--- deliantra/server/common/object.C 2017/01/19 21:51:43 1.362 +++ deliantra/server/common/object.C 2017/01/29 02:47:04 1.363 @@ -237,7 +237,7 @@ { /* n-squared behaviour (see kv.get), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a - * different structure or at least keep the lists sorted... + * different structure or at least keep the lists sorted... */ /* For each field in wants, */ @@ -755,7 +755,7 @@ || (m.move_off | op->move_off ) != m.move_off || (m.move_slow | op->move_slow) != m.move_slow /* This isn't perfect, but I don't expect a lot of objects to - * have move_allow right now. + * have move_allow right now. */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block m.invalidate (); @@ -845,7 +845,7 @@ /* This function removes object 'op' from the list of active * objects. - * This should only be used for style maps or other such + * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call update_ob_speed, which @@ -1090,7 +1090,7 @@ if (more) more->remove (); - /* + /* * In this case, the object to be removed is in someones * inventory. */ @@ -1405,7 +1405,7 @@ * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing - * once we get to them. This reduces the need to traverse over all of + * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. @@ -1541,7 +1541,7 @@ } /* this function inserts an object in the map, but if it - * finds an object of its own type, it'll remove that one first. + * finds an object of its own type, it'll remove that one first. * op is the object to insert it under: supplies x and the map. */ void @@ -1810,7 +1810,7 @@ return 0; /* The objects have to be checked from top to bottom. - * Hence, we first go to the top: + * Hence, we first go to the top: */ for (object *next, *tmp = ms.top; tmp; tmp = next) { @@ -2004,7 +2004,7 @@ * Note - updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use - * the archetype because that isn't correct if the monster has been + * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int @@ -2037,7 +2037,7 @@ /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. - * This mostly work, but it cuts down the search size in all directions - + * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and @@ -2098,7 +2098,7 @@ swap (arr [end], arr [rndm (end + 1)]); } -/* new function to make monster searching more efficient, and effective! +/* new function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed @@ -2436,7 +2436,7 @@ } /* Zero the key_values on op, decrementing the shared-string - * refcounts and freeing the links. + * refcounts and freeing the links. */ void key_values::clear () @@ -2721,8 +2721,8 @@ object * object::force_find (shstr_tmp name) { - /* cycle through his inventory to look for the MARK we want to - * place + /* cycle through his inventory to look for the MARK we want to + * place */ for (object *tmp = inv; tmp; tmp = tmp->below) if (tmp->type == FORCE && tmp->slaying == name)