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author | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 08:14:16 -0500 |
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committer | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-09-28 08:14:16 -0500 |
commit | 56741fe543c9c407d9c9a8a6003bbd02092a525b (patch) | |
tree | 1ccf5e60878aef794994275bb2a01860f17895ca | |
parent | f12fc34b13e66b961c76fdf152a8ca88f4052bba (diff) | |
download | crawl-ref-56741fe543c9c407d9c9a8a6003bbd02092a525b.tar.gz crawl-ref-56741fe543c9c407d9c9a8a6003bbd02092a525b.zip |
Comment fixes.
-rw-r--r-- | crawl-ref/source/beam.cc | 8 | ||||
-rw-r--r-- | crawl-ref/source/monstuff.cc | 12 |
2 files changed, 11 insertions, 9 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index 7cf0d381d1..ff2c1ea606 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -1922,16 +1922,16 @@ void bolt::affect_cell(bool avoid_self) const bool still_wall = (was_solid && old_pos == pos()); bool hit_player = false; - // If the player can ever walk through walls, this will - // need special-casing too. + // If the player can ever walk through walls, this will need + // special-casing too. if (found_player() && !avoid_player) { affect_player(); hit_player = true; } - // We don't want to hit a monster in a wall square twice. - // Also stop single target beams from affecting a monster if they already + // We don't want to hit a monster in a wall square twice. Also, + // stop single target beams from affecting a monster if they already // affected the player on this square. -cao if ((!hit_player || this->is_beam || this->is_explosion) && !still_wall && !avoid_monster) diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index b0d9c13840..f22a6d7d7f 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -7802,9 +7802,9 @@ static void _handle_monster_move(monsters *monster) } // See if we move into (and fight) an unfriendly monster. - // FIXME: looks like the lack of a check on 'submerged' here is the - // reason monsters can attack submerged monsters they happen to - // walk into -cao + // FIXME: looks like the lack of a check on 'submerged' here + // is the reason monsters can attack submerged monsters they + // happen to walk into. -cao monsters* targ = monster_at(monster->pos() + mmov); if (targ && targ != monster @@ -7842,9 +7842,11 @@ static void _handle_monster_move(monsters *monster) if (mons_cannot_move(monster) || !_monster_move(monster)) monster->speed_increment -= non_move_energy; else if (monster->pos() == old_pos) - // There was nowhere the monster could move to, so it did - // nothing. + { + // There was nowhere the monster could move to, so it + // did nothing. monster->speed_increment -= non_move_energy; + } } update_beholders(monster); |