From 50ed247042f443ae4f6592ae451601601e45bd6d Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Tue, 23 May 2017 19:49:49 -0400 Subject: [PATCH] More comment cleanup. --- main.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/main.c b/main.c index b909428..55dfb4e 100644 --- a/main.c +++ b/main.c @@ -765,15 +765,15 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* Cave closing and scoring */ -/* These sections handle the closing of the cave. The cave closes "game.clock1" +/* These sections handle the closing of the cave. The cave closes "clock1" * turns after the last treasure has been located (including the pirate's * chest, which may of course never show up). Note that the treasures need not - * have been taken yet, just located. Hence game.clock1 must be large enough to get + * have been taken yet, just located. Hence clock1 must be large enough to get * out of the cave (it only ticks while inside the cave). When it hits zero, * we branch to 10000 to start closing the cave, and then sit back and wait for - * him to try to get out. If he doesn't within game.clock2 turns, we close the + * him to try to get out. If he doesn't within clock2 turns, we close the * cave; if he does try, we assume he panics, and give him a few additional - * turns to get frantic before we close. When game.clock2 hits zero, we branch to + * turns to get frantic before we close. When clock2 hits zero, we branch to * 11000 to transport him into the final puzzle. Note that the puzzle depends * upon all sorts of random things. For instance, there must be no water or * oil, since there are beanstalks which we don't want to be able to water, @@ -785,7 +785,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010; /* When the first warning comes, we lock the grate, destroy the bridge, kill * all the dwarves (and the pirate), remove the troll and bear (unless dead), - * and set "game.closng" to true. Leave the dragon; too much trouble to move it. + * and set "closng" to true. Leave the dragon; too much trouble to move it. * from now until clock2 runs out, he cannot unlock the grate, move to any * location outside the cave, or create the bridge. Nor can he be * resurrected if he dies. Note that the snake is already gone, since he got @@ -820,7 +820,7 @@ L10000: PROP[GRATE]=0; * At the ne end, we place empty bottles, a nursery of plants, a bed of * oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At * the sw end we place grate over treasures, snake pit, covey of caged birds, - * more rods, and pillows. A mirror stretches across one wall. many of the + * more rods, and pillows. A mirror stretches across one wall. Many of the * objects come from known locations and/or states (e.g. the snake is known to * have been destroyed and needn't be carried away from its old "place"), * making the various objects be handled differently. We also drop all other -- 2.31.1