| Filename |
Line |
Tag |
Description |
| 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 |
|
| 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 |
| 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 |
) |
| 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. |
| jpeg_encoder.c |
19 |
NOTE |
THIS FILE IS CURRENTLY USING THE C DCT VERSION. THE ASSEMBLER DCT IS |
| 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 |
| 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 |
| 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 ! */ |
| 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 |
| 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. |
| 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 |
| 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 |
| 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 |