removed some ancient comments

This commit is contained in:
laochailan 2012-08-03 17:06:25 +02:00
parent fe7cd62545
commit 62621ae345
11 changed files with 15 additions and 30 deletions

View file

@ -27,5 +27,4 @@ void main(void) {
float f = clamp((end - z)/(end-start),0.0,1.0);
gl_FragColor = f*texture2D(tex, pos) + (1.0-f)*fog_color;
// gl_FragColor = vec4(z);
}

View file

@ -184,8 +184,7 @@ Attack *boss_add_attack(Boss *boss, AttackType type, char *name, float timeout,
boss->attacks = realloc(boss->attacks, sizeof(Attack)*(++boss->acount));
Attack *a = &boss->attacks[boss->acount-1];
// if(!boss->current)
boss->current = &boss->attacks[0];
boss->current = &boss->attacks[0];
a->type = type;
a->name = malloc(strlen(name)+1);

View file

@ -64,7 +64,6 @@ void free_attack(Attack *a);
void start_attack(Boss *b, Attack *a);
Attack *boss_add_attack(Boss *boss, AttackType type, char *name, float timeout, int hp, BossRule rule, BossRule draw_rule);
// void boss_add_waypoint(Attack *attack, complex pos, int time);
void boss_death(Boss **boss);

View file

@ -33,7 +33,7 @@ struct Enemy {
long birthtime;
int dir; // TODO: deprecate those
int dir;
int moving;
EnemyLogicRule logic_rule;

View file

@ -104,14 +104,14 @@ typedef struct {
MenuData *menu;
Dialog *dialog;
RefArray refs; // for super extra OOP-tardness: references. the cool way.
RefArray refs;
int game_over;
int points;
FPSCounter fps;
int nostagebg; // I don't want the automatic stagebg handling to mess with the config, and I don't want that longass if in more than one place either.
int nostagebg;
Replay replay;
int replaymode;

View file

@ -462,10 +462,7 @@ void draw_options_menu(MenuData *menu) {
draw_options_menu_bg(menu);
draw_text(AL_Right, 140*(1-menu->fade), 30, "Options", _fonts.mainmenu);
//glColor4f(1,1,1,0.7);
//draw_texture(SCREEN_W/2+40, SCREEN_H/2, "mainmenu/gate");
glPushMatrix();
glTranslatef(100, 100, 0);

View file

@ -138,16 +138,16 @@ void player_logic(Player* plr) {
if(plr->focus < 0 || (plr->focus > 0 && plr->focus < 30))
plr->focus++;
// if(global.frames - plr->recovery >= 0) {
switch(plr->cha) {
case Youmu:
youmu_shot(plr);
break;
case Marisa:
marisa_shot(plr);
break;
}
// }
switch(plr->cha) {
case Youmu:
youmu_shot(plr);
break;
case Marisa:
marisa_shot(plr);
break;
}
if(global.frames == plr->deathtime)
player_realdeath(plr);
@ -173,10 +173,6 @@ void player_logic(Player* plr) {
void player_bomb(Player *plr) {
if(global.frames - plr->recovery >= 0 && plr->bombs > 0) {
// Enemy *e;
// for(e = global.enemies; e; e = e->next)
// if(e->hp != ENEMY_IMMUNE)
// e->hp = 0;
delete_projectiles(&global.projs);

View file

@ -36,7 +36,6 @@ typedef struct StageInfo {
int id;
StageRule loop;
int hidden;
// reserved for draw_stage_title when/if it's used
char *title;
char *subtitle;

View file

@ -153,7 +153,6 @@ void stage2_draw() {
bgcontext.cv[1] += 0.1;
bgcontext.crot[2] += 0.5;
}
// bgcontext.cv[1] -= 0.5;
draw_stage3d(&bgcontext, 7000);

View file

@ -98,8 +98,6 @@ void stage4_lake_draw(Vector pos) {
glPushMatrix();
glTranslatef(pos[0], pos[1]+140, pos[2]);
glScalef(15,15,15);
// glRotatef(180,1,0,0);
draw_model("lake");
glPopMatrix();

View file

@ -138,6 +138,5 @@ void stage5_end() {
}
void stage5_loop() {
// ShaderRule shaderrules[] = { stage3_fog, NULL };
stage_loop(stage_get(5), stage5_start, stage5_end, stage5_draw, stage5_events, NULL, 5700);
}