
231 |
NOTE |
I do not think this should be here! |
| objects.cpp |
96 |
TODO |
|
| objects.cpp |
99 |
TODO |
|
| objmem.cpp |
64 |
TODO |
Reduce to single list. |
| objmem.cpp |
357 |
FIXME |
the next call is disabled for now, yes, it will leak memory again. |
| order.cpp |
116 |
FIXME |
unit doesn't shoot while returning to the guard position |
| order.cpp |
795 |
NOTE |
since we only have one type of transport (DROID_TRANSPORT), it isn't worth changing tons of code |
| parsetest.cpp |
99 |
NOTE |
This type number will need a change when LEVEL_TYPE in src/levels.h changes (it should be at least LDS_MULTI_TYPE_START) */ |
| parsetest.cpp |
161 |
NOTE |
This type number will need a change when LEVEL_TYPE in src/levels.h changes (it should be lower than LDS_MULTI_TYPE_START) */ |
| projectile.cpp |
51 |
FIXME |
Direct iVis implementation include! |
| projectile.cpp |
449 |
TODO |
Should finish the tick, when penetrating. |
| projectile.cpp |
914 |
TODO |
Should probably give effectTime as an extra parameter to addEffect, or make an effectGiveAuxTime parameter, with yet another 'this is naughty' comment. |
| projectile.cpp |
992 |
FIXME |
|
| projectile.cpp |
1229 |
FIXME |
Check whether we hit above maximum structure height, to skip unnecessary calculations! |
| projectile.cpp |
1854 |
TODO |
add person 'state'checks here(stand, knee, crouch, prone etc) |
| projectile.cpp |
1867 |
TODO |
check the /2 - does this really make sense? why + ? |
| qtscript.cpp |
55 |
TODO |
|
| qtscript.cpp |
199 |
TODO |
- load balancing |
| qtscript.cpp |
417 |
FIXME |
-- consider this carefully) |
| qtscriptfuncs.cpp |
219 |
TODO |
, should cover scrShowConsoleText, scrAddConsoleText, scrTagConsoleText and scrConsole |
| qtscriptfuncs.cpp |
462 |
FIXME |
properly (from original script func) |
| radar.cpp |
25 |
FIXME |
Direct iVis implementation include! |
| random.h |
41 |
TODO |
The seed should be sent over the network, so that all clients generate the same number sequence. |
| raycast.cpp |
129 |
FIXME |
Magic value |
| research.cpp |
1014 |
NOTE |
by AJL may 99 - skirmish now has it's own version of this, skTopicAvail. |
| scriptai.cpp |
652 |
FIXME |
Looks like a script error in the player*.slo files |
| scriptai.cpp |
2086 |
TODO |
Synchronise this!"); |
| scriptextern.cpp |
114 |
FIXME |
Set to 0 since function returned undef value |
| scriptfuncs.cpp |
4312 |
TODO |
fix if needed |
| scriptfuncs.cpp |
7370 |
TODO |
fix if needed |
| scriptfuncs.cpp |
7500 |
TODO |
fix if needed |
| scriptfuncs.cpp |
7549 |
TODO |
fix if needed |
| scriptobj.cpp |
233 |
TODO |
only returns first weapon now |
| scriptobj.cpp |
710 |
TODO |
use union |
| selection.cpp |
417 |
FIXME |
|
| selection.cpp |
507 |
FIXME |
|
| selection.cpp |
644 |
FIXME |
|
| seqdisp.cpp |
63 |
NOTE |
The original game never had a true fullscreen mode for FMVs on >640x480 screens. |
| seqdisp.cpp |
511 |
NOTE |
The original game never had a fullscreen mode for FMVs on >640x480 screens. |
| statsdef.h |
370 |
TODO |
Use new/delete only, not malloc()/free(). |
| statsdef.h |
371 |
TODO |
Use new/delete only, not malloc()/free(). TODO Then pName could be a QString... |
| statsdef.h |
372 |
TODO |
Use new/delete only, not malloc()/free(). |
| statsdef.h |
373 |
TODO |
Not needed when pName is a QString... |
| statsdef.h |
374 |
TODO |
Not needed when pName is a QString... |
| structure.cpp |
24 |
WARNING |
!!!!!! |
| structure.cpp |
55 |
FIXME |
Direct iVis implementation include! |
| structure.cpp |
818 |
TODO |
The abandoned code needs to be factored out, see: saveMissionData |
| structure.cpp |
821 |
TODO |
do something here |
| structure.cpp |
1662 |
NOTE |
resizeRadar() may be required here, since we change scroll limits? |
| structure.cpp |
1677 |
NOTE |
resizeRadar() may be required here, since we change scroll limits? |
| structure.cpp |
1690 |
NOTE |
resizeRadar() may be required here, since we change scroll limits? |
| structure.cpp |
2414 |
TODO |
Should synchronise factory.secondaryOrder and flag positions. |
| structure.cpp |
2863 |
FIXME |
FIXME FIXME: Magic numbers in this section |
| structure.cpp |
3406 |
FIXME |
duplicate code, make repairing cost power again |
| structure.cpp |
4511 |
TODO |
Fix 4x code duplication. |
| structure.cpp |
7132 |
FIXME |
Why is nStat not initialized properly? |
| terrain.cpp |
229 |
NOTE |
The current (max) texture size of a tile is 128x128. We allow up to a user defined texture size |
| terrain.cpp |
1216 |
FIXME |
with fog enabled we draw this also to the color buffer. A fogbox might be faster. |
| transporter.cpp |
55 |
FIXME |
Direct iVis implementation include! |
| transporter.cpp |
1273 |
TODO |
Can't unload single droids, sending order to unload all at once, because this code is so convoluted."); |
| visibility.cpp |
277 |
FIXME |
the mapTile might have been swapped out, see swapMissionPointers() |
| visibility.cpp |
778 |
NOTE |
This code seems similar to the code in combFire in combat.cpp. |
| visibility.cpp |
921 |
TODO |
if there is a structure on the same tile as the shooter (and the shooter is not that structure) check if LOF is blocked by it. |
| warcam.cpp |
811 |
FIXME |
Should this be group instead of GROUP_SELECTED? |
| wrappers.cpp |
28 |
FIXME |
Direct iVis implementation include! |
| wrappers.cpp |
339 |
NOTE |
When this is called, we stop the backdrop, but since the screen |