Code Tags

Filename Line Tag Description
trunk/lib/betawidget/src
geom.h 24 TODO Make this cross platform (MSVC)
imageButton.h 89 TODO Actually only an image for the normal state is necessary.
textEntry.c 161 TODO Check for NULL and return false
widget.c 1029 FIXME
widget.c 1072 FIXME
widget.c 1207 TODO We should log this eventuality
widget.c 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
trunk/lib/exceptionhandler
dumpinfo.cpp 32 FIXME #include from src/
dumpinfo.cpp 80 TODO find a decent way to deal with the fatal errors
exceptionhandler.c 39 NOTE This is only for MSVC compiled programs.
exchndl.c 29 FIXME #include from src/
exchndl.c 1079 FIXME We *never* return from the below call!
exchndl.c 1151 FIXME We don't return from the below function call
exchndl.c 1203 NOTE CSIDL_PERSONAL = C:\Users\user name\Documents
trunk/lib/framework
cursors16.c 27 TODO do bridge and attach need swapping? */
cursors32.c 27 TODO do bridge and attach need swapping? */
debug.c 48 FIXME Needs to be made compatible with 64bit
debug.c 437 FIXME Needs to be made compatible with 64bit
debug.c 472 FIXME Needs to be made compatible with 64bit
debug.h 228 NOTE This may cause significant slowdowns on some systems.
fixedpoint.h 37 FIXME !
frame.c 130 TODO Would have to be normalized to be correct for < 1 fps:
frame.h 35 NOTE the next two #include lines are needed by MSVC to override the default,
i18n.c 106 FIXME We should really use a sub-language code for this. E.g.
i18n.c 165 FIXME We should really use a sub-language code for this. E.g.
input.c 443 FIXME This seems to be totally ignored! (Try switching focus while the dragbox is open)
tagfile.c 184 TODO WTF?
wzapp_c.h 24 TODO Replace this file during Qt merge.
wzglobal.h 562 FIXME )
trunk/lib/gamelib
gtime.h 53 FIXME Then isn't it the real time, not the game time? Rename from gameTime2 to realTime?
gtime.h 61 FIXME This should be renamed from frameTime to deltaGameTime.
gtime.h 66 FIXME gameTime2 should be called realTime).
gtime.h 67 FIXME This should be renamed from frameTime2 to deltaRealTime.
gtime.h 117 NOTE Currently unused – turns out only getModularScaledGraphicsTime was appropriate in the places this was previously used.
trunk/lib/ivis_common
jpeg_encoder.c 19 NOTE THIS FILE IS CURRENTLY USING THE C DCT VERSION. THE ASSEMBLER DCT IS
trunk/lib/ivis_opengl
pieblitfunc.c 263 FIXME WTF is this supposed to do? Looks like some other functionality
piestate.c 206 FIXME do some kind of FreeShaders on failure.
screen.c 193 FIXME This is too much for MAX_LEN_LOG_LINE
screen.c 523 NOTE This function will only dump a screenshot to file if it was requested
tex.c 97 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.c 118 FIXME don't know for sure it is 4 bytes per pixel
textdraw.c 134 FIXME should be UCS4 to avoid conversions
trunk/lib/netplay
netplay.c 31 FIXME we need to handle this better
netplay.c 32 FIXME we need to handle this better
netplay.c 65 WARNING !!! This is initialised via configuration.c !!!
netplay.c 73 NOTE /rant: If the buffer size isn't big enough, it will invalidate the socket.
netplay.c 165 NOTE (!) Change the VersionString when net code changes!!
netplay.c 995 NOTE NetPlay.isUPNP is already set in configuration.c!
netplay.c 1079 FIXME need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
netplay.c 1334 TODO Tell host not to send us our own broadcast messages.
netplay.c 1377 TODO Check that playerQueue is actually responsible for this game queue.
netplay.c 1760 TODO more error checking (?) different file types (?)
netplay.c 1763 NOTE MAX_FILE_TRANSFER_PACKET is set to 2k per packet since 7*2 = 14K which is pretty
netplay.c 1806 TODO more error checking (?) different file types (?) */
netplay.c 2100 FIXME find better location to stick this?
netplay.c 2110 FIXME why is this not done in NETinit()?? - Per
netplay.c 2269 FIXME No room. Dropping the player without warning since protocol doesn't seem to support rejection at this point
netplay.c 2746 NOTE tcp_socket = bsocket now!
netplay.c 2770 FIXME shouldn't there be some sort of rejection message?
netplay.h 132 NOTE / FIXME: We need a way to detect what should happen if the msg buffer exceeds this.
netplay.h 161 NOTE <em>MUST</em> be the first item of this struct.
netplay.h 168 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 1104 FIXME gives strict-aliasing error)", conn->textAddress/*, (unsigned int)ntohs(((const struct sockaddr_in*)&addr)->sin_port)*/);
nettypes.h 122 FIXME Somehow still causes tons of warnings: <enumPtr> is used unitialised in this function
trunk/lib/netplay/miniupnpc
declspec.h 8 NOTE with the cross compiler, even if we have -DSTATICLIB, for some odd reason it still does this
igd_desc_parse.c 13 TODO : rewrite this code so it correctly handle descriptions with
minisoap.c 48 TODO AVOID MALLOC */
minissdpc.c 60 TODO : check if we need to handle the EINTR */
miniupnpcmodule.c 103 TODO have our own exception type ! */
miniupnpcmodule.c 169 TODO have our own exception type ! */
miniupnpcmodule.c 189 TODO have our own exception type ! */
miniupnpcmodule.c 209 TODO have our own exception type ! */
miniupnpcmodule.c 245 TODO RAISE an Exception. See upnpcommands.h for errors codes.
miniupnpcmodule.c 248 TODO have our own exception type ! */
miniupnpcmodule.c 274 TODO have our own exception type ! */
miniupnpcmodule.c 293 TODO have our own exception type ! */
trunk/lib/script
chat_lexer.l 28 FIXME #include from src/
event.c 676 FIXME FIXME FIXME - this is commented away because it made loading
eventsave.c 155 FIXME this does not work for VAL_OBJ_GETSET, VAL_FUNC_EXTERN */
eventsave.c 345 FIXME saving pointer on disk! */
eventsave.c 351 FIXME saving pointer on disk! */
parse.h 97 TODO change to INTERP_VAL - probbaly not necessary
parse.h 365 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 1492 TODO differentiate types
script_parser.y 1602 TODO add new macro
script_parser.y 1727 NOTE DO NOT USE THE ALLOC MACRO'S INSIDE ANY FUNCTIONS
script_parser.y 4262 TODO don't want to store pointers as ints
script_parser.y 5439 TODO don't need to put VAL_TRIGGER here, since stored in ip->type now
stack.c 415 NOTE result->type is _not_ set yet - use 'type' instead
stack.c 1000 FIXME seems to be causing problems sometimes
trunk/lib/sequence
sequence.c 217 TODO FIXME: This routine can & will fail when sources are used up!
sequence.c 248 NOTE sources & buffers deleted in seq_Shutdown()
sequence.c 365 FIXME perhaps we should use wz's routine for audio?
sequence.c 867 FIXME : it is possible to crash if people are playing with no sound.
trunk/lib/sound
audio.c 721 NOTE , if this call fails, expect garbage
audio.c 1061 NOTE This would always happen when audio_StopAll() had been
oggvorbis.c 24 FIXME this would be better if we could only have this for PPC builds, that may come later
oggvorbis.h 33 NOTE this is *NOT* the size of *data itself)
openal_track.c 385 NOTE if it isn't playing | paused, then it is most likely either done
openal_track.c 503 NOTE I'm not entirely sure if a track that's empty after decoding should be
openal_track.c 685 FIXME We run out of OpenAL sources very quickly, so we
openal_track.c 700 NOTE this is only useful for debugging.
openal_track.c 758 FIXME We run out of OpenAL sources very quickly, so we
openal_track.c 774 NOTE this is only useful for debugging.
openal_track.c 1168 FIXME We should really handle these errors.
openal_track.c 1176 FIXME We're leaking memory and resources here when bailing
openal_track.c 1288 NOTE the up vector is swapped because of qsound idiosyncrasies
openal_track.c 1289 FIXME we don't use qsound, but it still is in qsound 'format'...
track.c 360 NOTE we must invalidate the iAudioID (iTrack) so the game knows to add the
trunk/lib/widget
bar.c 29 FIXME Direct iVis implementation include!
editbox.c 32 FIXME Direct iVis implementation include!
form.c 31 FIXME Direct iVis implementation include!
form.c 837 NOTE This routine is NOT modified to use the tab scroll buttons.
form.c 1046 FIXME Include a header...
form.h 93 NOTE If tabHiLite is (UWORD)(-1) then there is no hilite. A bit of a hack I know */
label.c 30 FIXME Direct iVis implementation include!
scrap.c 47 FIXME */
slider.c 27 FIXME Direct iVis implementation include!
tip.c 29 FIXME Direct iVis implementation include!
widget.c 638 NOTE This is where it would crash because of a dangling pointer. See CheckpsMouseOverWidget() for info.
widget.c 1080 NOTE The string must be copied out of the buffer
widget.h 152 NOTE enable TAB_MINOR at your own risk. Have NOT testest new rotuines with that.
widget.h 318 NOTE The string must be copied out of the buffer
trunk/src
action.c 921 FIXME Find out whether this is really necessary
action.c 1272 FIXME What is this code path for?
action.c 1273 FIXME If psDroid->psActionTarget[0] == NULL, then actionVisibleTarget(psDroid, psActionTarget, i) crashes.
action.c 1274 FIXME And if aiChooseTarget above fails, psActionTarget stays NULL.
action.c 1275 FIXME So, assuming the game can't crash, psDroid->psActionTarget[0] is never NULL.
action.h 108 FIXME Bad design, "updating" the action state is too fuzzy a goal for
ai.c 354 FIXME Somewhere we get 0HP droids from
astar.cpp 460 TODO FIXME once we can change numPoints to something larger than uint16_t
aud.c 59 FIXME we don't need to do this, since we are not using qsound.
aud.c 65 NOTE Why?
aud.c 71 NOTE What is QSOUND? Why invert the Y axis?
aud.c 87 FIXME we don't need to do this, since we are not using qsound.
aud.c 97 FIXME we don't need to do this, since we are not using qsound.
basedef.h 63 FIXME If converting to C++, this can be a normal base class and a lot less ugly.
basedef.h 96 FIXME If converting to C++, this can be a normal base class and a lot less ugly.
basedef.h 112 FIXME Should be converted to C++, and be written as ": public SIMPLE_OBJECT", avoiding a whole lot of casts.
bucket3d.c 501 NOTE bucketCalculateState calls bucketCalculateZ, don't know why not just use bucketCalculateZ.
clparse.c 413 NOTE The sole purpose of this is to test the crash handler.
cluster.c 465 NOTE Unused! void clustGetCenter(BASE_OBJECT *psObj, SDWORD *px, SDWORD *py)
combat.c 142 TODO Should still replace this with something saner, such as a ±1% random deviation in reload time.
component.c 566 FIXME change when adding submarines to the game
component.c 594 FIXME
component.c 600 FIXME - hideous....!!!!
component.c 629 TODO add flame-finding code here */
component.h 75 NOTE Unused!*/
component.h 80 NOTE Unused!*/
configuration.c 438 FIXME Get rid of storing the max-player count in the config
configuration.c 839 FIXME Get rid of storing the max-player count in the config
console.c 760 NOTE Unused! void consolePrintf(char *layout, ...)
design.c 39 FIXME Direct iVis implementation include!
design.c 1335 NOTE At this time, savegames can support a max of 60. We are using WIDG_MAXSTR (currently 80 )for display
display3d.c 332 FIXME GET RID OF THE MAGIC NUMBERS BELOW */
display3d.c 1289 FIXME !!!!!!!! */
display3d.c 1764 NOTE ! : anything that has multiple (anim) frames *must* use the bucket to render
droid.c 163 NOTE This function will damage but _never_ destroy transports when in single player (campaign) mode
droid.c 693 NOTE 3 types of screams are available ID_SOUND_BARB_SCREAM - ID_SOUND_BARB_SCREAM3
droid.c 764 FIXME Workaround for babarians that were burned to death
droid.c 1064 FIXME
droid.c 1502 FIXME add power cost for repair
droid.c 1854 NOTE sDefaultDesignTemplate.pName takes ownership
droid.c 2915 FIXME
droid.c 3531 TODO vtol check really not needed?
droid.c 4087 NOTE Previous code (r5410) returned false if a droid had no weapon,
droid.c 4314 FIXME why completely separate code paths for multiplayer and single player?? - Per
droid.c 4638 TODO Fix this memory leak when deleting templates.");
droiddef.h 60 NOTE , if you add to, or change this list then you'll need
droiddef.h 215 TODO Make synch perfect, so that this isn't needed at all.
effects.c 204 FIXME
effects.c 205 FIXME
effects.c 281 FIXME Does not deal with out-of-memory conditions (yet)
effects.c 408 FIXME We have no way to report an error here...
effects.c 525 FIXME We have no way to report an error here...
effects.c 2446 FIXME This does not do anything!!
feature.c 581 WARNING - STATS CHANGE NEEDED!!!!!!!!!!!
fpath.c 861 FIXME This is not entirely correct for all possible maps. - Per
frontend.c 244 FIXME We should do a SPinit() to make sure all the variables are reset correctly.
frontend.c 1169 FIXME if playercolor = 1-3, then we Assert in widgSetButtonState() since we don't define FE_P1 - FE_P3
frontend.c 1209 FIXME Changing the below return button tooltip does not work.
function.c 1043 TODO support advanced armour system
game.c 95 FIXME
game.c 2296 NOTE why do we start the game clock on a *failed* load?
game.c 2954 FIXME THIS FILE IS A HUGE MESS, this code should probably appear at another position...
game.c 10271 FIXME enum may not be this type! */
game.c 10497 FIXME enum may be different type! */
game.c 10588 FIXME enum may not be this type! */
game.c 10788 FIXME enum may be different type! */
game.c 10839 FIXME enum may be different type! */
game.c 11666 NOTE would do fallback if FBO is not available here.
group.c 144 NOTE Unused! void grpJoinEnd(DROID_GROUP *psGroup, DROID *psDroid)
hci.c 39 FIXME Direct iVis implementation include!
hci.c 2128 NOTE if this was a regular buildprocess we would
hci.c 2421 NOTE ! The below functions populate our list (building/units...)
hci.c 2454 NOTE ! Do we even want this anymore, since we can have basically
hci.c 2473 NOTE ! more pruning [future ref]
hci.c 3283 NOTE This flickers badly, so turn it off for now.
hci.c 4553 BUG ! (a)";
hci.c 4563 BUG ! (b)";
hci.c 4573 BUG ! (c)";
hci.c 5311 BUG ! (d)";
hci.c 5708 NOTE , there is really no limit now to the # of menu items we can have,
hci.h 231 NOTE was used for max # in build menus.
ingameop.c 142 WARNING You're the host. If you quit, the game ends for everyone!");
ingameop.c 448 FIXME we hijack this routine for the popup close.
init.c 102 FIXME Totally inappropriate place for this.
init.c 541 NOTE Exception handler is cleaned via atexit(ExchndlShutdown);
init.c 1055 FIXME Is this really needed?
init.h 35 FIXME Totally inappropriate place for this.
intdisplay.c 39 FIXME Direct iVis implementation include!
intdisplay.c 114 FIXME These variables are never, ever referenced directly;
intdisplay.c 340 BUG ! (e) %d-%d", Quantity, Built);
intdisplay.c 3194 NOTE On certain missions (limbo & expand), there is still valid data that is stored outside the
intdisplay.c 3212 NOTE On certain missions (limbo & expand), there is still valid data that is stored outside the
intelmap.c 1433 FIXME We should perhaps get font size, and use that to calculate offset(s) ?
intelmap.c 1442 NOTE , game assumes all videos to be 640x480
intorder.c 86 NOTE
intorder.c 465 NOTE Unused! BOOL intUpdateOrder(DROID *psDroid)
keybind.c 52 FIXME Direct iVis implementation include!
keybind.c 75 FIXME Direct iVis implementation include!
keybind.c 127 NOTE may want to only allow this for DEBUG builds?? -- Buginator
keybind.c 345 TODO psNewDroid is null, since we just sent a message, but haven't actually created the droid locally yet.
keybind.c 2016 NOTE THIS FUNCTION CAN DISABLE ALL OTHER KEYPRESSES
keybind.c 2034 FIXME Why are we using duplicate defines? INPBUF_CR == KEY_RETURN == SDLK_RETURN
keybind.c 2908 TODO remove me
keyedit.c 504 FIXME Use the endian-safe physfs functions.
keyedit.c 516 NOTE Changed to LOG_FATAL, since we want to inform user via pop-up (windows only)
keyedit.c 601 NOTE Changed to LOG_FATAL, since we want to inform user via pop-up (windows only)
lighting.c 463 FIXME Is the percent variable misnamed here, or is the code wrong? Because we do
loop.c 33 FIXME Direct iVis implementation include!
loop.c 262 FIXME This function will be redundant with logical updates.
loop.c 294 FIXME Previous comment is deprecated. multiPlayerLoop does some other weird stuff, but not that anymore.
loop.c 412 FIXME These for-loops are code duplicationo
main.c 497 NOTE This is currently only used for mingw builds for now.
main.c 796 NOTE always setGameMode correctly before *any* loading routines!
main.c 802 FIXME we really should throw up a error window, but we can't (easily) so I won't.
main.c 805 FIXME If we bomb out on a in game load, then we would crash if we don't do the next two calls
map.c 235 FIXME Read these from a config file
map.c 312 FIXME For now, we just pretend this is a tertilesc1hw map.
map.c 910 FIXME the map preview code loads the map without setting the tileset
map.c 981 FIXME magic number
map.c 1413 FIXME Structured after old savegame logic, but surely it must be possible
map.c 1813 TODO Using the corner of the map instead doesn't make sense. Fix this...
map.c 2233 TODO Make waves in the water?
message.c 615 NOTE on the psx the last entry (audioID) is used as the number of frames in the stream
message.c 1035 NOTE Unused! PROXIMITY_DISPLAY * getProximityDisplay(MESSAGE *psMessage)
mission.c 3190 FIXME check that orders do not reference anything bad?
move.c 440 TODO Use mapgrid.h iterator.
move.c 876 TODO See if this function can be simplified.
move.c 2469 NOTE Why not do this for AI units also?
multiint.c 404 FIXME Try to incorporate this into physfs setup somehow for sane paths
multiint.c 804 TODO Check whether this code is used at all in skirmish games, if not, remove it.
multiint.c 1542 TODO make a new icon to show this state?
multiint.c 2117 FIXME It don't seem to be locking it into the 2nd state?
multiint.c 2284 FIXME Was: if(ingame.bHostSetup);{} ??? Note the ; !
multiint.c 2717 NOTE TRUNK <->svn/2.3 difference, we don't load limiter_tex!
multiint.c 3213 TODO , read from map itself, not here!!
multiint.c 3318 TODO Check whether this code is used at all in skirmish games, if not, remove it.
multiint.c 3327 FIXME We should really use another way to indicate that the game is full than our current big fat cross.
multiint.c 3348 FIXME Need a Wrong version icon!
multiint.c 3748 FIXME This seems to be a way to conserve space, so you can use a
multijoin.c 157 FIXME look why destroyStruct() doesn't put back the feature like removeStruct() does
multilimit.c 44 FIXME Direct iVis implementation include!
multimenu.c 32 FIXME Direct iVis implementation include!
multimenu.c 923 NOTE , This tallys up *all* the structures you have. Test out via 'start with no base'.
multiopt.c 554 FIXME - not sure if we still need this hack - Per
multiplay.c 581 TODO Remove all these cases.
multiplay.c 633 TODO Ignore our own queue.
multiplay.c 766 FIXME the next 4 cases might not belong here --check (we got two loops for this)
multiplay.c 1586 TODO Rewrite the whole interface, so it's possible to change the code without spaghetti dependencies causing problems everywhere, and without resorting to ugly hacks.");
multiplay.c 1690 NOTE if we get here, then the game is basically over, The host can't send the file for whatever reason...
multiplay.h 99 NOTE MaxMsgSize is currently set to 16K. When MAX_BYTESPERSEC has been reached (sent + recv!), then we do NOT
multiplay.h 101 FIXME We should define this externally so people with dial-up modems can configure this
multiplay.h 102 FIXME Use possible compression on the packets.
multiplay.h 103 NOTE Remember, we (now) allow 450 units max * 7 (1 human, 6 AI possible for Host) to send to the other player.
multistat.c 100 FIXME rewrite setMultiStats())
multistat.c 211 FIXME Why in the world are we using two different structs for stats when we can use only one?
multistat.c 234 FIXME Why in the world are we using two different structs for stats when we can use only one?
multistat.c 307 FIXME Why in the world are we using two different structs for stats when we can use only one?
multistruct.c 128 TODO Remove this.)", ((STRUCTURE *)psDroid->psTarget)->id, structId);
multistruct.c 134 TODO The following may be causing crashes, figure out whether to fix or remove it. (Shouldn't be needed with the new code.)
multistruct.c 177 TODO Synch IDs, without resorting to an ugly hack like this.
multistruct.c 366 NOTE I do not think this should be here!
multistruct.c 396 TODO Add some kind of checking, so that things don't get lasatted by bunkers.
multisync.c 68 NOTE / FIXME: Current MP games are locked at 45ms
objects.c 100 TODO
objects.c 103 TODO
objmem.c 66 TODO Reduce to single list.
objmem.c 439 FIXME the next call is disabled for now, yes, it will leak memory again.
order.c 123 FIXME unit doesn't shoot while returning to the guard position
parsetest.c 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.c 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.c 51 FIXME Direct iVis implementation include!
projectile.c 453 TODO Should finish the tick, when penetrating.
projectile.c 950 TODO Should probably give effectTime as an extra parameter to addEffect, or make an effectGiveAuxTime parameter, with yet another 'this is naughty' comment.
projectile.c 1028 FIXME
projectile.c 1266 FIXME Check whether we hit above maximum structure height, to skip unnecessary calculations!
projectile.c 1935 TODO add person 'state'checks here(stand, knee, crouch, prone etc)
radar.c 25 FIXME Direct iVis implementation include!
random.h 47 TODO The seed should be sent over the network, so that all clients generate the same number sequence.
raycast.c 129 FIXME Magic value
research.c 1014 NOTE by AJL may 99 - skirmish now has it's own version of this, skTopicAvail.
scriptai.c 652 FIXME Looks like a script error in the player*.slo files
scriptextern.c 114 FIXME Set to 0 since function returned undef value
scriptfuncs.c 4387 TODO fix if needed
scriptfuncs.c 7460 TODO fix if needed
scriptfuncs.c 7607 TODO fix if needed
scriptfuncs.c 7656 TODO fix if needed
scriptobj.c 243 TODO only returns first weapon now
scriptobj.c 760 TODO use union
selection.c 417 FIXME
selection.c 507 FIXME
selection.c 644 FIXME
seqdisp.c 64 NOTE The original game never had a true fullscreen mode for FMVs on >640x480 screens.
seqdisp.c 591 NOTE The original game never had a fullscreen mode for FMVs on >640x480 screens.
structure.c 24 WARNING !!!!!!
structure.c 54 FIXME Direct iVis implementation include!
structure.c 546 FIXME exit(EXIT_FAILURE)?
structure.c 1048 TODO The abandoned code needs to be factored out, see: saveMissionData
structure.c 1051 TODO do something here
structure.c 1848 NOTE resizeRadar() may be required here, since we change scroll limits?
structure.c 1863 NOTE resizeRadar() may be required here, since we change scroll limits?
structure.c 1876 NOTE resizeRadar() may be required here, since we change scroll limits?
structure.c 2622 TODO Should either do this for all states, or synchronise factory.secondaryOrder.
structure.c 2784 FIXME We should have this variable user defined.
structure.c 3612 FIXME duplicate code, make repairing cost power again
structure.c 3827 TODO psBuilding->status == SS_BEING_BUILT test is because structure ids are not synchronised until after they start building...
structure.c 4687 TODO Fix 4x code duplication.
structure.c 7115 FIXME give power back
structure.c 7131 FIXME give power back
structure.c 7474 FIXME Why is nStat not initialized properly?
terrain.c 230 NOTE The current (max) texture size of a tile is 128x128. We allow up to a user defined texture size
terrain.c 1198 FIXME with fog enabled we draw this also to the color buffer. A fogbox might be faster.
terrain.c 1319 FIXME remove this after the driver is fixed
transporter.c 55 FIXME Direct iVis implementation include!
transporter.c 1364 TODO Can't unload single droids, sending order to unload all at once, because this code is so convoluted.");
warcam.c 853 FIXME Should this be group instead of GROUP_SELECTED?
wrappers.c 28 FIXME Direct iVis implementation include!
wrappers.c 340 NOTE When this is called, we stop the backdrop, but since the screen