The 2013 edition of the Source SDK
This report presents the forensic synthetic code analysis of ValveSoftware/source-sdk-2013, a C++ project with 9,916 GitHub stars. SynthScan v2.0 examined 2,254,990 lines of code across 5490 source files, recording 7897 pattern matches distributed across 11 syntactic categories. The overall adjusted score of 3.5 places this repository in the Likely human-written band.
The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).
Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.
Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.
This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.
The scanner identified 7897 distinct pattern matches across 11 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | thirdpartylegalnotices.txt | 1 | The Source engine and Valve games use Third Party code for certain functions. The | COMMENT |
| LOW | thirdpartylegalnotices.txt | 21 | // David Kirschbaum, Johnny Lee, Onno van der Linden, Igor Mandrichenko, | COMMENT |
| LOW | thirdpartylegalnotices.txt | 41 | // distribution. The sole exception to this condition is redistribution | COMMENT |
| LOW | thirdpartylegalnotices.txt | 641 | Used with permission from author | COMMENT |
| LOW | thirdpartylegalnotices.txt | 661 | // | COMMENT |
| LOW | thirdpartylegalnotices.txt | 821 | // * Redistributions in binary form must reproduce the above | COMMENT |
| LOW | thirdpartylegalnotices.txt | 841 | // Author: kenton@google.com (Kenton Varda) | COMMENT |
| LOW | thirdpartylegalnotices.txt | 861 | // * Neither the name of Google Inc. nor the names of its | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 1 | The Source engine and Valve games use Third Party code for certain functions. The | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 21 | // David Kirschbaum, Johnny Lee, Onno van der Linden, Igor Mandrichenko, | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 41 | // distribution. The sole exception to this condition is redistribution | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 641 | Used with permission from author | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 661 | // | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 821 | // * Redistributions in binary form must reproduce the above | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 841 | // Author: kenton@google.com (Kenton Varda) | COMMENT |
| LOW | game/thirdpartylegalnotices.txt | 861 | // * Neither the name of Google Inc. nor the names of its | COMMENT |
| LOW | game/mod_hl2mp/gameinfo.txt | 21 | COMMENT | |
| LOW | game/mod_hl2mp/gameinfo.txt | 41 | // pack up the custom content into a VPK. To "install" a mod, just drop it in this | COMMENT |
| LOW | game/mod_hl2mp/gameinfo.txt | 81 | // Random files downloaded from gameservers go into a seperate directory, so | COMMENT |
| LOW | game/mod_hl2mp/scripts/HudAnimations.txt | 1 | // sample animation script | COMMENT |
| LOW | game/mod_hl2mp/scripts/HudAnimations.txt | 21 | // Deaccel - starts moving fast, ends slow | COMMENT |
| LOW | game/mod_tf/gameinfo.txt | 61 | platform+vgui |appid_243750|platform/platform_misc.vpk | COMMENT |
| LOW | src/mathlib/sparse_convolution_noise.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/ssenoise.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/sse.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/vector.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/imagequant.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/3dnow.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/bumpvects.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/almostequal.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/almostequal.cpp | 41 | COMMENT | |
| LOW | src/mathlib/almostequal.cpp | 61 | // If a or b are a NAN, return false. NANs are equal to nothing, | COMMENT |
| LOW | src/mathlib/randsse.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/spherical.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/quantize.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/mathlib_base.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/mathlib_base.cpp | 21 | COMMENT | |
| LOW | src/mathlib/mathlib_base.cpp | 1661 | //----------------------------------------------------------------------------- | COMMENT |
| LOW | src/mathlib/mathlib_base.cpp | 3241 | //----------------------------------------------------------------------------- | COMMENT |
| LOW | src/mathlib/mathlib_base.cpp | 4241 | return flRadius; | COMMENT |
| LOW | src/mathlib/color_conversion.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/vmatrix.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/vmatrix.cpp | 881 | dst[1] = src1[0][1] * v[0] + src1[1][1] * v[1] + src1[2][1] * v[2]; | COMMENT |
| LOW | src/mathlib/vmatrix.cpp | 941 | dst[2][3] = translation[2]; | COMMENT |
| LOW | src/mathlib/vmatrix.cpp | 1141 | // Let the distance between the near + far center points = l | COMMENT |
| LOW | src/mathlib/vmatrix.cpp | 1221 | void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar ) | COMMENT |
| LOW | src/mathlib/simdvectormatrix.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/mathlib/sseconst.cpp | 61 | COMMENT | |
| LOW | src/mathlib/sseconst.cpp | 121 | matSplat22 = SplatZSIMD(matCol2); | COMMENT |
| LOW | src/launcher_main/resource.h | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/launcher_main/resource.h | 21 | #define _APS_NEXT_SYMED_VALUE 101 | COMMENT |
| LOW | src/launcher_main/main.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/launcher_main/main.cpp | 21 | #endif | COMMENT |
| LOW | src/vgui2/matsys_controls/potterywheelpanel.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/vgui2/matsys_controls/potterywheelpanel.cpp | 21 | #include "materialsystem/imaterialsystem.h" | COMMENT |
| LOW | src/vgui2/matsys_controls/potterywheelpanel.cpp | 1201 | int ypos = centery; | COMMENT |
| LOW | src/vgui2/matsys_controls/proceduraltexturepanel.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/vgui2/matsys_controls/manipulator.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| LOW | src/vgui2/matsys_controls/vtfpreviewpanel.cpp | 1 | //========= Copyright Valve Corporation, All rights reserved. ============// | COMMENT |
| 7674 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | src/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp | 218 | // seamless | COMMENT |
| MEDIUM | …c/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp | 187 | // zero means don't do seamless mapping. | COMMENT |
| MEDIUM | …c/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp | 682 | // three copies of the base texture for seamless blending | COMMENT |
| MEDIUM | src/materialsystem/stdshaders/BaseVSShader.h | 312 | float m_fSeamlessScale; // 0.0 = not seamless | CODE |
| MEDIUM | …aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp | 178 | // seamless scale is going to be used, so kill some other features. . might implement with these features later. | COMMENT |
| MEDIUM | …aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp | 186 | // zero means don't do seamless mapping. | COMMENT |
| MEDIUM | …aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp | 305 | // three copies of the base texture for seamless blending | COMMENT |
| MEDIUM | …erialsystem/stdshaders/common_lightmappedgeneric_fxc.h | 70 | #else // not seamless | COMMENT |
| MEDIUM | …erialsystem/stdshaders/common_lightmappedgeneric_fxc.h | 70 | #else // not seamless | COMMENT |
| MEDIUM | …erialsystem/stdshaders/common_lightmappedgeneric_fxc.h | 135 | #else // not seamless | COMMENT |
| MEDIUM | …erialsystem/stdshaders/common_lightmappedgeneric_fxc.h | 135 | #else // not seamless | COMMENT |
| MEDIUM | src/game/server/basecombatcharacter.cpp | 1765 | // Well, fall through to what we did before we tried to make this a bit more robust. | COMMENT |
| MEDIUM | src/game/server/item_world.cpp | 387 | // for this to be fully robust. | COMMENT |
| MEDIUM | src/game/server/monstermaker.cpp | 141 | // A not-very-robust check to see if a human hull could fit at this location. | COMMENT |
| MEDIUM | src/game/server/ai_moveprobe.cpp | 648 | // Certainly not for Step(), but maybe for GroundMoveLimit()? | COMMENT |
| MEDIUM | src/game/server/ai_basenpc_schedule.cpp | 442 | // state. THE REST OF OUR CODE should be robust enough that this can go away!! | COMMENT |
| MEDIUM | src/game/server/ai_scriptconditions.cpp | 259 | // something like #ifndef HL2_RETAIL, since this change does want to be in any products that are built henceforth. (sj | COMMENT |
| MEDIUM | src/game/server/basecombatcharacter.h | 78 | bits_CAP_SIMPLE_RADIUS_DAMAGE = 0x80000000, // Do not use robust radius damage model on this character. | CODE |
| MEDIUM | src/game/server/hl2/npc_combinedropship.cpp | 131 | // Hovering, which we're saying is a type of landing since there's so much landing code to leverage | COMMENT |
| MEDIUM | src/game/server/hl2/npc_combine.cpp | 542 | // Essentially, we're saying that we're not going to interfere with | COMMENT |
| MEDIUM | src/game/server/hl2/npc_combine.cpp | 3252 | // Essentially, fib. Just say that we are a 'pressure enemy' soldier. | COMMENT |
| MEDIUM | src/game/server/hl2/npc_citizen17.cpp | 3742 | // Definitely do not take health if not in the player's squad. | COMMENT |
| MEDIUM | src/game/server/hl2/npc_antlion.cpp | 724 | //FIXME: We need to do a more robust search here | COMMENT |
| MEDIUM | src/game/server/hl2/proto_sniper.cpp | 2613 | // Not very robust, but doesn't need to be. Randomly select a nearby object in the list that isn't an NPC. | COMMENT |
| MEDIUM | src/game/server/hl2/hl2_player.cpp | 1233 | (GetWaterLevel() != 3) && // Certainly not underwater | CODE |
| MEDIUM | src/game/server/hl2/hl2_player.cpp | 2256 | // Purpose: Absolutely prevent the player from taking fall damage for [n] seconds. | COMMENT |
| MEDIUM | src/game/shared/gamerules.cpp | 399 | // Only use robust model on a target within one-half of the explosion's radius. | COMMENT |
| MEDIUM | src/game/shared/gamemovement.cpp | 3827 | // Shooting up really fast. Definitely not on ground. | COMMENT |
| MEDIUM | src/game/client/c_smoke_trail.cpp | 1727 | // FIXME: These all have to be moved out of this old system and into the new to leverage art assets! | COMMENT |
| MEDIUM | src/game/client/c_baseanimating.cpp | 5205 | // Add those and the client hitboxes will be robust | COMMENT |
| MEDIUM | src/game/client/c_baseentity.cpp | 562 | // Definitely private and not copied around | COMMENT |
| MEDIUM | src/game/client/replay/vgui/replayperformanceeditor.cpp | 1846 | int nCurRoundedTime = (int)flCurTime; // Essentially floor'd | CODE |
| MEDIUM | …ame/client/tf/tf_hud_passtime_ball_offscreen_arrow.cpp | 144 | // Definitely visible | COMMENT |
| MEDIUM | src/game/client/tf/c_tf_player.cpp | 2368 | scrollOffset += 1.0f; // [0,1) range for seamless loop | CODE |
| MEDIUM | src/game/client/tf/vgui/tf_item_inspection_panel.cpp | 413 | // the item got set so the transition is a bit more seamless when the item is the | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 62 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUser(), but using this ensures | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 102 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamFriends(), but using this ensu | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 189 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUtils(), but using this ensure | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 194 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUtils(), but using t | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 237 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmaking(), but using this | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 301 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmakingServers(), but usin | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 325 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameSearch(), but using this e | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 346 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamParties(), but using this ensu | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 365 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamRemoteStorage(), but using thi | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 431 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUserStats(), but using this en | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 483 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamApps(), but using this ensures | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 520 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworking(), but using this e | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 525 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworking(), but us | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 554 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamScreenshots(), but using this | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 570 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMusic(), but using this ensure | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 586 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamMusicRemote(), but using this | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 625 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamHTTP(), but using this ensures | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 630 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerHTTP(), but using th | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 662 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamInput(), but using this ensure | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 717 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamController(), but using this e | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 758 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamUGC(), but using this ensures | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 763 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUGC(), but using thi | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 859 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamAppList(), but using this ensu | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 871 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamHTMLSurface(), but using this | COMMENT |
| MEDIUM | src/public/steam/steam_api_flat.h | 915 | // Inline, unversioned accessor to get the current version. Essentially the same as SteamInventory(), but using this en | COMMENT |
| 26 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1229 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1240 | # This function implements the same check as func_lalib_p without | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1263 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1272 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1297 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 1433 | # Create a libtool object file (analogous to a ".la" file), | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 6028 | # Create the object directory. | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 8656 | # Create the old-style object. | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/ltmain.sh | 8676 | # Create an invalid libtool object if no PIC, so that we don't | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1229 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1240 | # This function implements the same check as func_lalib_p without | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1263 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1272 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1297 | # This function is only a basic sanity check; it will hardly flush out | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 1433 | # Create a libtool object file (analogous to a ".la" file), | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 6028 | # Create the object directory. | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 8656 | # Create the old-style object. | COMMENT |
| MEDIUM | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 8676 | # Create an invalid libtool object if no PIC, so that we don't | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/mathlib/polyhedron.cpp | 926 | // Step 1: Categorize each point as being either cut, split, or alive | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1112 | // Step 2: Remove dead lines. A dead line is one with a dead point that isn't connected to a living point | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1203 | // Step 3: Remove dead polygons. A dead polygon has less than 2 lines. | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1264 | // Step 4: Remove dead points. | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1296 | // Step 5: Handle cut lines | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1367 | // Step 6: Repair polygons that are missing a side. And generate the new coplanar polygon. | COMMENT |
| LOW | src/game/server/CRagdollMagnet.cpp | 112 | // NOTE: This function assumes pNPC is within this magnet's radius. | COMMENT |
| LOW | src/game/server/filters.cpp | 457 | // NOTE: This function has no meaning to this implementation of the filter class! | COMMENT |
| LOW | src/game/server/hl2/npc_playercompanion.cpp | 1622 | // NOTE: This function ignores the lock. Use the interface functions. | COMMENT |
| LOW | src/game/server/hl2/npc_attackchopper.cpp | 1231 | // NOTE: This function should deal with all deactivation cases | COMMENT |
| LOW | src/game/server/hl2/npc_PoisonZombie.cpp | 494 | // NOTE: This function is still heavy with common code (found at the bottom). | COMMENT |
| LOW | src/game/shared/tf/tf_gamerules.cpp | 18445 | // Step 1: X Step 2: XXX Step 3: XXXXX | COMMENT |
| LOW | src/game/client/vgui_bitmapimage.h | 85 | // NOTE: This function looks for the key values 'material' and 'color' | COMMENT |
| LOW | src/game/client/ViewConeImage.h | 49 | // NOTE: This function looks for the key values 'material' and 'color' | COMMENT |
| LOW | src/game/client/ViewConeImage.cpp | 63 | // NOTE: This function looks for the key values 'material' and 'color' | COMMENT |
| LOW | src/game/client/TeamBitmapImage.h | 73 | // NOTE: This function looks for the key values 'material' and 'color' | COMMENT |
| LOW | src/tier1/snappy.cpp | 375 | // Step 1: Scan forward in the input looking for a 4-byte-long match. | COMMENT |
| LOW⚡ | src/tier1/snappy.cpp | 412 | // Step 2: A 4-byte match has been found. We'll later see if more | COMMENT |
| LOW⚡ | src/tier1/snappy.cpp | 418 | // Step 3: Call EmitCopy, and then see if another EmitCopy could | COMMENT |
| LOW | src/public/icliententitylist.h | 36 | // NOTE: This function is only a convenience wrapper. | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 177 | // Step 1: Ask filesystem_init for the name of the filesystem DLL to load | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 180 | // Step 2: Use filesystem framework to load/connect/init that filesystem DLL | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 186 | // Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gamein | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 189 | // Step 4: Load the search paths out of pGameDirectory\gameinfo.txt. | COMMENT |
| LOW | src/public/steam/isteamnetworkingsockets.h | 787 | /// NOTE: This function is not actually supported on Steam! It is included | COMMENT |
| LOW | src/public/steam/isteamnetworking.h | 196 | // NOTE: This function is deprecated and may be removed in a future version of the SDK. For | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/mathlib/polyhedron.cpp | 926 | // Step 1: Categorize each point as being either cut, split, or alive | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1112 | // Step 2: Remove dead lines. A dead line is one with a dead point that isn't connected to a living point | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1203 | // Step 3: Remove dead polygons. A dead polygon has less than 2 lines. | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1264 | // Step 4: Remove dead points. | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1296 | // Step 5: Handle cut lines | COMMENT |
| LOW | src/mathlib/polyhedron.cpp | 1367 | // Step 6: Repair polygons that are missing a side. And generate the new coplanar polygon. | COMMENT |
| LOW | src/vgui2/vgui_controls/Label.cpp | 1271 | // We need to check if "textinsetx" is set before we scale inset_x because code might | COMMENT |
| LOW | src/game/shared/tf/tf_gamerules.cpp | 18445 | // Step 1: X Step 2: XXX Step 3: XXXXX | COMMENT |
| LOW | src/game/client/viewpostprocess.cpp | 2978 | UpdateScreenEffectTexture( 0, x, y, w, h, true ); // Do we need to check if we already did this? | CODE |
| LOW | src/tier1/snappy.cpp | 375 | // Step 1: Scan forward in the input looking for a 4-byte-long match. | COMMENT |
| LOW⚡ | src/tier1/snappy.cpp | 412 | // Step 2: A 4-byte match has been found. We'll later see if more | COMMENT |
| LOW⚡ | src/tier1/snappy.cpp | 418 | // Step 3: Call EmitCopy, and then see if another EmitCopy could | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 177 | // Step 1: Ask filesystem_init for the name of the filesystem DLL to load | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 180 | // Step 2: Use filesystem framework to load/connect/init that filesystem DLL | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 186 | // Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gamein | COMMENT |
| LOW⚡ | src/public/filesystem_init.h | 189 | // Step 4: Load the search paths out of pGameDirectory\gameinfo.txt. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | src/vgui2/vgui_controls/EditablePanel.cpp | 210 | // depend on this bug. So, I've added m_bShouldSkipAutoResize, which defaults to false but can | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/game/server/hl2/ai_allymanager.cpp | 237 | // Don't forget to count this guy against the number of | COMMENT |
| LOW | src/game/shared/tf/trigger_catapult_shared.cpp | 388 | // but also don't forget to try again | COMMENT |
| LOW | src/game/shared/tf/tf_player_shared.cpp | 779 | // Don't forget to add an m_nOldCond* and m_nForceCond* | COMMENT |
| LOW | src/public/vpklib/packedstore.h | 323 | /// Hash all chunk files. Don't forget to rehash the metadata afterwords! | COMMENT |
| LOW | src/public/vpklib/packedstore.h | 329 | /// Re-hash a single chunk file. Don't forget to rehash the metadata afterwords! | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/thirdparty/protobuf-2.6.1/ltmain.sh | 2593 | # Check if any of the arguments is a wrapper script. | COMMENT |
| LOW | src/thirdparty/protobuf-2.6.1/ltmain.sh | 8382 | # Loop over the list of objects to be linked. | COMMENT |
| LOW | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 2593 | # Check if any of the arguments is a wrapper script. | COMMENT |
| LOW | src/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh | 8382 | # Loop over the list of objects to be linked. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/game/shared/achievementmgr.cpp | 1259 | // TODO: implement for 360 | COMMENT |
| LOW | src/public/mathlib/ssemath.h | 2052 | //TODO: implement as four-way Taylor series (see xbox implementation) | COMMENT |
| LOW | src/public/mathlib/ssemath.h | 2080 | //TODO: implement as four-way Taylor series (see xbox implementation) | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/public/dt_utlvector_send.h | 35 | // Example usage: | COMMENT |
| LOW | src/public/dt_utlvector_recv.h | 41 | // Example usage: | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | src/game/client/youtubeapi.h | 42 | class CYouTubeResponseHandler | CODE |
| LOW | src/public/tier1/datamanager.h | 131 | class CDataManager : public CDataManagerBase | CODE |