From 5ba39230e26db2c96c66644f0755b82ce620ee3a Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Mon, 16 Sep 2024 21:08:58 +0200 Subject: [PATCH] changed some comments --- src/game_bd/bd_caveengine.c | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/game_bd/bd_caveengine.c b/src/game_bd/bd_caveengine.c index 71e8bc59..86fd1a15 100644 --- a/src/game_bd/bd_caveengine.c +++ b/src/game_bd/bd_caveengine.c @@ -3959,8 +3959,7 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, } // this loop finds the coordinates of the player. needed for scrolling and chasing stone. - // but we only do this if a living player was found. if not yet, the setup - // routine coordinates are used + // but we only do this if a living player was found. otherwise "stay" at current coordinates. if (cave->player_state == GD_PL_LIVING) { if (cave->active_is_first_found) @@ -4009,9 +4008,11 @@ void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire, // SCHEDULING - // update timing calculated by iterating and counting elements + // updates based on the calculated explosions and per element ckdelays. update_cave_speed(cave); + // SPECIAL SOUNDS + // cave 3 sounds. precedence is controlled by the sound_play function. // but we have to check amoeba&magic together as they had a different gritty sound when mixed if (found_water) -- 2.34.1