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@gfontenot
Created July 3, 2013 17:19
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code/game/AI_RocketTrooper.cpp:133: {//Hmm, have to get around this bastard
code/game/AI_Sniper.cpp:789: {//Hmm, have to get around this bastard... FIXME: this NPCInfo->enemyLastSeenTime builds up when ducked seems to make them want to run when they uncrouch
code/game/AI_Stormtrooper.cpp:2419: {//Hmm, have to get around this bastard
code/game/AnimalNPC.cpp:263: // FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
code/game/AnimalNPC.c:607: // FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
code/game/g_vehicles.c:1400: { //if we've still got people in us, just kill the bastards
code/game/WalkerNPC.c:369: // FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
codemp/cgame/cg_main.c:3662: { //we'll just stricmp this bastard, since there aren't all that many cgame-only things, and they all have special handling
codemp/game/AnimalNPC.c:501: // FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
codemp/game/g_vehicles.c:1213: { //if we've still got people in us, just kill the bastards
codemp/game/NPC_AI_Sniper.c:756: {//Hmm, have to get around this bastard... FIXME: this NPCInfo->enemyLastSeenTime builds up when ducked seems to make them want to run when they uncrouch
codemp/game/NPC_AI_Stormtrooper.c:2563: {//Hmm, have to get around this bastard
codemp/game/NPC_AI_Jedi.c:616: {//Hmm, have to get around this bastard
codemp/game/WalkerNPC.c:431: // FIXME! Why do you keep repeating over and over!!?!?!? Bastard!
tools/ModView/modviewdoc.cpp:92: // make absolutely fucking sure this bastard does as it's told...
code/cgame/cg_view.cpp:2173: //FIXME: first person crouch-uncrouch STILL FUCKS UP THE AREAMASK!!!
code/cgame/cg_players.cpp:1979: && !G_ClassHasBadBones( cent->gent->client->NPC_class ) )//these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...
code/client/cl_bink_copier.cpp:25: // But we're in a thread, and va isn't thread-safe. Fuck.
code/client/cl_mp3.org:363: // what?!?!?! Fucking time travel needed or something?, forget it
code/client/snd_mem.cpp:366: if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process
code/game/AI_Rancor.cpp:392: {//fuck, do an actual line trace, I guess...
code/game/AI_Rancor.cpp:569: {//fuck, do an actual line trace, I guess...
code/game/AI_Jedi.cpp:3675: {//fuck, jump instead
code/game/AI_Jedi.cpp:3688: {//fuck it, just force it
code/game/AI_Jedi.cpp:3698: {//fuck, jump instead
code/game/AI_Jedi.cpp:3711: {//fuck it, just force it
code/game/g_client.cpp:1502: //SIGH... fucks him up BAD
code/game/g_client.cpp:1520: //SIGH... spine wiggles fuck all this shit
code/game/bg_pmove.cpp:3187: {//on ground and not moving and on level ground, no reason to do stupid fucking gravity with the clipvelocity!!!!
code/game/g_active.cpp:1153: {//aw, fuck it, clients no longer take impact damage from other clients, unless you're the player
code/game/g_vehicles.c:2231: {//just get the fuck out
code/game/NPC_move.cpp:97: //FUCK IT, always check for do not enter...
code/game/NPC_reactions.cpp:1145: //ask them what the fuck they're doing
code/game/q_math.cpp:545: i = 0x5f3759df - ( i >> 1 ); // what the fuck?
code/ghoul2/G2_bones.cpp:314: // why I should need do this Fuck alone knows. But I do.
code/game/wp_saber.cpp:13714: // Need to extern these. We can't #include qcommon.h because some fuckwit
code/mp3code/mhead.c:247: return 0; // fuck knows what this is, but it ain't one of ours...
code/mp3code/towave.c:203: // fuck this...
code/renderer/tr_WorldEffects.cpp:436:#define COUTSIDE_STRUCT_VERSION 1 // you MUST increase this any time you change any binary (fields) inside this class, or cahced files will fuck up
code/server/sv_savegame.cpp:1571: // I'm going to jump in front of a fucking bus if I ever have to do something so hacky in the future.
code/server/sv_savegame.cpp:1750: // popup, but we need it to be up for at least a second, so sit here in a fucking
code/ui/ui_saber.cpp:40:{//FIXME: these get fucked by vid_restarts
code/win32/win_glimp.cpp:740: // error box that'll only appear if something's seriously fucked then I'm going to fallback to
code/win32/win_qgl_dx8.cpp:4487: // But I can't figure out who the fuck has a lock on the texture, or
codemp/client/cl_input.cpp:1890: //this will fuck things up for them, need to clamp
codemp/client/snd_mem.cpp:365: if (iRawPCMDataSize) // should always be true, unless file is fucked, in which case, stop this conversion process
codemp/game/g_main.c:912: // Fix for yet another friggin global in the goddamn fucking DLLs.
codemp/game/g_mover.c:175: {//just blow the fuck out of them
codemp/game/g_vehicles.c:2082: {//just get the fuck out
codemp/game/NPC_reactions.c:1108: //ask them what the fuck they're doing
codemp/game/q_math.c:625: i = 0x5f3759df - ( i >> 1 ); // what the fuck?
codemp/ghoul2/g2_bones.cpp:326: // why I should need do this Fuck alone knows. But I do.
codemp/mp3code/mhead.c:247: return 0; // fuck knows what this is, but it ain't one of ours...
codemp/qcommon/qcommon.h:156:// What the fuck? I haven't seen a message bigger than 9k. Let's increase when we NEED to, eh?
codemp/qcommon/strip.cpp:822:// fix problems caused by fucking morons entering clever "rich" chars in to new text files *after* the auto-stripper
codemp/renderer/tr_shader.cpp:97:extern char *shaderText; // ONLY ONE FUCKING COPY OF THIS FUCKING SHIT!
codemp/ui/ui_saber.c:41:{//FIXME: these get fucked by vid_restarts
codemp/win32/win_glimp.cpp:737: // error box that'll only appear if something's seriously fucked then I'm going to fallback to
codemp/win32/xbox_texture_man.h:194: // figure out what the fuck is wrong later: VVFIXME
codemp/win32/win_qgl_dx8.cpp:4246: // But I can't figure out who the fuck has a lock on the texture, or
codemp/xbox/XBLive_PL.cpp:631: // Fuck it. Making this work is impossible, given the number of inane name
tools/ModView/modview.cpp:121: extern void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName);
tools/ModView/modview.cpp:122: FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt("Untitled");
tools/ModView/model.h:114:// vector < MyGLMatrix_t > MatricesPerFrame; // why the fuck doesn't this work? Dammit.
tools/ModView/model.h:118: vector <MyGLMatrix_t> vMatricesPerFrame; // why the fuck doesn't this work? Dammit.
tools/ModView/mainfrm.cpp:388: // command to do it legally, so fuck it...
tools/ModView/mainfrm.cpp:440: // command to do it legally, so fuck it...
tools/ModView/mainfrm.cpp:1457: // TCHAR versions of these won't fucking compile (thanks yet again, MS)
tools/ModView/modviewdoc.cpp:88:void FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(LPCSTR psDocName)
tools/ModView/modviewdoc.cpp:92: // make absolutely fucking sure this bastard does as it's told...
tools/ModView/modviewdoc.cpp:130: // and since the CWinApp class can't even ask what it's own fucking document pointer is without doing a hundred
tools/ModView/modviewdoc.cpp:131: // lines of shit deep within MFC then I'm going to fuck the whole lot off by storing a pointer which I can then
tools/ModView/modviewdoc.cpp:134: // All this fucking bollocks was because MS insist on doing their own switch-comparing so I can't pass in 'real'
tools/ModView/modviewdoc.cpp:135: // switches, I have to use this '#' crap. Stupid fucking incompetent MS dickheads. Like how hard would it be to
tools/ModView/oldskins.cpp:596:// {"February", 28}, // fuck the leap years
tools/ModView/model.cpp:4186:// sometimes MFC & C++ are a real fucking pain as regards what can talk to what, so...
tools/ModView/r_glm.cpp:680: return MyFlags; // fuck it, couldn't find a parent, just return my flags
tools/ModView/r_glm.cpp:1806: // that aren't being used. - NOTE this will fuck up any models that have surfaces turned off where the lower surfaces aren't.
tools/ModView/r_surface.cpp:509:// Fuck this maths shit, it doesn't work
tools/ModView/textures.cpp:882: if (error && error != GL_STACK_OVERFLOW /* fucking stupid ATI cards report this for no reason sometimes */ )
code/ff/ff_snd.cpp:487: // This is so shitty
code/game/g_client.cpp:1520: //SIGH... spine wiggles fuck all this shit
code/game/g_active.cpp:5149: {//a corpse? Shit
code/game/g_spawn.cpp:322: //freaky camera shit
code/game/NPC_goal.cpp:153:Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
code/ghoul2/G2_API.cpp:1976: vec3_t transRayDirection, transHitLocation;
code/ghoul2/G2_API.cpp:1977: TransformAndTranslatePoint(gore.hitLocation, transHitLocation, &worldMatrixInv);
code/ghoul2/G2_API.cpp:1998: G2_TraceModels(ghoul2, transHitLocation, transRayDirection, 0, gore.entNum, G2_NOCOLLIDE,lod,1.0f,gore.SSize,gore.TSize,gore.theta,gore.shader,&gore);
code/qcommon/stringed_ingame.cpp:6:// then you're going to be SOOL (shit out of luck ;-)...
code/qcommon/stringed_ingame.cpp:41:// Yeah, it's hardcoded. I don't give a shit.
code/qcommon/z_memman_pc.cpp:672: // It ignores the left-hand specifier. Sigh, now I've got to do shit like this...
code/renderer/tr_backend.cpp:416: // do initialization shit
code/renderer/tr_font.cpp:5:#include "../qcommon/sstring.h" // stl string class won't compile in here (MS shite), so use Gil's.
code/ui/ui_debug.cpp:137: break; // empty, shit.
codemp/cgame/cg_players.c:8607: { //don't show all this shit during intermission
codemp/game/bg_panimate.c:672: return 2; //beating the shit out of someone
codemp/game/bg_panimate.c:676: return 3; //getting the shit beaten out of you
codemp/game/bg_saga.c:19:// New - only make one copy of this shit.
codemp/game/g_combat.c:842: self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
codemp/game/g_combat.c:844: attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
codemp/game/g_log.c:827: int i = 0, nShotsFired = 0, nShotsHit = 0, nBestPlayer = -1, tempEff = 0;
codemp/game/g_log.c:837: nShotsHit = player->client->accuracy_hits; //player->client->ps.persistant[PERS_ACCURACY_HITS];
codemp/game/g_log.c:838: fAccuracyRatio = ( ((float)nShotsHit)/((float)nShotsFired) );
codemp/game/NPC_goal.c:236:Id removed a lot of shit here... doesn't seem to handle waypoints independantly of goalentity
codemp/ghoul2/g2_api.cpp:2500: vec3_t transRayDirection, transHitLocation;
codemp/ghoul2/g2_api.cpp:2501: TransformAndTranslatePoint(gore.hitLocation, transHitLocation, &worldMatrixInv);
codemp/ghoul2/g2_api.cpp:2516: G2_TraceModels(ghoul2, transHitLocation, transRayDirection, 0, gore.entNum, 0,lod,0.0f,gore.SSize,gore.TSize,gore.theta,gore.shader,&gore);
codemp/qcommon/stringed_ingame.cpp:6:// then you're going to be SOOL (shit out of luck ;-)...
codemp/qcommon/stringed_ingame.cpp:41:// Yeah, it's hardcoded. I don't give a shit.
codemp/qcommon/z_memman_pc.cpp:539: // It ignores the left-hand specifier. Sigh, now I've got to do shit like this...
codemp/renderer/tr_backend.cpp:444: // do initialization shit
codemp/renderer/tr_font.cpp:5:#include "../qcommon/sstring.h" // stl string class won't compile in here (MS shite), so use Gil's.
codemp/renderer/tr_shader.cpp:97:extern char *shaderText; // ONLY ONE FUCKING COPY OF THIS FUCKING SHIT!
codemp/ui/ui_shared.c:9183: Support routines for the new, heinous, UI Cache shit.
codemp/xbox/XBLive_Friends.cpp:599: // VVFIXME - Move this shite into the calling code
tools/ModView/mainfrm.cpp:387: // I can't do much else because I need to supply DC shit that I don't have in order to issue an OnDraw
tools/ModView/mainfrm.cpp:439: // I can't do much else because I need to supply DC shit that I don't have in order to issue an OnDraw
tools/ModView/modviewdoc.cpp:129: // None of this shit works, because whatever you set the current document to MS override it with a derived name,
tools/ModView/modviewdoc.cpp:131: // lines of shit deep within MFC then I'm going to fuck the whole lot off by storing a pointer which I can then
tools/ModView/png/png.cpp:599:// this is yet more shit code from other people that doesn't work. Don't use it, it just locks up
tools/ModView/r_surface.cpp:509:// Fuck this maths shit, it doesn't work
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