AI Slop Code Risk Monitor

ValveSoftware/source-sdk-2013

SlopCodeMonitor badge for ValveSoftware/source-sdk-2013 Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

The 2013 edition of the Source SDK

3.5 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for ValveSoftware/source-sdk-2013, a C++ project with 10,108 GitHub stars. SynthScan examined 2,255,285 lines of code across 5490 source files, recording 7900 pattern matches distributed across 11 syntactic categories. The legacy adjusted pattern signal is 3.5 (Low pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

3.5
Adjusted Signal
3.5
Raw Pattern Score
100%
Time Factor
2026-10-10
Last Push
10.1K
Stars
C++
Language
2.3M
Lines of Code
5.5K
Files
7.9K
Pattern Hits
2026-10-31
Scan Date
0.00
HC Hit Rate

Risk Review · Payload v1

Use each vector to guide manual verification of the underlying findings.

Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.

Cognitive Ownership Risk 16.0/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 7900 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.0/100 · LOW

Are imports declared and package/API names verified? 0 finding(s).

Agent Over-Engineering Ratio 0.0/100 · LOW

Are wrappers, guards, and repeated structures necessary? 2 finding(s).

PR Review Velocity Impact 16.5/100 · LOW

Which changes need focused human review? 7900 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 0HIGH 1MEDIUM 104LOW 7795

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 7900 distinct pattern matches across 11 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. 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 configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Over-Commented Block7737 hits · 7481 pts
SeverityFileLineSnippetContext
LOWthirdpartylegalnotices.txt1The Source engine and Valve games use Third Party code for certain functions. The COMMENT
LOWthirdpartylegalnotices.txt21 // David Kirschbaum, Johnny Lee, Onno van der Linden, Igor Mandrichenko, COMMENT
LOWthirdpartylegalnotices.txt41 // distribution. The sole exception to this condition is redistribution COMMENT
LOWthirdpartylegalnotices.txt641 Used with permission from authorCOMMENT
LOWthirdpartylegalnotices.txt661 //COMMENT
LOWthirdpartylegalnotices.txt821 // * Redistributions in binary form must reproduce the aboveCOMMENT
LOWthirdpartylegalnotices.txt841 // Author: kenton@google.com (Kenton Varda)COMMENT
LOWthirdpartylegalnotices.txt861 // * Neither the name of Google Inc. nor the names of itsCOMMENT
LOWgame/thirdpartylegalnotices.txt1The Source engine and Valve games use Third Party code for certain functions. The COMMENT
LOWgame/thirdpartylegalnotices.txt21 // David Kirschbaum, Johnny Lee, Onno van der Linden, Igor Mandrichenko, COMMENT
LOWgame/thirdpartylegalnotices.txt41 // distribution. The sole exception to this condition is redistribution COMMENT
LOWgame/thirdpartylegalnotices.txt641 Used with permission from authorCOMMENT
LOWgame/thirdpartylegalnotices.txt661 //COMMENT
LOWgame/thirdpartylegalnotices.txt821 // * Redistributions in binary form must reproduce the aboveCOMMENT
LOWgame/thirdpartylegalnotices.txt841 // Author: kenton@google.com (Kenton Varda)COMMENT
LOWgame/thirdpartylegalnotices.txt861 // * Neither the name of Google Inc. nor the names of itsCOMMENT
LOWgame/mod_hl2mp/gameinfo.txt21 COMMENT
LOWgame/mod_hl2mp/gameinfo.txt41 // pack up the custom content into a VPK. To "install" a mod, just drop it in thisCOMMENT
LOWgame/mod_hl2mp/gameinfo.txt81 // Random files downloaded from gameservers go into a seperate directory, soCOMMENT
LOWgame/mod_hl2mp/scripts/HudAnimations.txt1// sample animation scriptCOMMENT
LOWgame/mod_hl2mp/scripts/HudAnimations.txt21// Deaccel - starts moving fast, ends slowCOMMENT
LOWgame/mod_tf/gameinfo.txt61 platform+vgui |appid_243750|platform/platform_misc.vpkCOMMENT
LOWsrc/mathlib/sparse_convolution_noise.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/ssenoise.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/sse.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/vector.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/imagequant.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/3dnow.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/bumpvects.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/almostequal.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/almostequal.cpp41COMMENT
LOWsrc/mathlib/almostequal.cpp61 // If a or b are a NAN, return false. NANs are equal to nothing,COMMENT
LOWsrc/mathlib/randsse.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/spherical.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/quantize.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/mathlib_base.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/mathlib_base.cpp21COMMENT
LOWsrc/mathlib/mathlib_base.cpp1661//-----------------------------------------------------------------------------COMMENT
LOWsrc/mathlib/mathlib_base.cpp3241//-----------------------------------------------------------------------------COMMENT
LOWsrc/mathlib/mathlib_base.cpp4241 return flRadius;COMMENT
LOWsrc/mathlib/color_conversion.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/vmatrix.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/vmatrix.cpp881 dst[1] = src1[0][1] * v[0] + src1[1][1] * v[1] + src1[2][1] * v[2];COMMENT
LOWsrc/mathlib/vmatrix.cpp941 dst[2][3] = translation[2];COMMENT
LOWsrc/mathlib/vmatrix.cpp1141 // Let the distance between the near + far center points = lCOMMENT
LOWsrc/mathlib/vmatrix.cpp1221void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )COMMENT
LOWsrc/mathlib/simdvectormatrix.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/polyhedron.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/mathlib/sseconst.cpp61COMMENT
LOWsrc/mathlib/sseconst.cpp121 matSplat22 = SplatZSIMD(matCol2);COMMENT
LOWsrc/launcher_main/resource.h1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/launcher_main/resource.h21#define _APS_NEXT_SYMED_VALUE 101COMMENT
LOWsrc/launcher_main/main.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/launcher_main/main.cpp21#endifCOMMENT
LOWsrc/vgui2/matsys_controls/potterywheelpanel.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/vgui2/matsys_controls/potterywheelpanel.cpp21#include "materialsystem/imaterialsystem.h"COMMENT
LOWsrc/vgui2/matsys_controls/potterywheelpanel.cpp1201 int ypos = centery;COMMENT
LOWsrc/vgui2/matsys_controls/proceduraltexturepanel.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/vgui2/matsys_controls/manipulator.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
LOWsrc/vgui2/matsys_controls/vtfpreviewpanel.cpp1//========= Copyright Valve Corporation, All rights reserved. ============//COMMENT
7677 more matches not shown…
AI Slop Vocabulary86 hits · 229 pts
SeverityFileLineSnippetContext
MEDIUMsrc/materialsystem/stdshaders/vertexlitgeneric_dx9.cpp218 // seamlessCOMMENT
MEDIUM…c/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp187 // zero means don't do seamless mapping.COMMENT
MEDIUM…c/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp682 // three copies of the base texture for seamless blendingCOMMENT
MEDIUMsrc/materialsystem/stdshaders/BaseVSShader.h312 float m_fSeamlessScale; // 0.0 = not seamlessCODE
MEDIUM…aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp178 // seamless scale is going to be used, so kill some other features. . might implement with these features later.COMMENT
MEDIUM…aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp186 // zero means don't do seamless mapping.COMMENT
MEDIUM…aterialsystem/stdshaders/WorldVertexTransition_dx8.cpp305 // three copies of the base texture for seamless blendingCOMMENT
MEDIUM…erialsystem/stdshaders/common_lightmappedgeneric_fxc.h70#else // not seamlessCOMMENT
MEDIUM…erialsystem/stdshaders/common_lightmappedgeneric_fxc.h70#else // not seamlessCOMMENT
MEDIUM…erialsystem/stdshaders/common_lightmappedgeneric_fxc.h135#else // not seamlessCOMMENT
MEDIUM…erialsystem/stdshaders/common_lightmappedgeneric_fxc.h135#else // not seamlessCOMMENT
MEDIUMsrc/game/server/basecombatcharacter.cpp1765 // Well, fall through to what we did before we tried to make this a bit more robust.COMMENT
MEDIUMsrc/game/server/item_world.cpp387 // for this to be fully robust.COMMENT
MEDIUMsrc/game/server/monstermaker.cpp141// A not-very-robust check to see if a human hull could fit at this location.COMMENT
MEDIUMsrc/game/server/ai_moveprobe.cpp648 // Certainly not for Step(), but maybe for GroundMoveLimit()?COMMENT
MEDIUMsrc/game/server/ai_basenpc_schedule.cpp442 // state. THE REST OF OUR CODE should be robust enough that this can go away!!COMMENT
MEDIUMsrc/game/server/ai_scriptconditions.cpp259 // something like #ifndef HL2_RETAIL, since this change does want to be in any products that are built henceforth. (sjCOMMENT
MEDIUMsrc/game/server/basecombatcharacter.h78 bits_CAP_SIMPLE_RADIUS_DAMAGE = 0x80000000, // Do not use robust radius damage model on this character.CODE
MEDIUMsrc/game/server/hl2/npc_combinedropship.cpp131 // Hovering, which we're saying is a type of landing since there's so much landing code to leverageCOMMENT
MEDIUMsrc/game/server/hl2/npc_combine.cpp542 // Essentially, we're saying that we're not going to interfere withCOMMENT
MEDIUMsrc/game/server/hl2/npc_combine.cpp3252 // Essentially, fib. Just say that we are a 'pressure enemy' soldier.COMMENT
MEDIUMsrc/game/server/hl2/npc_citizen17.cpp3742 // Definitely do not take health if not in the player's squad.COMMENT
MEDIUMsrc/game/server/hl2/npc_antlion.cpp724 //FIXME: We need to do a more robust search hereCOMMENT
MEDIUMsrc/game/server/hl2/proto_sniper.cpp2613 // Not very robust, but doesn't need to be. Randomly select a nearby object in the list that isn't an NPC.COMMENT
MEDIUMsrc/game/server/hl2/hl2_player.cpp1233 (GetWaterLevel() != 3) && // Certainly not underwaterCODE
MEDIUMsrc/game/server/hl2/hl2_player.cpp2256// Purpose: Absolutely prevent the player from taking fall damage for [n] seconds.COMMENT
MEDIUMsrc/game/shared/gamerules.cpp399 // Only use robust model on a target within one-half of the explosion's radius.COMMENT
MEDIUMsrc/game/shared/gamemovement.cpp3827 // Shooting up really fast. Definitely not on ground.COMMENT
MEDIUMsrc/game/client/c_smoke_trail.cpp1727// FIXME: These all have to be moved out of this old system and into the new to leverage art assets!COMMENT
MEDIUMsrc/game/client/c_baseanimating.cpp5205// Add those and the client hitboxes will be robustCOMMENT
MEDIUMsrc/game/client/c_baseentity.cpp562 // Definitely private and not copied aroundCOMMENT
MEDIUMsrc/game/client/replay/vgui/replayperformanceeditor.cpp1846 int nCurRoundedTime = (int)flCurTime; // Essentially floor'dCODE
MEDIUM…ame/client/tf/tf_hud_passtime_ball_offscreen_arrow.cpp144 // Definitely visibleCOMMENT
MEDIUMsrc/game/client/tf/c_tf_player.cpp2368 scrollOffset += 1.0f; // [0,1) range for seamless loopCODE
MEDIUMsrc/game/client/tf/vgui/tf_item_inspection_panel.cpp413 // the item got set so the transition is a bit more seamless when the item is theCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h62// Inline, unversioned accessor to get the current version. Essentially the same as SteamUser(), but using this ensuresCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h102// Inline, unversioned accessor to get the current version. Essentially the same as SteamFriends(), but using this ensuCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h189// Inline, unversioned accessor to get the current version. Essentially the same as SteamUtils(), but using this ensureCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h194// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUtils(), but using tCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h237// Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmaking(), but using this COMMENT
MEDIUMsrc/public/steam/steam_api_flat.h301// Inline, unversioned accessor to get the current version. Essentially the same as SteamMatchmakingServers(), but usinCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h325// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameSearch(), but using this eCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h346// Inline, unversioned accessor to get the current version. Essentially the same as SteamParties(), but using this ensuCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h365// Inline, unversioned accessor to get the current version. Essentially the same as SteamRemoteStorage(), but using thiCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h431// Inline, unversioned accessor to get the current version. Essentially the same as SteamUserStats(), but using this enCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h483// Inline, unversioned accessor to get the current version. Essentially the same as SteamApps(), but using this ensuresCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h520// Inline, unversioned accessor to get the current version. Essentially the same as SteamNetworking(), but using this eCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h525// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerNetworking(), but usCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h554// Inline, unversioned accessor to get the current version. Essentially the same as SteamScreenshots(), but using this COMMENT
MEDIUMsrc/public/steam/steam_api_flat.h570// Inline, unversioned accessor to get the current version. Essentially the same as SteamMusic(), but using this ensureCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h586// Inline, unversioned accessor to get the current version. Essentially the same as SteamMusicRemote(), but using this COMMENT
MEDIUMsrc/public/steam/steam_api_flat.h625// Inline, unversioned accessor to get the current version. Essentially the same as SteamHTTP(), but using this ensuresCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h630// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerHTTP(), but using thCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h662// Inline, unversioned accessor to get the current version. Essentially the same as SteamInput(), but using this ensureCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h717// Inline, unversioned accessor to get the current version. Essentially the same as SteamController(), but using this eCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h758// Inline, unversioned accessor to get the current version. Essentially the same as SteamUGC(), but using this ensures COMMENT
MEDIUMsrc/public/steam/steam_api_flat.h763// Inline, unversioned accessor to get the current version. Essentially the same as SteamGameServerUGC(), but using thiCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h859// Inline, unversioned accessor to get the current version. Essentially the same as SteamAppList(), but using this ensuCOMMENT
MEDIUMsrc/public/steam/steam_api_flat.h871// Inline, unversioned accessor to get the current version. Essentially the same as SteamHTMLSurface(), but using this COMMENT
MEDIUMsrc/public/steam/steam_api_flat.h915// Inline, unversioned accessor to get the current version. Essentially the same as SteamInventory(), but using this enCOMMENT
26 more matches not shown…
Self-Referential Comments18 hits · 54 pts
SeverityFileLineSnippetContext
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1229# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1240# This function implements the same check as func_lalib_p withoutCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1263# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1272# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1297# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh1433# Create a libtool object file (analogous to a ".la" file),COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh6028 # Create the object directory.COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh8656 # Create the old-style object.COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/ltmain.sh8676 # Create an invalid libtool object if no PIC, so that we don'tCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1229# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1240# This function implements the same check as func_lalib_p withoutCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1263# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1272# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1297# This function is only a basic sanity check; it will hardly flush outCOMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh1433# Create a libtool object file (analogous to a ".la" file),COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh6028 # Create the object directory.COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh8656 # Create the old-style object.COMMENT
MEDIUMsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh8676 # Create an invalid libtool object if no PIC, so that we don'tCOMMENT
Structural Annotation Overuse26 hits · 44 pts
SeverityFileLineSnippetContext
LOWsrc/mathlib/polyhedron.cpp926 // Step 1: Categorize each point as being either cut, split, or aliveCOMMENT
LOWsrc/mathlib/polyhedron.cpp1112 // Step 2: Remove dead lines. A dead line is one with a dead point that isn't connected to a living pointCOMMENT
LOWsrc/mathlib/polyhedron.cpp1203 // Step 3: Remove dead polygons. A dead polygon has less than 2 lines.COMMENT
LOWsrc/mathlib/polyhedron.cpp1264 // Step 4: Remove dead points.COMMENT
LOWsrc/mathlib/polyhedron.cpp1296 // Step 5: Handle cut linesCOMMENT
LOWsrc/mathlib/polyhedron.cpp1367 // Step 6: Repair polygons that are missing a side. And generate the new coplanar polygon.COMMENT
LOWsrc/game/server/CRagdollMagnet.cpp112// NOTE: This function assumes pNPC is within this magnet's radius.COMMENT
LOWsrc/game/server/filters.cpp457 // NOTE: This function has no meaning to this implementation of the filter class!COMMENT
LOWsrc/game/server/hl2/npc_playercompanion.cpp1622// NOTE: This function ignores the lock. Use the interface functions.COMMENT
LOWsrc/game/server/hl2/npc_attackchopper.cpp1231 // NOTE: This function should deal with all deactivation casesCOMMENT
LOWsrc/game/server/hl2/npc_PoisonZombie.cpp494// NOTE: This function is still heavy with common code (found at the bottom).COMMENT
LOWsrc/game/shared/tf/tf_gamerules.cpp18487 // Step 1: X Step 2: XXX Step 3: XXXXXCOMMENT
LOWsrc/game/client/vgui_bitmapimage.h85// NOTE: This function looks for the key values 'material' and 'color'COMMENT
LOWsrc/game/client/ViewConeImage.h49// NOTE: This function looks for the key values 'material' and 'color'COMMENT
LOWsrc/game/client/ViewConeImage.cpp63// NOTE: This function looks for the key values 'material' and 'color'COMMENT
LOWsrc/game/client/TeamBitmapImage.h73// NOTE: This function looks for the key values 'material' and 'color'COMMENT
LOWsrc/tier1/snappy.cpp375 // Step 1: Scan forward in the input looking for a 4-byte-long match.COMMENT
LOW⚡src/tier1/snappy.cpp412 // Step 2: A 4-byte match has been found. We'll later see if moreCOMMENT
LOW⚡src/tier1/snappy.cpp418 // Step 3: Call EmitCopy, and then see if another EmitCopy couldCOMMENT
LOWsrc/public/icliententitylist.h36 // NOTE: This function is only a convenience wrapper.COMMENT
LOW⚡src/public/filesystem_init.h177// Step 1: Ask filesystem_init for the name of the filesystem DLL to loadCOMMENT
LOW⚡src/public/filesystem_init.h180// Step 2: Use filesystem framework to load/connect/init that filesystem DLLCOMMENT
LOW⚡src/public/filesystem_init.h186// Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gameinCOMMENT
LOW⚡src/public/filesystem_init.h189// Step 4: Load the search paths out of pGameDirectory\gameinfo.txt.COMMENT
LOWsrc/public/steam/isteamnetworkingsockets.h787 /// NOTE: This function is not actually supported on Steam! It is includedCOMMENT
LOWsrc/public/steam/isteamnetworking.h196 // NOTE: This function is deprecated and may be removed in a future version of the SDK. ForCOMMENT
Verbosity Indicators16 hits · 28 pts
SeverityFileLineSnippetContext
LOWsrc/mathlib/polyhedron.cpp926 // Step 1: Categorize each point as being either cut, split, or aliveCOMMENT
LOWsrc/mathlib/polyhedron.cpp1112 // Step 2: Remove dead lines. A dead line is one with a dead point that isn't connected to a living pointCOMMENT
LOWsrc/mathlib/polyhedron.cpp1203 // Step 3: Remove dead polygons. A dead polygon has less than 2 lines.COMMENT
LOWsrc/mathlib/polyhedron.cpp1264 // Step 4: Remove dead points.COMMENT
LOWsrc/mathlib/polyhedron.cpp1296 // Step 5: Handle cut linesCOMMENT
LOWsrc/mathlib/polyhedron.cpp1367 // Step 6: Repair polygons that are missing a side. And generate the new coplanar polygon.COMMENT
LOWsrc/vgui2/vgui_controls/Label.cpp1271 // We need to check if "textinsetx" is set before we scale inset_x because code mightCOMMENT
LOWsrc/game/shared/tf/tf_gamerules.cpp18487 // Step 1: X Step 2: XXX Step 3: XXXXXCOMMENT
LOWsrc/game/client/viewpostprocess.cpp2978 UpdateScreenEffectTexture( 0, x, y, w, h, true ); // Do we need to check if we already did this?CODE
LOWsrc/tier1/snappy.cpp375 // Step 1: Scan forward in the input looking for a 4-byte-long match.COMMENT
LOW⚡src/tier1/snappy.cpp412 // Step 2: A 4-byte match has been found. We'll later see if moreCOMMENT
LOW⚡src/tier1/snappy.cpp418 // Step 3: Call EmitCopy, and then see if another EmitCopy couldCOMMENT
LOW⚡src/public/filesystem_init.h177// Step 1: Ask filesystem_init for the name of the filesystem DLL to loadCOMMENT
LOW⚡src/public/filesystem_init.h180// Step 2: Use filesystem framework to load/connect/init that filesystem DLLCOMMENT
LOW⚡src/public/filesystem_init.h186// Step 3: Ask filesystem_init to set up the executable search path, and mount the steam content based on the mod gameinCOMMENT
LOW⚡src/public/filesystem_init.h189// Step 4: Load the search paths out of pGameDirectory\gameinfo.txt.COMMENT
AI Response Leakage1 hit · 8 pts
SeverityFileLineSnippetContext
HIGHsrc/vgui2/vgui_controls/EditablePanel.cpp210 // depend on this bug. So, I've added m_bShouldSkipAutoResize, which defaults to false but canCOMMENT
Slop Phrases5 hits · 8 pts
SeverityFileLineSnippetContext
LOWsrc/game/server/hl2/ai_allymanager.cpp237 // Don't forget to count this guy against the number ofCOMMENT
LOWsrc/game/shared/tf/trigger_catapult_shared.cpp388 // but also don't forget to try againCOMMENT
LOWsrc/game/shared/tf/tf_player_shared.cpp779 // Don't forget to add an m_nOldCond* and m_nForceCond*COMMENT
LOWsrc/public/vpklib/packedstore.h323 /// Hash all chunk files. Don't forget to rehash the metadata afterwords!COMMENT
LOWsrc/public/vpklib/packedstore.h329 /// Re-hash a single chunk file. Don't forget to rehash the metadata afterwords!COMMENT
Redundant / Tautological Comments4 hits · 6 pts
SeverityFileLineSnippetContext
LOWsrc/thirdparty/protobuf-2.6.1/ltmain.sh2593 # Check if any of the arguments is a wrapper script.COMMENT
LOWsrc/thirdparty/protobuf-2.6.1/ltmain.sh8382 # Loop over the list of objects to be linked.COMMENT
LOWsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh2593 # Check if any of the arguments is a wrapper script.COMMENT
LOWsrc/thirdparty/protobuf-2.6.1/gtest/build-aux/ltmain.sh8382 # Loop over the list of objects to be linked.COMMENT
TODO Padding3 hits · 4 pts
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LOWsrc/game/shared/achievementmgr.cpp1259 // TODO: implement for 360COMMENT
LOWsrc/public/mathlib/ssemath.h2052//TODO: implement as four-way Taylor series (see xbox implementation)COMMENT
LOWsrc/public/mathlib/ssemath.h2080//TODO: implement as four-way Taylor series (see xbox implementation)COMMENT
Example Usage Blocks2 hits · 3 pts
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LOWsrc/public/dt_utlvector_send.h35// Example usage:COMMENT
LOWsrc/public/dt_utlvector_recv.h41// Example usage:COMMENT
Hyper-Verbose Identifiers2 hits · 2 pts
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LOWsrc/game/client/youtubeapi.h42class CYouTubeResponseHandlerCODE
LOWsrc/public/tier1/datamanager.h131class CDataManager : public CDataManagerBaseCODE