@@ -672,8 +672,7 @@ void obj_delete_all()
672672 obj_delete (i);
673673 }
674674
675- // If we've removed all objects then we can safely
676- // clear the Props vector TODO maybe remove this?
675+ // If we've removed all objects then we can safely clear the Props vector
677676 Props.clear ();
678677
679678 mprintf ((" Cleanup: Deleted %i objects\n " , counter));
@@ -1194,7 +1193,7 @@ void obj_set_flags( object *obj, const flagset<Object::Object_Flags>& new_flags
11941193 if ( obj->type == OBJ_OBSERVER ) {
11951194 return ;
11961195 }
1197- // Maybe add PROP here
1196+
11981197 // sanity checks
11991198 if ( (obj->type != OBJ_SHIP) || (obj->instance < 0 ) ) {
12001199 return ; // return because we really don't want to set the flag
@@ -1279,7 +1278,6 @@ void obj_move_all_pre(object *objp, float frametime)
12791278 case OBJ_RAW_POF:
12801279 break ;
12811280 case OBJ_PROP:
1282- // Handle moving submodels maybe?
12831281 break ;
12841282 case OBJ_NONE:
12851283 Int3 ();
@@ -1544,7 +1542,6 @@ void obj_move_all_post(object *objp, float frametime)
15441542 break ;
15451543
15461544 case OBJ_PROP:
1547- // Not sure if anything will be needed here
15481545 break ;
15491546
15501547 case OBJ_NONE:
@@ -1696,7 +1693,7 @@ void obj_move_all(float frametime)
16961693 // and look_at needs to happen last or the angle may be off by a frame)
16971694 model_do_intrinsic_motions (objp);
16981695
1699- // PROP probably will need something like this
1696+ // Future TODO: Props will need a version of this when submodel animation support is added.
17001697 // For ships, we now have to make sure that all the submodel detail levels remain consistent.
17011698 if (objp->type == OBJ_SHIP)
17021699 ship_model_replicate_submodels (objp);
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