* the word following the end of the line). The pointer is negative if this is
* first line of a message. The text-pointer arrays contain indices of
* pointer-words in lines. STEXT(N) is short description of location N.
- * LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0.
+ * LTEXT(N) is long description. PTEXT(N) points to message for game.prop(N)=0.
* Successive prop messages are found by chasing pointers. RTEXT contains
* section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
* section 14. We also clear COND (see description of section 9 for details). */
/* Finish constructing internal data format */
/* Having read in the database, certain things are now constructed.
- * PROPS are set to zero. We finish setting up COND by checking for
+ * game.propS are set to zero. We finish setting up COND by checking for
* forced-motion travel entries. The PLAC and FIXD arrays are used
* to set up game.atloc(N) as the first object at location N, and
* game.link(OBJ) as the next object at the same location as OBJ.