Change project inline comment tags

!DEBUG!
!TODO!
!NOTE!
This commit is contained in:
Wyqer 2019-02-23 09:13:49 +01:00
parent c0f2100e9e
commit a96e703124
No known key found for this signature in database
GPG Key ID: D7E2F8BD7F1E48FA
16 changed files with 32 additions and 32 deletions

View File

@ -4,7 +4,7 @@
File: fn_core_areUnitsNear.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-05-07
Last Update: 2018-12-08
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -19,7 +19,7 @@
Result [BOOL]
*/
// TODO
// !TODO!
// Guess we can move this to common
params [

View File

@ -4,7 +4,7 @@
File: fn_core_spawnPotato.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2017-05-01
Last Update: 2018-12-08
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -18,7 +18,7 @@
*/
// Check if there wasn't a Potato 01 already spawned or if the spawned one is destroyed.
// NOTE: As the loading will happen before this function is called, it won't interfere with a loaded Potato 01.
// !NOTE! As the loading will happen before this function is called, it won't interfere with a loaded Potato 01.
if(!isServer || alive KPLIB_core_potato01) exitWith {};
// If Potato 01 wreck is too close to respawn we should delete it.

View File

@ -4,7 +4,7 @@
File: KPLIB_defines.hpp
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2017-10-28
Last Update: 2018-11-27
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -71,7 +71,7 @@ class RscTitles
};
};
// TODO: Rework and implementation of the Status Overlay
// !TODO! Rework and implementation of the Status Overlay
/*
class statusoverlay
{

View File

@ -1,7 +1,7 @@
# KP Liberation Module Description
## Resources Module
TODO Description
!TODO! Description
### Dependencies
* Init

View File

@ -4,7 +4,7 @@
File: fn_res_storeCrate.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-12-15
Last Update: 2018-12-16
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -60,7 +60,7 @@ _crate attachTo [_nearStorage, [
[typeOf _crate] call KPLIB_fnc_res_getCrateZ
]];
// TODO: We need to test, if this on/off is really necessary.
// !TODO! We need to test, if this on/off is really necessary.
// [_crate, false] remoteExecCall ["enableRopeAttach", true];
true

View File

@ -4,7 +4,7 @@
File: fn_virtual_addCurator.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-11-18
Last Update: 2018-12-11
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -32,7 +32,7 @@ unassignCurator _oldCurator;
[{isNull getAssignedCuratorLogic (_this select 0)}, {
params ["_unit", "_mode", "_oldCurator"];
// TODO
// !TODO!
// This causes rpt spam about not existing objects
// Disable for now
//deleteVehicle _oldCurator;

View File

@ -6,7 +6,7 @@
File: fn_build_changeQueueMode.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-11-29
Last Update: 2018-12-17
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -25,7 +25,7 @@ params [
private _display = ctrlParent _control;
private _confirmBtnControl = _display displayCtrl KPLIB_IDC_BUILD_CONFIRM;
// TODO preserve and restore current build queue
// !TODO! preserve and restore current build queue
switch (LGVAR_D(buildMode, 0)) do {
case 0: {
_control ctrlSetText "Move mode";

View File

@ -5,7 +5,7 @@
File: fn_build_confirmAll.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-11-28
Last Update: 2018-11-29
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -21,7 +21,7 @@
private _validItems = LGVAR(buildQueue) select {_x getVariable ["KPLIB_validPos", true]};
LSVAR("buildQueue", LGVAR(buildQueue) - _validItems);
// TODO implement build queue handling (resource check etc.)
// !TODO! implement build queue handling (resource check etc.)
systemChat "buildConfirm: Resource check not implemented yet!";
{
private _dirAndUp = [vectorDir _x, vectorUp _x];

View File

@ -4,7 +4,7 @@
File: fn_build_confirmSingle.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-11-29
Last Update: 2018-12-17
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -27,7 +27,7 @@ _createParams params ["_className", "_pos", "_dir", "_justBuild"];
private ["_obj"];
// TODO save only builings via Build module, units and vehicles should be moved to persistence module
// !TODO! save only builings via Build module, units and vehicles should be moved to persistence module
switch true do {
case (_className isKindOf "Man"): {
_obj = [createGroup KPLIB_preset_sideF, _className] call KPLIB_fnc_common_createUnit;

View File

@ -6,7 +6,7 @@
File: fn_build_handleMouse.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-09-09
Last Update: 2018-12-11
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -115,7 +115,7 @@ switch toLower _mode do {
case "onmousezchanged_buildcategorylist";
case "onmousezchanged_buildlist": {
// Disable camera movement when scrolling over build dialog
// TODO is there any better solution?
// !TODO! is there any better solution?
LGVAR(camera) camCommand "manual off";
[{

View File

@ -4,7 +4,7 @@
File: fn_build_loadData.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-11-04
Last Update: 2018-12-08
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -49,7 +49,7 @@ if (_moduleData isEqualTo []) then {
private ["_object"];
// TODO proper deserialization/serialization with groups and vehicle crews handling
// !TODO! proper deserialization/serialization with groups and vehicle crews handling
switch true do {
case (_className isKindOf "Man"): {
_object = [createGroup KPLIB_preset_sideF, _className] call KPLIB_fnc_common_createUnit;

View File

@ -4,7 +4,7 @@
File: KPLIB_defines.hpp
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-07-01
Last Update: 2018-12-12
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -110,7 +110,7 @@ class KPLIB_build {
// Toolbox Controls
class Controls {
// TODO move toolbox items creation to script
// !TODO! move toolbox items creation to script
class KPLIB_Toolbox_MoveItems: KPGUI_PRE_ActiveText {
text = "Build mode";
idc = KPLIB_IDC_BUILD_TOOLBOX_MOVEITEMS;

View File

@ -4,7 +4,7 @@
File: fn_garrison_despawn.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-10-20
Last Update: 2018-11-27
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -41,7 +41,7 @@ private _heavyVeh = [];
};
} forEach (_activeGarrisonRef select 2);
/* NOTE:
/* !NOTE!
With the current despawn checks for the vehicles, the vehicle won't be deleted if it's a wreck or the crew bailed out due to damage.
This leads to the behaviour that it would be deleted if there is a blufor unit or a player in the vehicle (if the enemy is opfor).
We'll address the "capture enemy vehicle" with a variable which will be set to the vehicle like "KPLIB_captured" in a later iteration.

View File

@ -4,7 +4,7 @@
File: fn_garrison_initSector.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-10-24
Last Update: 2018-12-09
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -25,7 +25,7 @@ if (_sector isEqualTo "") exitWith {[]};
// Initialize general sector garrisons
private _tempMarker = toArray _sector;
private _side = 0; // 0 - Enemy Military Troops; 1 - Local Militia Troops; 2 - Players (NOTE: It's very possible that this will change, so consider it as placeholder)
private _side = 0; // 0 - Enemy Military Troops; 1 - Local Militia Troops; 2 - Players (!NOTE! It's very possible that this will change, so consider it as placeholder)
private _soldiers = 0; // Amount of soldiers
private _lVehicles = []; // Array of light vehicle classnames
private _hVehicles = []; // Array of heavy vehicle classnames

View File

@ -72,7 +72,7 @@ _grp = [_classnames, _spawnPos, _side] call KPLIB_fnc_common_createGroup;
_activeGarrisonRef pushBack _x;
} forEach (units _grp);
// FOR DEBUG: Add group to Zeus
// !DEBUG! Add group to Zeus
{
_x addCuratorEditableObjects [units _grp, true]
} forEach allCurators;

View File

@ -4,7 +4,7 @@
File: fn_garrison_spawnSectorVehicle.sqf
Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
Date: 2018-10-21
Last Update: 2018-12-19
Last Update: 2019-02-23
License: GNU General Public License v3.0 - https://www.gnu.org/licenses/gpl-3.0.html
Description:
@ -35,7 +35,7 @@ private _sectorPos = getMarkerPos _sector;
private _spawnPos = [_sectorPos] call KPLIB_fnc_garrison_getVehSpawnPos;
private _activeGarrisonRef = [_sector, true] call KPLIB_fnc_garrison_getGarrison;
/* NOTE
/* !NOTE!
This works totally fine and also adds e.g. a CSAT vehicle classname as Blufor side, if ordered.
The "problem" is, that it has the normal config crew, so it's manned by CSAT soldiers which belong to Blufor side.
Maybe we have to replace it with an own function, especially as some AAF vehicles (resistance side) are also in the blufor preset.
@ -45,12 +45,12 @@ private _vehicle = [_classname, _spawnPos, random 360, true, true] call KPLIB_fn
_vehicle setDamage 0;
private _crew = crew _vehicle;
// FOR DEBUG: Add group to Zeus
// !DEBUG! Add group to Zeus
{
_x addCuratorEditableObjects [[_vehicle], true]
} forEach allCurators;
/* NOTE
/* !NOTE!
Adding a patrol waypoint pattern to the vehicle let it move like the infantry squads, which is the same like in the old framework.
Unfortunately this leads to the behaviour that they can get stuck and drive over their homies with no regrets.
So we could let them spawn standing still and just "scan the area" or we keep it like in the old framework and let them drive around.