Code Tags

Filename Line Tag Description
build_tools/autorevision
autorevision.cpp 41 NOTE Using STLport now, so need to include these extra headers
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.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
lib/exceptionhandler
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
lib/framework
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 )
lib/gamelib
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.
lib/ivis_opengl
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()
lib/netplay
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)*/);
lib/netplay/miniupnpc
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
lib/script
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
lib/sequence
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.
lib/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
lib/widget
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
src
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