--- deliantra/server/server/spell_attack.C 2016/11/16 23:42:03 1.114 +++ deliantra/server/server/spell_attack.C 2017/01/29 02:47:06 1.115 @@ -88,7 +88,7 @@ if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) { /* move it. */ - /* move_object is really for monsters, but looking at + /* move_object is really for monsters, but looking at * the move_object function, it appears that it should * also be safe for objects. * This does return if successful or not, but @@ -249,7 +249,7 @@ tmp->duration++; /* New forking code. Possibly create forks of this object - * going off in other directions. + * going off in other directions. */ if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) forklightning (op, tmp); /* stats.Dex % of forking */ @@ -369,7 +369,7 @@ dx = op->x + freearr_x[i]; dy = op->y + freearr_y[i]; - /* ok_to_put_more already does things like checks for walls, + /* ok_to_put_more already does things like checks for walls, * out of map, etc. */ if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) @@ -551,7 +551,7 @@ #if 0 /* We need a better general purpose way to do this */ - /* peterm: added to make comet leave a trail of burnouts + /* peterm: added to make comet leave a trail of burnouts it's an unadulterated hack, but the effect is cool. */ if (op->stats.sp == SP_METEOR) { @@ -756,7 +756,7 @@ /* Check to see if we should push anything. * Spell objects with weight push whatever they encounter to some - * degree. + * degree. */ if (op->weight) { @@ -1099,7 +1099,7 @@ } /* cast_smite_spell() - the priest points to a creature and causes - * a 'godly curse' to decend. + * a 'godly curse' to decend. * usual params - * op = player * caster = object casting the spell. @@ -1114,7 +1114,7 @@ target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); - /* Bunch of conditions for casting this spell. Note that only + /* Bunch of conditions for casting this spell. Note that only * require a god if this is a cleric spell (requires grace). * This makes this spell much more general purpose - it can be used * by wizards also, which is good, because I think this is a very @@ -1252,9 +1252,9 @@ ****************************************************************************/ /* make_object_glow() - currently only makes living objects glow. - * we do this by creating a force and inserting it in the + * we do this by creating a force and inserting it in the * object. if time is 0, the object glows permanently. To truely - * make this work for non-living objects, we would have to + * make this work for non-living objects, we would have to * give them the capability to have an inventory. b.t. */ static int @@ -1641,7 +1641,7 @@ m->insert (op, nx, ny, op); - dam_save = op->stats.dam; /* save the original dam: we do halfdam on + dam_save = op->stats.dam; /* save the original dam: we do halfdam on surrounding squares */ /* loop over current square and neighbors to hit. @@ -1692,12 +1692,12 @@ } } -/* move_swarm_spell: peterm +/* move_swarm_spell: peterm * This is an implementation of the swarm spell. It was written for * meteor swarm, but it could be used for any swarm. A swarm spell * is a special type of object that casts swarms of other types * of spells. Which spell it casts is flexible. It fires the spells - * from a set of squares surrounding the caster, in a given direction. + * from a set of squares surrounding the caster, in a given direction. */ void move_swarm_spell (object *op) @@ -1743,7 +1743,7 @@ // (schmorp) /* new offset calculation to make swarm element distribution - * more uniform + * more uniform */ if (op->duration) { @@ -1765,7 +1765,7 @@ target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; /* back up one space so we can hit point-blank targets, but this - * necessitates extra out_of_map check below + * necessitates extra out_of_map check below */ origin_x = target_x - freearr_x[basedir]; origin_y = target_y - freearr_y[basedir]; @@ -1809,7 +1809,7 @@ /* fire_swarm: * The following routine creates a swarm of objects. It actually * sets up a specific swarm object, which then fires off all - * the parts of the swarm. + * the parts of the swarm. * * op: the owner * caster: the caster (owner, wand, rod, scroll) @@ -1922,7 +1922,7 @@ } /* cast_cause_disease: this spell looks along from the - * player and infects someone. + * player and infects someone. * op is the player/monster, caster is the object, dir is the direction * to cast, disease_arch is the specific disease, and type is the spell number * perhaps this should actually be in disease.c? @@ -1938,7 +1938,7 @@ x = op->x; y = op->y; - /* If casting from a scroll, no direction will be available, so refer to the + /* If casting from a scroll, no direction will be available, so refer to the * direction the player is pointing. */ if (!dir)