Removed some old comments

This commit is contained in:
Blixibon 2021-04-22 11:23:08 -05:00
parent c5ed394330
commit 4a07831c1a
3 changed files with 2 additions and 10 deletions

View File

@ -166,7 +166,6 @@ inline bool FStrEq(const char *sz1, const char *sz2)
{
#ifdef MAPBASE
// V_stricmp() already checks if the pointers are equal, so having a comparison here is pointless.
// I had few reasons to do this, but maybe you'll thank me later.
return ( V_stricmp(sz1, sz2) == 0 );
#else
return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 );

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@ -18,13 +18,8 @@
// Valve uses global pooled strings in various parts of the code, particularly Episodic code,
// so they could get away with integer/pointer comparisons instead of string comparisons.
//
// While developing Mapbase, I thought of what it would be like if that system was more uniform and more widely used.
// 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
// that just clutter the code.
//
// It was fun and satisfying to do this and I hope you are not judging me for my strange ways.
// I wanted to toggle them via a preprocessor so you could turn them off at will, but that just made things messier.
// I hope this doesn't cause problems for anyone.
// This system was developed early in Mapbase's development as an attempt to make this technique more widely used.
// For the most part, this mainly just serves to apply micro-optimize parts of the code.
//
// -------------------------------------------------------------
@ -79,7 +74,6 @@ inline bool EntIsClass( CBaseEntity *ent, string_t str2 )
// Since classnames are pooled, the global string and the entity's classname should point to the same string in memory.
// As long as this rule is preserved, we only need a pointer comparison. A string comparison isn't necessary.
// Feel free to correct me if I'm disastrously wrong.
return ent->m_iClassname == str2;
}

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@ -212,7 +212,6 @@ typedef unsigned short ucs2;
#endif
#ifdef MAPBASE
// I'm using ThreeState_t a lot more now and I'm tired of typing this out so much.
#define TO_THREESTATE(num) static_cast<ThreeState_t>(num)
#endif