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Removed some old comments
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@ -166,7 +166,6 @@ inline bool FStrEq(const char *sz1, const char *sz2)
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{
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#ifdef MAPBASE
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// V_stricmp() already checks if the pointers are equal, so having a comparison here is pointless.
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// I had few reasons to do this, but maybe you'll thank me later.
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return ( V_stricmp(sz1, sz2) == 0 );
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#else
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return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 );
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@ -18,13 +18,8 @@
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// Valve uses global pooled strings in various parts of the code, particularly Episodic code,
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// so they could get away with integer/pointer comparisons instead of string comparisons.
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//
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// While developing Mapbase, I thought of what it would be like if that system was more uniform and more widely used.
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// My OCD ended up taking me over and that thought became real, even though on today's machines these are (for the most part) micro-optimizations
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// that just clutter the code.
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//
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// It was fun and satisfying to do this and I hope you are not judging me for my strange ways.
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// I wanted to toggle them via a preprocessor so you could turn them off at will, but that just made things messier.
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// I hope this doesn't cause problems for anyone.
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// This system was developed early in Mapbase's development as an attempt to make this technique more widely used.
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// For the most part, this mainly just serves to apply micro-optimize parts of the code.
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//
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// -------------------------------------------------------------
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@ -79,7 +74,6 @@ inline bool EntIsClass( CBaseEntity *ent, string_t str2 )
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// Since classnames are pooled, the global string and the entity's classname should point to the same string in memory.
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// As long as this rule is preserved, we only need a pointer comparison. A string comparison isn't necessary.
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// Feel free to correct me if I'm disastrously wrong.
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return ent->m_iClassname == str2;
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}
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@ -212,7 +212,6 @@ typedef unsigned short ucs2;
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#endif
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#ifdef MAPBASE
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// I'm using ThreeState_t a lot more now and I'm tired of typing this out so much.
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#define TO_THREESTATE(num) static_cast<ThreeState_t>(num)
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#endif
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