shithub: cstory

Download patch

ref: 57b37e84def93facefd9a42adb414767c0653f1a
parent: b49d3acf2cf1329d5f678bf5c042bd4623d67e8a
parent: a312be2b4b1feafd8d89c2c31a577a8ca04dbb77
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu May 16 06:31:52 EDT 2019

Merge pull request #35 from GabrielRavier/feature/improveNpcAct

Improve NpcAct files

--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Null
+// Null
 void ActNpc000(NPCHAR *npc)
 {
 	RECT rect = {0x00, 0x00, 0x10, 0x10};
@@ -28,40 +28,40 @@
 	npc->rect = rect;
 }
 
-//Experience
+// Experience
 void ActNpc001(NPCHAR *npc)
 {
-	//In wind
+	// In wind
 	if (gBack.type == 5 || gBack.type == 6)
 	{
 		if (npc->act_no == 0)
 		{
-			//Set state
+			// Set state
 			npc->act_no = 1;
 
-			//Set random speed
+			// Set random speed
 			npc->ym = Random(-0x80, 0x80);
 			npc->xm = Random(0x7F, 0x100);
 		}
 
-		//Blow to the left
+		// Blow to the left
 		npc->xm -= 8;
 
-		//Destroy when off-screen
+		// Destroy when off-screen
 		if (npc->x < 0xA000)
 			npc->cond = 0;
 
 #ifdef FIX_BUGS
-		//Limit speed
+		// Limit speed
 		if (npc->xm < -0x600)
 			npc->xm = -0x600;
 #else
-		//Limit speed (except pixel applied it to the X position)
+		// Limit speed (except pixel applied it to the X position)
 		if (npc->x < -0x600)
 			npc->x = -0x600;
 #endif
 
-		//Bounce off walls
+		// Bounce off walls
 		if (npc->flag & 1)
 			npc->xm = 0x100;
 		if (npc->flag & 2)
@@ -69,20 +69,20 @@
 		if (npc->flag & 8)
 			npc->ym = -0x40;
 	}
-	//When not in wind
+	// When not in wind
 	else
 	{
 		if (npc->act_no == 0)
 		{
-			//Set state
+			// Set state
 			npc->act_no = 1;
 			npc->ani_no = Random(0, 4);
 
-			//Random speed
+			// Random speed
 			npc->xm = Random(-0x200, 0x200);
 			npc->ym = Random(-0x400, 0);
 
-			//Random direction (reverse animation or not)
+			// Random direction (reverse animation or not)
 			if (Random(0, 1) != 0)
 				npc->direct = 0;
 			else
@@ -89,23 +89,23 @@
 				npc->direct = 2;
 		}
 
-		//Gravity
+		// Gravity
 		if (npc->flag & 0x100)
 			npc->ym += 21;
 		else
 			npc->ym += 42;
 
-		//Bounce off walls
+		// Bounce off walls
 		if (npc->flag & 1 && npc->xm < 0)
 			npc->xm *= -1;
 		if (npc->flag & 4 && npc->xm > 0)
 			npc->xm *= -1;
 
-		//Bounce off ceiling
+		// Bounce off ceiling
 		if (npc->flag & 2 && npc->ym < 0)
 			npc->ym *= -1;
 
-		//Bounce off floor
+		// Bounce off floor
 		if (npc->flag & 8)
 		{
 			PlaySoundObject(45, 1);
@@ -113,7 +113,7 @@
 			npc->xm = 2 * npc->xm / 3;
 		}
 
-		//Play bounce song (and try to clip out of floor if stuck)
+		// Play bounce song (and try to clip out of floor if stuck)
 		if (npc->flag & 0xD)
 		{
 			PlaySoundObject(45, 1);
@@ -125,7 +125,7 @@
 			npc->count2 = 0;
 		}
 
-		//Limit speed
+		// Limit speed
 		if (npc->xm < -0x5FF)
 			npc->xm = -0x5FF;
 		if (npc->xm > 0x5FF)
@@ -136,11 +136,11 @@
 			npc->ym = 0x5FF;
 	}
 
-	//Move
+	// Move
 	npc->y += npc->ym;
 	npc->x += npc->xm;
 
-	//Get framerects
+	// Get framerects
 	RECT rect[6] = {
 		{0x00, 0x10, 0x10, 0x20},
 		{0x10, 0x10, 0x20, 0x20},
@@ -152,7 +152,7 @@
 
 	RECT rcNo = {0, 0, 0, 0};
 
-	//Animate
+	// Animate
 	++npc->ani_wait;
 
 	if (npc->direct == 0)
@@ -176,7 +176,7 @@
 
 	npc->rect = rect[npc->ani_no];
 
-	//Size
+	// Size
 	if (npc->act_no)
 	{
 		switch (npc->exp)
@@ -195,11 +195,11 @@
 		npc->act_no = 1;
 	}
 
-	//Delete after 500 frames
+	// Delete after 500 frames
 	if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
 		npc->cond = 0;
 
-	//Blink after 400 frames
+	// Blink after 400 frames
 	if (npc->count1 > 400)
 	{
 		if (npc->count1 / 2 % 2)
@@ -207,10 +207,10 @@
 	}
 }
 
-//Behemoth
+// Behemoth
 void ActNpc002(NPCHAR *npc)
 {
-	//Rects
+	// Rects
 	RECT rcLeft[7] = {
 		{32, 0, 64, 24},
 		{0, 0, 32, 24},
@@ -231,7 +231,7 @@
 		{160, 24, 192, 48},
 	};
 
-	//Turn when touching a wall
+	// Turn when touching a wall
 	if (npc->flag & 1)
 		npc->direct = 2;
 	else if (npc->flag & 4)
@@ -239,7 +239,7 @@
 
 	switch (npc->act_no)
 	{
-		case 0: //Walking
+		case 0: // Walking
 			if (npc->direct == 0)
 				npc->xm = -0x100;
 			else
@@ -261,7 +261,8 @@
 				npc->ani_no = 4;
 			}
 			break;
-		case 1: //Shot
+
+		case 1: // Shot
 			npc->xm = 7 * npc->xm / 8;
 
 			if (++npc->count1 > 40)
@@ -281,7 +282,8 @@
 				}
 			}
 			break;
-		case 2: //Charge
+
+		case 2: // Charge
 			if (npc->direct == 0)
 				npc->xm = -0x400;
 			else
@@ -310,16 +312,16 @@
 			break;
 	}
 
-	//Gravity
+	// Gravity
 	npc->ym += 0x40;
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
-	//Move
+	// Move
 	npc->x += npc->xm;
 	npc->y += npc->ym;
 
-	//Set framerect
+	// Set framerect
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
 	else
@@ -326,7 +328,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
+// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
 void ActNpc003(NPCHAR *npc)
 {
 	if (++npc->count1 > 100)
@@ -336,7 +338,7 @@
 	npc->rect = rect;
 }
 
-//Smoke
+// Smoke
 void ActNpc004(NPCHAR *npc)
 {
 	RECT rcLeft[8] = {
@@ -365,7 +367,7 @@
 
 	if (npc->act_no == 0)
 	{
-		//Move in random direction at random speed
+		// Move in random direction at random speed
 		if (npc->direct == 0 || npc->direct == 1)
 		{
 			deg = Random(0, 0xFF);
@@ -373,7 +375,7 @@
 			npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
 		}
 
-		//Set state
+		// Set state
 		npc->ani_no = Random(0, 4);
 		npc->ani_wait = Random(0, 3);
 		npc->act_no = 1;
@@ -380,16 +382,16 @@
 	}
 	else
 	{
-		//Slight drag
+		// Slight drag
 		npc->xm = 20 * npc->xm / 21;
 		npc->ym = 20 * npc->ym / 21;
 
-		//Move
+		// Move
 		npc->x += npc->xm;
 		npc->y += npc->ym;
 	}
 
-	//Animate
+	// Animate
 	if (++npc->ani_wait > 4)
 	{
 		npc->ani_wait = 0;
@@ -396,10 +398,10 @@
 		npc->ani_no++;
 	}
 
-	//Set framerect
+	// Set framerect
 	if (npc->ani_no > 7)
 	{
-		//Destroy if over
+		// Destroy if over
 		npc->cond = 0;
 	}
 	else
@@ -413,7 +415,7 @@
 	}
 }
 
-//Critter (Green, Egg Corridor)
+// Critter (Green, Egg Corridor)
 void ActNpc005(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -430,18 +432,18 @@
 
 	switch (npc->act_no)
 	{
-		case 0: //Init
+		case 0: // Initialize
 			npc->y += 0x600;
 			npc->act_no = 1;
 			// Fallthrough
-		case 1: //Waiting
-			//Look at player
+		case 1: // Waiting
+			// Look at player
 			if (npc->x > gMC.x)
 				npc->direct = 0;
 			else
 				npc->direct = 2;
 
-			//Open eyes near player
+			// Open eyes near player
 			if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
 			{
 				npc->ani_no = 1;
@@ -454,7 +456,7 @@
 				npc->ani_no = 0;
 			}
 
-			//Jump if attacked
+			// Jump if attacked
 			if (npc->shock)
 			{
 				npc->act_no = 2;
@@ -462,7 +464,7 @@
 				npc->act_wait = 0;
 			}
 
-			//Jump if player is nearby
+			// Jump if player is nearby
 			if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
 			{
 				npc->act_no = 2;
@@ -471,18 +473,18 @@
 			}
 			break;
 
-		case 2: //Going to jump
+		case 2: // Going to jump
 			if (++npc->act_wait > 8)
 			{
-				//Set jump state
+				// Set jump state
 				npc->act_no = 3;
 				npc->ani_no = 2;
 
-				//Jump
+				// Jump
 				npc->ym = -0x5FF;
 				PlaySoundObject(30, 1);
 
-				//Jump in facing direction
+				// Jump in facing direction
 				if (npc->direct == 0)
 					npc->xm = -0x100;
 				else
@@ -490,8 +492,8 @@
 			}
 			break;
 
-		case 3: //Jumping
-			//Land
+		case 3: // Jumping
+			// Land
 			if (npc->flag & 8)
 			{
 				npc->xm = 0;
@@ -503,16 +505,16 @@
 			break;
 	}
 
-	//Gravity
+	// Gravity
 	npc->ym += 64;
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
-	//Move
+	// Move
 	npc->x += npc->xm;
 	npc->y += npc->ym;
 
-	//Set framerect
+	// Set framerect
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
 	else
@@ -519,7 +521,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Beetle (Goes left and right, Egg Corridor)
+// Beetle (Goes left and right, Egg Corridor)
 void ActNpc006(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -540,7 +542,7 @@
 
 	switch (npc->act_no)
 	{
-		case 0: //Init
+		case 0: // Initialize
 			npc->act_no = 1;
 
 			if (npc->direct == 0)
@@ -550,18 +552,18 @@
 			break;
 
 		case 1:
-			//Accelerate to the left
+			// Accelerate to the left
 			npc->xm -= 0x10;
 			if (npc->xm < -0x400)
 				npc->xm = -0x400;
 
-			//Move
+			// Move
 			if (npc->shock)
 				npc->x += npc->xm / 2;
 			else
 				npc->x += npc->xm;
 
-			//Animate
+			// Animate
 			if (++npc->ani_wait > 1)
 			{
 				npc->ani_wait = 0;
@@ -571,7 +573,7 @@
 			if (npc->ani_no > 2)
 				npc->ani_no = 1;
 
-			//Stop when hitting a wall
+			// Stop when hitting a wall
 			if (npc->flag & 1)
 			{
 				npc->act_no = 2;
@@ -583,7 +585,7 @@
 			break;
 
 		case 2:
-			//Wait 60 frames then move to the right
+			// Wait 60 frames then move to the right
 			if (++npc->act_wait > 60)
 			{
 				npc->act_no = 3;
@@ -593,18 +595,18 @@
 			break;
 
 		case 3:
-			//Accelerate to the right
+			// Accelerate to the right
 			npc->xm += 0x10;
 			if (npc->xm > 0x400)
 				npc->xm = 0x400;
 
-			//Move
+			// Move
 			if (npc->shock)
 				npc->x += npc->xm / 2;
 			else
 				npc->x += npc->xm;
 
-			//Animate
+			// Animate
 			if (++npc->ani_wait > 1)
 			{
 				npc->ani_wait = 0;
@@ -614,7 +616,7 @@
 			if (npc->ani_no > 2)
 				npc->ani_no = 1;
 
-			//Stop when hitting a wall
+			// Stop when hitting a wall
 			if (npc->flag & 4)
 			{
 				npc->act_no = 4;
@@ -626,7 +628,7 @@
 			break;
 
 		case 4:
-			//Wait 60 frames then move to the left
+			// Wait 60 frames then move to the left
 			if (++npc->act_wait > 60)
 			{
 				npc->act_no = 1;
@@ -636,7 +638,7 @@
 			break;
 	}
 
-	//Set framerect
+	// Set framerect
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
 	else
@@ -643,7 +645,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Basil
+// Basil
 void ActNpc007(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -726,7 +728,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Beetle (Follows you, Egg Corridor)
+// Beetle (Follows you, Egg Corridor)
 void ActNpc008(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -829,7 +831,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Balrog (drop-in)
+// Balrog (drop-in)
 void ActNpc009(NPCHAR *npc)
 {
 	int i;
@@ -904,7 +906,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Balrog (shooting) (super-secret version from prototype)
+// Balrog (shooting) (super-secret version from prototype)
 void ActNpc010(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1027,7 +1029,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Proto-Balrog's projectile
+// Proto-Balrog's projectile
 void ActNpc011(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -1062,7 +1064,7 @@
 	}
 }
 
-//Balrog (cutscene)
+// Balrog (cutscene)
 void ActNpc012(NPCHAR *npc)
 {
 	int i;
@@ -1395,7 +1397,7 @@
 	}
 }
 
-//Forcefield
+// Forcefield
 void ActNpc013(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -1417,7 +1419,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Santa's Key
+// Santa's Key
 void ActNpc014(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -1460,7 +1462,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Chest (closed)
+// Chest (closed)
 void ActNpc015(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1517,7 +1519,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Save point
+// Save point
 void ActNpc016(NPCHAR *npc)
 {
 	RECT rect[8] = {
--- a/src/NpcAct020.cpp
+++ b/src/NpcAct020.cpp
@@ -11,7 +11,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Computer
+// Computer
 void ActNpc020(NPCHAR *npc)
 {
 	RECT rcLeft = {288, 16, 320, 40};
@@ -37,7 +37,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chest (open)
+// Chest (open)
 void ActNpc021(NPCHAR *npc)
 {
 	if (npc->act_no == 0)
@@ -53,7 +53,7 @@
 	npc->rect = rect;
 }
 
-//Teleporter
+// Teleporter
 void ActNpc022(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -77,7 +77,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Teleporter lights
+// Teleporter lights
 void ActNpc023(NPCHAR *npc)
 {
 	RECT rect[8] = {
@@ -103,7 +103,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Power Critter
+// Power Critter
 void ActNpc024(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -192,7 +192,7 @@
 				npc->act_no = 4;
 				npc->ani_no = 3;
 				npc->act_wait = 0;
-				npc->act_wait = 0;	// lol duplicate line
+				npc->act_wait = 0;	// Pixel duplicated this line
 			}
 
 			break;
@@ -408,7 +408,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Bat (Grasstown, flying)
+// Bat (Grasstown, flying)
 void ActNpc026(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -528,7 +528,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Death trap
+// Death trap
 void ActNpc027(NPCHAR *npc)
 {
 	RECT rcLeft[1] = {96, 64, 128, 88};
@@ -536,7 +536,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Flying Critter (Grasstown)
+// Flying Critter (Grasstown)
 void ActNpc028(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -588,7 +588,7 @@
 				npc->act_wait = 0;
 			}
 
-			if ( npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x6000 > gMC.y)
+			if (npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x6000 > gMC.y)
 			{
 				npc->act_no = 2;
 				npc->ani_no = 0;
@@ -625,7 +625,7 @@
 				npc->act_no = 4;
 				npc->ani_no = 3;
 				npc->act_wait = 0;
-				npc->act_wait = 0;	// lol duplicate line
+				npc->act_wait = 0;	// Pixel duplicated this line
 			}
 
 			break;
@@ -717,7 +717,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Cthulhu
+// Cthulhu
 void ActNpc029(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -752,7 +752,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Gunsmith
+// Gunsmith
 void ActNpc030(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -810,7 +810,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Bat (Grasstown, hanging)
+// Bat (Grasstown, hanging)
 void ActNpc031(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -945,7 +945,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Life capsule
+// Life capsule
 void ActNpc032(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -959,13 +959,13 @@
 		++npc->ani_no;
 	}
 
-	if ( npc->ani_no > 1 )
+	if (npc->ani_no > 1)
 		npc->ani_no = 0;
 
 	npc->rect = rect[npc->ani_no];
 }
 
-//Balrog bouncing projectile
+// Balrog bouncing projectile
 void ActNpc033(NPCHAR *npc)
 {
 	if (npc->flag & 5)
@@ -1005,7 +1005,7 @@
 	}
 }
 
-//Bed
+// Bed
 void ActNpc034(NPCHAR *npc)
 {
 	RECT rcLeft = {192, 48, 224, 64};
@@ -1017,7 +1017,7 @@
 		npc->rect = rcRight;
 }
 
-//Mannan
+// Mannan
 void ActNpc035(NPCHAR *npc)
 {
 	if (npc->act_no < 3 && npc->life < 90)
@@ -1093,7 +1093,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Balrog (hover)
+// Balrog (hover)
 void ActNpc036(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1279,7 +1279,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Signpost
+// Signpost
 void ActNpc037(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -1299,7 +1299,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Fireplace
+// Fireplace
 void ActNpc038(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -1335,7 +1335,7 @@
 	}
 }
 
-//Save sign
+// Save sign
 void ActNpc039(NPCHAR *npc)
 {
 	RECT rect[2] = {
--- a/src/NpcAct040.cpp
+++ b/src/NpcAct040.cpp
@@ -11,7 +11,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Santa
+// Santa
 void ActNpc040(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -100,7 +100,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Busted Door
+// Busted Door
 void ActNpc041(NPCHAR *npc)
 {
 	RECT rect = {0, 80, 48, 112};
@@ -114,7 +114,7 @@
 	npc->rect = rect;
 }
 
-//Sue
+// Sue
 void ActNpc042(NPCHAR *npc)
 {
 	RECT rcLeft[13] = {
@@ -403,7 +403,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chalkboard
+// Chalkboard
 void ActNpc043(NPCHAR *npc)
 {
 	RECT rcLeft = {128, 80, 168, 112};
@@ -423,7 +423,7 @@
 		npc->rect = rcRight;
 }
 
-//Polish
+// Polish
 void ActNpc044(NPCHAR *npc)
 {
 	// Yeah, Pixel defined these backwards for some reason.
@@ -545,7 +545,7 @@
 				npc->xm += 0x100;
 			}
 
-			if ( npc->flag & 4 )
+			if (npc->flag & 4)
 				npc->act_no = 9;
 
 			break;
@@ -605,7 +605,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Baby
+// Baby
 void ActNpc045(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -634,7 +634,7 @@
 			// Fallthrough
 		case 1:
 		case 2:
-			if ( ++npc->ani_no > 2 )
+			if (++npc->ani_no > 2)
 				npc->ani_no = 1;
 
 			break;
@@ -674,7 +674,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//H/V Trigger
+// H/V Trigger
 void ActNpc046(NPCHAR *npc)
 {
 	RECT rect = {0, 0, 16, 16};
@@ -699,10 +699,10 @@
 	npc->rect = rect;
 }
 
-//Sandcroc
+// Sandcroc
 void ActNpc047(NPCHAR *npc)
 {
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
 			npc->ani_no = 0;
@@ -802,7 +802,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Omega projectiles
+// Omega projectiles
 void ActNpc048(NPCHAR *npc)
 {
 	if (npc->flag & 1 && npc->xm < 0)
@@ -865,7 +865,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Skullhead
+// Skullhead
 void ActNpc049(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1011,7 +1011,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Skeleton projectile
+// Skeleton projectile
 void ActNpc050(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1112,7 +1112,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Crow & Skullhead
+// Crow & Skullhead
 void ActNpc051(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1261,7 +1261,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Bliue robot (sitting)
+// Blue robot (sitting)
 void ActNpc052(NPCHAR *npc)
 {
 	RECT rect = {240, 96, 256, 112};
@@ -1269,7 +1269,7 @@
 	npc->rect = rect;
 }
 
-//Skullstep leg
+// Skullstep leg
 void ActNpc053(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1339,7 +1339,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Skullstep
+// Skullstep
 void ActNpc054(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1446,7 +1446,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Kazuma
+// Kazuma
 void ActNpc055(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -1514,7 +1514,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Beetle (Sand Zone)
+// Beetle (Sand Zone)
 void ActNpc056(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1630,7 +1630,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Crow
+// Crow
 void ActNpc057(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1789,7 +1789,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Basu (Egg Corridor)
+// Basu (Egg Corridor)
 void ActNpc058(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1942,7 +1942,7 @@
 	}
 }
 
-//Eye door
+// Eye door
 void ActNpc059(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
--- a/src/NpcAct060.cpp
+++ b/src/NpcAct060.cpp
@@ -14,7 +14,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Toroko
+// Toroko
 void ActNpc060(NPCHAR *npc)
 {
 	RECT rcLeft[8] = {
@@ -161,7 +161,7 @@
 			break;
 
 		case 11:
-			if ( npc->act_wait++ && npc->flag & 8 )
+			if (npc->act_wait++ && npc->flag & 8)
 			{
 				npc->act_no = 12;
 				npc->ani_no = 7;
@@ -194,7 +194,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//King
+// King
 void ActNpc061(NPCHAR *npc)
 {
 	RECT rcLeft[11] = {
@@ -277,6 +277,7 @@
 				npc->act_no = 5;
 
 			break;
+
 		case 8:
 			npc->act_no = 9;
 			npc->ani_no = 4;
@@ -420,7 +421,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Kazuma at computer
+// Kazuma at computer
 void ActNpc062(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -488,7 +489,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Toroko with stick
+// Toroko with stick
 void ActNpc063(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -625,7 +626,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//First Cave Critter
+// First Cave Critter
 void ActNpc064(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -642,12 +643,12 @@
 
 	switch (npc->act_no)
 	{
-		case 0: //Init
+		case 0: // Initialize
 			npc->y += 0x600;
 			npc->act_no = 1;
 			// Fallthrough
-		case 1: //Waiting
-			//Look at player
+		case 1: // Waiting
+			// Look at player
 			if (npc->x > gMC.x)
 				npc->direct = 0;
 			else
@@ -656,7 +657,7 @@
 			if (npc->tgt_x < 100)
 				++npc->tgt_x;
 
-			//Open eyes near player
+			// Open eyes near player
 			if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
 			{
 				npc->ani_no = 1;
@@ -669,7 +670,7 @@
 				npc->ani_no = 0;
 			}
 
-			//Jump if attacked
+			// Jump if attacked
 			if (npc->shock)
 			{
 				npc->act_no = 2;
@@ -677,7 +678,7 @@
 				npc->act_wait = 0;
 			}
 
-			//Jump if player is nearby
+			// Jump if player is nearby
 			if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
 			{
 				npc->act_no = 2;
@@ -686,18 +687,18 @@
 			}
 			break;
 
-		case 2: //Going to jump
+		case 2: // Going to jump
 			if (++npc->act_wait > 8)
 			{
-				//Set jump state
+				// Set jump state
 				npc->act_no = 3;
 				npc->ani_no = 2;
 
-				//Jump
+				// Jump
 				npc->ym = -0x5FF;
 				PlaySoundObject(30, 1);
 
-				//Jump in facing direction
+				// Jump in facing direction
 				if (npc->direct == 0)
 					npc->xm = -0x100;
 				else
@@ -705,8 +706,8 @@
 			}
 			break;
 
-		case 3: //Jumping
-			//Land
+		case 3: // Jumping
+			// Land
 			if (npc->flag & 8)
 			{
 				npc->xm = 0;
@@ -718,16 +719,16 @@
 			break;
 	}
 
-	//Gravity
+	// Gravity
 	npc->ym += 0x40;
 	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
-	//Move
+	// Move
 	npc->x += npc->xm;
 	npc->y += npc->ym;
 
-	//Set framerect
+	// Set framerect
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
 	else
@@ -734,7 +735,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//First Cave Bat
+// First Cave Bat
 void ActNpc065(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -808,7 +809,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Misery bubble
+// Misery bubble
 void ActNpc066(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -889,7 +890,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Misery (floating)
+// Misery (floating)
 void ActNpc067(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1071,7 +1072,7 @@
 		npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
 }
 
-//Balrog (running)
+// Balrog (running)
 void ActNpc068(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1287,7 +1288,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Pignon
+// Pignon
 void ActNpc069(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -1426,7 +1427,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Sparkle
+// Sparkle
 void ActNpc070(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -1448,7 +1449,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Chinfish
+// Chinfish
 void ActNpc071(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1506,7 +1507,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Sprinkler
+// Sprinkler
 void ActNpc072(NPCHAR *npc)
 {
 	if (npc->direct == 0)
@@ -1540,7 +1541,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Water droplet
+// Water droplet
 void ActNpc073(NPCHAR *npc)
 {
 	RECT rect[5] = {
@@ -1701,7 +1702,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Flowers
+// Flowers
 void ActNpc076(NPCHAR *npc)
 {
 	npc->rect.left = 16 * npc->code_event;
@@ -1710,7 +1711,7 @@
 	npc->rect.bottom = 16;
 }
 
-//Yamashita
+// Yamashita
 void ActNpc077(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1766,7 +1767,7 @@
 		npc->rect = rc[1];
 }
 
-// Mahin the sex god
+// Mahin
 void ActNpc079(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1810,7 +1811,7 @@
 			break;
 
 		case 3:
-			if (++npc->act_wait > 8 )
+			if (++npc->act_wait > 8)
 			{
 				npc->act_no = 2;
 				npc->ani_no = 0;
@@ -1820,7 +1821,7 @@
 	}
 
 	npc->ym += 0x40;
-	if ( npc->ym > 0x5FF )
+	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
 	npc->y += npc->ym;
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -13,7 +13,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Gravekeeper
+// Gravekeeper
 void ActNpc080(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -172,7 +172,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Giant pignon
+// Giant pignon
 void ActNpc081(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -316,7 +316,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Misery (standing)
+// Misery (standing)
 void ActNpc082(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -520,7 +520,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Igor (cutscene)
+// Igor (cutscene)
 void ActNpc083(NPCHAR *npc)
 {
 	RECT rcLeft[8] = {
@@ -619,7 +619,7 @@
 	}
 
 	npc->ym += 0x40;
-	if ( npc->ym > 0x5FF )
+	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
 	npc->x += npc->xm;
@@ -631,7 +631,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Basu projectile (Egg Corridor)
+// Basu projectile (Egg Corridor)
 void ActNpc084(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -1323,7 +1323,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Chaco
+// Chaco
 void ActNpc093(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -1420,7 +1420,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Kulala
+// Kulala
 void ActNpc094(NPCHAR *npc)
 {
 	RECT rect[5] = {
@@ -1569,7 +1569,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Jelly
+// Jelly
 void ActNpc095(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -1702,7 +1702,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Fan (left)
+// Fan (left)
 void ActNpc096(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1714,7 +1714,7 @@
 	switch (npc->act_no)
 	{
 		case 0:
-			if ( npc->direct == 2 )
+			if (npc->direct == 2)
 				npc->act_no = 2;
 			else
 				npc->ani_no = 1;
@@ -1752,7 +1752,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Fan (up)
+// Fan (up)
 void ActNpc097(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1799,7 +1799,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Fan (right)
+// Fan (right)
 void ActNpc098(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1849,7 +1849,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Fan (down)
+// Fan (down)
 void ActNpc099(NPCHAR *npc)
 {
 	RECT rc[3] = {
--- a/src/NpcAct100.cpp
+++ b/src/NpcAct100.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Grate
+// Grate
 void ActNpc100(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -34,7 +34,7 @@
 		npc->rect = rc[1];
 }
 
-//Malco computer screen
+// Malco computer screen
 void ActNpc101(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -55,7 +55,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Malco computer wave
+// Malco computer wave
 void ActNpc102(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -83,7 +83,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Mannan projectile
+// Mannan projectile
 void ActNpc103(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -135,7 +135,7 @@
 		PlaySoundObject(46, 1);
 }
 
-//Frog
+// Frog
 void ActNpc104(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -299,7 +299,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//'HEY!' speech bubble (low)
+// "HEY!" speech bubble (low)
 void ActNpc105(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -316,7 +316,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//'HEY!' speech bubble (high)
+// "HEY!" speech bubble (high)
 void ActNpc106(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -328,7 +328,7 @@
 	}
 }
 
-//Malco
+// Malco
 void ActNpc107(NPCHAR *npc)
 {
 	int i;
@@ -494,7 +494,7 @@
 	npc->rect = rcPoweron[npc->ani_no];
 }
 
-//Balfrog projectile
+// Balfrog projectile
 void ActNpc108(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -530,7 +530,7 @@
 	}
 }
 
-//Malco (broken)
+// Malco (broken)
 void ActNpc109(NPCHAR *npc)
 {
 	int i;
@@ -603,7 +603,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Puchi
+// Puchi
 void ActNpc110(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -766,7 +766,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Quote (teleport out)
+// Quote (teleport out)
 void ActNpc111(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -854,7 +854,7 @@
 	}
 }
 
-//Quote (teleport in)
+// Quote (teleport in)
 void ActNpc112(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -925,12 +925,12 @@
 	{
 		npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
 
-		if ( npc->act_wait / 2 % 2 )
+		if (npc->act_wait / 2 % 2)
 			++npc->rect.left;
 	}
 }
 
-//Professor Booster
+// Professor Booster
 void ActNpc113(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -1061,7 +1061,7 @@
 	}
 }
 
-//Press
+// Press
 void ActNpc114(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1085,6 +1085,7 @@
 			npc->ani_no = 1;
 
 			break;
+
 		case 10:
 			if (++npc->ani_wait > 2)
 			{
@@ -1135,7 +1136,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Ravil
+// Ravil
 void ActNpc115(NPCHAR *npc)
 {
 	int i;
@@ -1294,7 +1295,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Red petals
+// Red petals
 void ActNpc116(NPCHAR *npc)
 {
 	RECT rc = {272, 184, 320, 200};
@@ -1302,7 +1303,7 @@
 	npc->rect = rc;
 }
 
-//Curly
+// Curly
 void ActNpc117(NPCHAR *npc)
 {
 	RECT rcLeft[10] = {
@@ -1507,7 +1508,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly (boss)
+// Curly (boss)
 void ActNpc118(NPCHAR *npc)
 {
 	RECT rcLeft[9] = {
@@ -1538,7 +1539,7 @@
 
 	if (npc->direct == 0 && npc->x < gMC.x)
 		bUpper = TRUE;
-	if ( npc->direct == 2 && npc->x > gMC.x)
+	if (npc->direct == 2 && npc->x > gMC.x)
 		bUpper = TRUE;
 
 	switch (npc->act_no)
@@ -1708,7 +1709,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Table and chair
+// Table and chair
 void ActNpc119(NPCHAR *npc)
 {
 	RECT rc = {248, 184, 272, 200};
--- a/src/NpcAct120.cpp
+++ b/src/NpcAct120.cpp
@@ -13,7 +13,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Colon (1)
+// Colon (1)
 void ActNpc120(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -27,7 +27,7 @@
 		npc->rect = rect[1];
 }
 
-//Colon (2)
+// Colon (2)
 void ActNpc121(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -78,7 +78,7 @@
 	}
 }
 
-//Colon (attacking)
+// Colon (attacking)
 void ActNpc122(NPCHAR *npc)
 {
 	RECT rcLeft[10] = {
@@ -255,7 +255,7 @@
 	if (npc->xm < -0x1FF)
 		npc->xm = -0x1FF;
 
-	if (npc->ym > 0x5FF )
+	if (npc->ym > 0x5FF)
 		npc->ym = 0x5FF;
 
 	npc->y += npc->ym;
@@ -267,7 +267,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly boss projectile
+// Curly boss projectile
 void ActNpc123(NPCHAR *npc)
 {
 	RECT rect[4] = {
@@ -292,14 +292,17 @@
 					npc->xm = -0x1000;
 					npc->ym = Random(-0x80, 0x80);
 					break;
+
 				case 1:
 					npc->ym = -0x1000;
 					npc->xm = Random(-0x80, 0x80);
 					break;
+
 				case 2:
 					npc->xm = 0x1000;
 					npc->ym = Random(-0x80, 0x80);
 					break;
+
 				case 3:
 					npc->ym = 0x1000;
 					npc->xm = Random(-0x80, 0x80);
@@ -315,14 +318,17 @@
 					if (npc->flag & 1)
 						bBreak = TRUE;
 					break;
+
 				case 1:
 					if (npc->flag & 2)
 						bBreak = TRUE;
 					break;
+
 				case 2:
 					if (npc->flag & 4)
 						bBreak = TRUE;
 					break;
+
 				case 3:
 					if (npc->flag & 8)
 						bBreak = TRUE;
@@ -345,7 +351,7 @@
 	npc->rect = rect[npc->direct];
 }
 
-//Sunstone
+// Sunstone
 void ActNpc124(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -377,12 +383,15 @@
 				case 0:
 					npc->x -= 0x80;
 					break;
+
 				case 1:
 					npc->y -= 0x80;
 					break;
+
 				case 2:
 					npc->x += 0x80;
 					break;
+
 				case 3:
 					npc->y += 0x80;
 					break;
@@ -397,7 +406,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Hidden item
+// Hidden item
 void ActNpc125(NPCHAR *npc)
 {
 	if (npc->life < 990)
@@ -424,7 +433,7 @@
 		npc->rect = rc[1];
 }
 
-//Puppy (running)
+// Puppy (running)
 void ActNpc126(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -556,7 +565,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Machine gun trail (Level 2)
+// Machine gun trail (Level 2)
 void ActNpc127(NPCHAR *npc)
 {
 	RECT rcV[3] = {
@@ -584,7 +593,7 @@
 		npc->rect = rcV[npc->ani_no];
 }
 
-//Machine gun trail (Level 3)
+// Machine gun trail (Level 3)
 void ActNpc128(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -643,12 +652,15 @@
 		case 0:
 			npc->rect = rcLeft[npc->ani_no];
 			break;
+
 		case 1:
 			npc->rect = rcUp[npc->ani_no];
 			break;
+
 		case 2:
 			npc->rect = rcRight[npc->ani_no];
 			break;
+
 		case 3:
 			npc->rect = rcDown[npc->ani_no];
 			break;
@@ -655,7 +667,7 @@
 	}
 }
 
-//Fireball trail (Level 2 & 3)
+// Fireball trail (Level 2 & 3)
 void ActNpc129(NPCHAR *npc)
 {
 	RECT rect[18] = {
@@ -691,7 +703,7 @@
 	npc->rect = rect[3 * npc->direct + npc->ani_no];
 }
 
-//Puppy (sitting, wagging tail)
+// Puppy (sitting, wagging tail)
 void ActNpc130(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -769,7 +781,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Puppy (sleeping)
+// Puppy (sleeping)
 void ActNpc131(NPCHAR *npc)
 {
 	RECT rcLeft[1] = {144, 144, 160, 160};
@@ -787,7 +799,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Puppy (barking)
+// Puppy (barking)
 void ActNpc132(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -932,7 +944,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Jenka
+// Jenka
 void ActNpc133(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -978,7 +990,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Armadillo
+// Armadillo
 void ActNpc134(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1067,7 +1079,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Skeleton
+// Skeleton
 void ActNpc135(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1087,7 +1099,7 @@
 	if (gMC.x < npc->x - 0x2C000 || gMC.x > npc->x + 0x2C000 || gMC.y < npc->y - 0x14000 || gMC.y > npc->y + 0x8000)
 		npc->act_no = 0;
 
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
 			npc->act_no = 1;
@@ -1180,7 +1192,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Puppy (carried)
+// Puppy (carried)
 void ActNpc136(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1243,7 +1255,7 @@
 		++npc->rect.top;
 }
 
-//Large door (frame)
+// Large door (frame)
 void ActNpc137(NPCHAR *npc)
 {
 	RECT rc = {96, 136, 128, 188};
@@ -1251,7 +1263,7 @@
 	npc->rect = rc;
 }
 
-//Large door (door)
+// Large door (door)
 void ActNpc138(NPCHAR *npc)
 {
 	RECT rcLeft = {96, 112, 112, 136};
@@ -1305,7 +1317,7 @@
 	}
 }
 
-//Doctor
+// Doctor
 void ActNpc139(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -14,7 +14,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Toroko (frenzied)
+// Toroko (frenzied)
 void ActNpc140(NPCHAR *npc)
 {
 	int i;
@@ -553,7 +553,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Toroko (teleporting in)
+// Toroko (teleporting in)
 void ActNpc144(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -660,7 +660,7 @@
 	}
 }
 
-//King's sword
+// King's sword
 void ActNpc145(NPCHAR *npc)
 {
 	RECT rcLeft[1] = {96, 32, 112, 48};
@@ -700,7 +700,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Lightning
+// Lightning
 void ActNpc146(NPCHAR *npc)
 {
 	RECT rect[5] = {
@@ -750,7 +750,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Critter (purple)
+// Critter (purple)
 void ActNpc147(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -934,7 +934,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Purple Critter's projectile
+// Purple Critter's projectile
 void ActNpc148(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -963,7 +963,7 @@
 	}
 }
 
-//Moving block (horizontal)
+// Moving block (horizontal)
 void ActNpc149(NPCHAR *npc)
 {
 	int i;
@@ -1087,7 +1087,7 @@
 	npc->rect = rect;
 }
 
-//Quote
+// Quote
 void ActNpc150(NPCHAR *npc)
 {
 	int i;
@@ -1271,7 +1271,7 @@
 	}
 }
 
-//Blue robot (standing)
+// Blue robot (standing)
 void ActNpc151(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1318,7 +1318,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Shutter stuck
+// Shutter stuck
 void ActNpc152(NPCHAR *npc)
 {
 	RECT rc = {0, 0, 0, 0};
@@ -1384,7 +1384,7 @@
 	{96, 72, 120, 96}
 };
 
-//Gaudi
+// Gaudi
 void ActNpc153(NPCHAR *npc)
 {
 	if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
@@ -1420,7 +1420,7 @@
 			break;
 
 		case 2:
-			if ( ++npc->act_wait > 20 )
+			if (++npc->act_wait > 20)
 			{
 				npc->act_no = 1;
 				npc->ani_no = 0;
@@ -1544,7 +1544,7 @@
 	}
 }
 
-//Gaudi (dead)
+// Gaudi (dead)
 void ActNpc154(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1607,7 +1607,7 @@
 		npc->rect = grcKitR[npc->ani_no];
 }
 
-//Gaudi (flying)
+// Gaudi (flying)
 void ActNpc155(NPCHAR *npc)
 {
 	if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
@@ -1712,7 +1712,7 @@
 	}
 }
 
-//Gaudi projectile
+// Gaudi projectile
 void ActNpc156(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -1742,7 +1742,7 @@
 	}
 }
 
-//Moving block (vertical)
+// Moving block (vertical)
 void ActNpc157(NPCHAR *npc)
 {
 	int i;
@@ -1865,7 +1865,7 @@
 	npc->rect = rect;
 }
 
-//Fish Missile
+// Fish Missile
 void ActNpc158(NPCHAR *npc)
 {
 	RECT rect[8] = {
@@ -1889,12 +1889,15 @@
 				case 0:
 					npc->count1 = 0xA0;
 					break;
+
 				case 1:
 					npc->count1 = 0xE0;
 					break;
+
 				case 2:
 					npc->count1 = 0x20;
 					break;
+
 				case 3:
 					npc->count1 = 0x60;
 					break;
@@ -1944,7 +1947,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Monster X (defeated)
+// Monster X (defeated)
 void ActNpc159(NPCHAR *npc)
 {
 	RECT rect = {144, 128, 192, 200};
--- a/src/NpcAct160.cpp
+++ b/src/NpcAct160.cpp
@@ -14,7 +14,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Puu Black
+// Puu Black
 void ActNpc160(NPCHAR *npc)
 {
 	int i;
@@ -137,18 +137,23 @@
 		case 1:
 			npc->ani_no = 3;
 			break;
+
 		case 2:
 			npc->ani_no = 3;
 			break;
+
 		case 3:
 			npc->ani_no = 2;
 			break;
+
 		case 4:
 			npc->ani_no = 0;
 			break;
+
 		case 5:
 			npc->ani_no = 3;
 			break;
+
 		case 6:
 			npc->ani_no = 3;
 			break;
@@ -174,7 +179,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Puu Black projectile
+// Puu Black projectile
 void ActNpc161(NPCHAR *npc)
 {
 	npc->exp = 0;
@@ -227,7 +232,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Puu Black (dead)
+// Puu Black (dead)
 void ActNpc162(NPCHAR *npc)
 {
 	int i;
@@ -316,7 +321,7 @@
 	gSuperYpos = -0x7D000;
 }
 
-//Dr Gero
+// Dr Gero
 void ActNpc163(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -362,7 +367,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Nurse Hasumi
+// Nurse Hasumi
 void ActNpc164(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -408,7 +413,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly (collapsed)
+// Curly (collapsed)
 void ActNpc165(NPCHAR *npc)
 {
 	RECT rcRight[2] = {
@@ -439,7 +444,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chaba
+// Chaba
 void ActNpc166(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -465,7 +470,7 @@
 			break;
 
 		case 2:
-			if (++npc->act_wait > 8 )
+			if (++npc->act_wait > 8)
 			{
 				npc->act_no = 1;
 				npc->ani_no = 0;
@@ -477,7 +482,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Professor Booster (falling)
+// Professor Booster (falling)
 void ActNpc167(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -492,6 +497,7 @@
 			npc->act_no = 1;
 			npc->ani_no = 1;
 			break;
+
 		case 10:
 			npc->ani_no = 0;
 
@@ -501,6 +507,7 @@
 
 			npc->y += npc->ym;
 			break;
+
 		case 20:
 			npc->act_no = 21;
 			npc->act_wait = 0;
@@ -525,7 +532,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Boulder
+// Boulder
 void ActNpc168(NPCHAR *npc)
 {
 	RECT rect = {264, 56, 320, 96};
@@ -579,7 +586,7 @@
 	npc->rect = rect;
 }
 
-//Balrog (missile)
+// Balrog (missile)
 void ActNpc169(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -827,7 +834,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Balrog missile
+// Balrog missile
 void ActNpc170(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -917,7 +924,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Fire Whirrr
+// Fire Whirrr
 void ActNpc171(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1004,7 +1011,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Fire Whirr projectile
+// Fire Whirr projectile
 void ActNpc172(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -1046,7 +1053,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Gaudi (armoured)
+// Gaudi (armoured)
 void ActNpc173(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1213,7 +1220,7 @@
 	}
 }
 
-//Armoured-Gaudi projectile
+// Armoured-Gaudi projectile
 void ActNpc174(NPCHAR *npc)
 {
 	BOOL bHit;
@@ -1297,7 +1304,7 @@
 	npc->rect = rect_left[npc->ani_no];
 }
 
-//Gaudi egg
+// Gaudi egg
 void ActNpc175(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1345,7 +1352,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//BuyoBuyo Base
+// BuyoBuyo Base
 void ActNpc176(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1442,7 +1449,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//BuyoBuyo
+// BuyoBuyo
 void ActNpc177(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -1537,7 +1544,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Core blade projectile
+// Core blade projectile
 void ActNpc178(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -1581,7 +1588,7 @@
 	}
 }
 
-//Core wisp projectile
+// Core wisp projectile
 void ActNpc179(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
--- a/src/NpcAct180.cpp
+++ b/src/NpcAct180.cpp
@@ -16,7 +16,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Curly AI
+// Curly AI
 void ActNpc180(NPCHAR *npc)
 {
 	RECT rcLeft[11] = {
@@ -206,7 +206,7 @@
 	int xx = npc->x - npc->tgt_x;
 	int yy = npc->y - npc->tgt_y;
 
-	if ( xx < 0 )
+	if (xx < 0)
 		xx *= -1;
 
 	if (npc->act_no == 100)
@@ -219,7 +219,7 @@
 
 	if (npc->act_no == 210 || npc->act_no == 310)
 	{
-		if ( xx + 0x400 < yy )
+		if (xx + 0x400 < yy)
 			npc->ani_no = 6;
 		else
 			npc->ani_no = 1;
@@ -312,7 +312,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly AI Machine Gun
+// Curly AI Machine Gun
 void ActNpc181(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -419,7 +419,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly AI Polar Star
+// Curly AI Polar Star
 void ActNpc182(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -526,7 +526,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Curly Air Tank Bubble
+// Curly Air Tank Bubble
 void ActNpc183(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -564,7 +564,7 @@
 		npc->rect.right = 0;
 }
 
-//Shutter Big
+// Shutter Big
 void ActNpc184(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -594,12 +594,15 @@
 				case 0:
 					npc->x -= 0x80;
 					break;
+
 				case 1:
 					npc->y -= 0x80;
 					break;
+
 				case 2:
 					npc->x += 0x80;
 					break;
+
 				case 3:
 					npc->y += 0x80;
 					break;
@@ -631,7 +634,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Shutter Small
+// Shutter Small
 void ActNpc185(NPCHAR *npc)
 {
 	RECT rc = {96, 64, 112, 96};
@@ -642,12 +645,13 @@
 			npc->act_no = 1;
 			npc->y += 0x1000;
 			break;
+
 		case 10:
 			npc->act_no = 11;
 			npc->ani_no = 1;
 			npc->act_wait = 0;
 			npc->bits |= npc_ignoreSolid;
-			//Fallthrough
+			// Fallthrough
 		case 11:
 			switch (npc->direct)
 			{
@@ -654,12 +658,15 @@
 				case 0:
 					npc->x -= 0x80;
 					break;
+
 				case 1:
 					npc->y -= 0x80;
 					break;
+
 				case 2:
 					npc->x += 0x80;
 					break;
+
 				case 3:
 					npc->y += 0x80;
 					break;
@@ -666,6 +673,7 @@
 			}
 			++npc->act_wait;
 			break;
+
 		case 20:
 			npc->y -= 0x3000;
 			npc->act_no = 1;
@@ -675,7 +683,7 @@
 	npc->rect = rc;
 }
 
-//Lift block
+// Lift block
 void ActNpc186(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -689,15 +697,16 @@
 	{
 		case 0:
 			npc->act_no = 1;
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			break;
+
 		case 10:
 			npc->act_no = 11;
 			npc->ani_no = 1;
 			npc->act_wait = 0;
 			npc->bits |= 8;
-			//Fallthrough
+			// Fallthrough
 		case 11:
 			switch (npc->direct)
 			{
@@ -704,12 +713,15 @@
 				case 0:
 					npc->x -= 0x80;
 					break;
+
 				case 1:
 					npc->y -= 0x80;
 					break;
+
 				case 2:
 					npc->x += 0x80;
 					break;
+
 				case 3:
 					npc->y += 0x80;
 					break;
@@ -730,7 +742,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Fuzz Core
+// Fuzz Core
 void ActNpc187(NPCHAR *npc)
 {
 	int i;
@@ -805,7 +817,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Fuzz
+// Fuzz
 void ActNpc188(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -889,7 +901,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Unused homing flame object (possibly related to the Core?)
+// Unused homing flame object (possibly related to the Core?)
 void ActNpc189(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -955,7 +967,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Broken robot
+// Broken robot
 void ActNpc190(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -968,6 +980,7 @@
 		case 0:
 			npc->ani_no = 0;
 			break;
+
 		case 10:
 			PlaySoundObject(72, 1);
 			for (int i = 0; i < 8; i++)
@@ -974,6 +987,7 @@
 				SetNpChar(4, npc->x, npc->y + (Random(-8, 8) << 9), Random(-8, -2) << 9, Random(-3, 3) << 9, 0, 0, 0x100);
 			npc->cond = 0;
 			break;
+
 		case 20:
 			if (++npc->ani_wait > 10)
 			{
@@ -988,16 +1002,16 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Water level
+// Water level
 void ActNpc191(NPCHAR *npc)
 {
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
 			npc->act_no = 10;
 			npc->tgt_y = npc->y;
 			npc->ym = 0x200;
-			//Fallthrough
+			// Fallthrough
 		case 10:
 			if (npc->y < npc->tgt_y)
 				npc->ym += 4;
@@ -1011,10 +1025,11 @@
 
 			npc->y += npc->ym;
 			break;
+
 		case 20:
 			npc->act_no = 21;
 			npc->act_wait = 0;
-			//Fallthrough
+			// Fallthrough
 		case 21:
 			if (npc->y < npc->tgt_y)
 				npc->ym += 4;
@@ -1073,10 +1088,10 @@
 	npc->rect.bottom = 0;
 }
 
-//Scooter
+// Scooter
 void ActNpc192(NPCHAR *npc)
 {
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
 			npc->act_no = 1;
@@ -1176,7 +1191,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Scooter (broken)
+// Scooter (broken)
 void ActNpc193(NPCHAR *npc)
 {
 	RECT rc = {256, 96, 320, 112};
@@ -1193,7 +1208,7 @@
 	npc->rect = rc;
 }
 
-//Blue robot (broken)
+// Blue robot (broken)
 void ActNpc194(NPCHAR *npc)
 {
 	RECT rc = {192, 120, 224, 128};
@@ -1207,7 +1222,7 @@
 	npc->rect = rc;
 }
 
-//Grate
+// Grate
 void ActNpc195(NPCHAR *npc)
 {
 	RECT rc = {112, 64, 128, 80};
@@ -1214,7 +1229,7 @@
 	npc->rect = rc;
 }
 
-//Ironhead motion wall
+// Ironhead motion wall
 void ActNpc196(NPCHAR *npc)
 {
 	RECT rcLeft = {112, 64, 144, 80};
@@ -1231,7 +1246,7 @@
 		npc->rect = rcRight;
 }
 
-//Porcupine Fish
+// Porcupine Fish
 void ActNpc197(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -1301,7 +1316,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ironhead projectile
+// Ironhead projectile
 void ActNpc198(NPCHAR *npc)
 {
 	RECT rcRight[3] = {
@@ -1349,7 +1364,7 @@
 		PlaySoundObject(46, 1);
 }
 
-//Water/wind particles
+// Water/wind particles
 void ActNpc199(NPCHAR *npc)
 {
 	RECT rect[5] = {
@@ -1371,12 +1386,15 @@
 				case 0:
 					npc->xm = -1;
 					break;
+
 				case 1:
 					npc->ym = -1;
 					break;
+
 				case 2:
 					npc->xm = 1;
 					break;
+
 				case 3:
 					npc->ym = 1;
 					break;
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Dragon Zombie
+// Dragon Zombie
 void ActNpc200(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -140,7 +140,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Dragon Zombie (dead)
+// Dragon Zombie (dead)
 void ActNpc201(NPCHAR *npc)
 {
 	RECT rcLeft[1] = {200, 0, 240, 40};
@@ -152,7 +152,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Dragon Zombie projectile
+// Dragon Zombie projectile
 void ActNpc202(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -176,7 +176,7 @@
 		++npc->ani_no;
 	}
 
-	if ( npc->ani_no > 2 )
+	if (npc->ani_no > 2)
 		npc->ani_no = 0;
 
 	npc->rect = rect_left[npc->ani_no];
@@ -188,7 +188,7 @@
 	}
 }
 
-//Critter (destroyed Egg Corridor)
+// Critter (destroyed Egg Corridor)
 void ActNpc203(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -289,7 +289,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Falling spike (small)
+// Falling spike (small)
 void ActNpc204(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -345,7 +345,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Falling spike (large)
+// Falling spike (large)
 void ActNpc205(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -428,7 +428,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Counter Bomb
+// Counter Bomb
 void ActNpc206(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -538,7 +538,7 @@
 	npc->rect = rect_left[npc->ani_no];
 }
 
-//Counter Bomb's countdown
+// Counter Bomb's countdown
 void ActNpc207(NPCHAR *npc)
 {
 	RECT rc[5] = {
@@ -580,7 +580,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Basu (destroyed Egg Corridor)
+// Basu (destroyed Egg Corridor)
 void ActNpc208(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -732,7 +732,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Basu projectile (destroyed Egg Corridor)
+// Basu projectile (destroyed Egg Corridor)
 void ActNpc209(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -769,7 +769,7 @@
 	}
 }
 
-//Beetle (destroyed Egg Corridor)
+// Beetle (destroyed Egg Corridor)
 void ActNpc210(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -872,7 +872,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Spikes (small)
+// Spikes (small)
 void ActNpc211(NPCHAR *npc)
 {
 	RECT rects[4] = {
@@ -885,7 +885,7 @@
 	npc->rect = rects[npc->code_event];
 }
 
-//Sky Dragon
+// Sky Dragon
 void ActNpc212(NPCHAR *npc)
 {
 	RECT rcRight[4] = {
@@ -996,7 +996,7 @@
 	}
 }
 
-//Night Spirit
+// Night Spirit
 void ActNpc213(NPCHAR *npc)
 {
 	RECT rect[10] = {
@@ -1155,7 +1155,7 @@
 		else
 			npc->y += npc->ym;
 
-		if ( gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000 )
+		if (gMC.y > npc->tgt_y + 0x1E000 || gMC.y < npc->tgt_y - 0x1E000)
 			npc->act_no = 40;
 	}
 
@@ -1162,7 +1162,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Night Spirit projectile
+// Night Spirit projectile
 void ActNpc214(NPCHAR *npc)
 {
 	RECT rect[3] = {
@@ -1208,7 +1208,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Sandcroc (Outer Wall)
+// Sandcroc (Outer Wall)
 void ActNpc215(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1313,7 +1313,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Debug Cat
+// Debug Cat
 void ActNpc216(NPCHAR *npc)
 {
 	RECT rect = {256, 192, 272, 216};
@@ -1321,7 +1321,7 @@
 	npc->rect = rect;
 }
 
-//Itoh
+// Itoh
 void ActNpc217(NPCHAR *npc)
 {
 	RECT rect[8] = {
@@ -1473,7 +1473,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Smoke generator
+// Smoke generator
 void ActNpc219(NPCHAR *npc)
 {
 	RECT rc = {0, 0, 0, 0};
--- a/src/NpcAct220.cpp
+++ b/src/NpcAct220.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Shovel Brigade
+// Shovel Brigade
 void ActNpc220(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -58,7 +58,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Shovel Brigade (walking)
+// Shovel Brigade (walking)
 void ActNpc221(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -127,7 +127,7 @@
 		case 11:
 			if (npc->direct == 0 && npc->flag & 1)
 				npc->direct = 2;
-			else if ( npc->direct == 2 && npc->flag & 4 )
+			else if (npc->direct == 2 && npc->flag & 4)
 				npc->direct = 0;
 
 			if (npc->direct == 0)
@@ -163,7 +163,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Prison bars
+// Prison bars
 void ActNpc222(NPCHAR *npc)
 {
 	RECT rc = {96, 168, 112, 200};
@@ -177,7 +177,7 @@
 	npc->rect = rc;
 }
 
-//Momorin
+// Momorin
 void ActNpc223(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -237,7 +237,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chie
+// Chie
 void ActNpc224(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -268,7 +268,7 @@
 			break;
 
 		case 2:
-			if (++npc->act_wait > 12 )
+			if (++npc->act_wait > 12)
 			{
 				npc->act_no = 1;
 				npc->ani_no = 0;
@@ -291,7 +291,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Megane
+// Megane
 void ActNpc225(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -322,7 +322,7 @@
 			break;
 
 		case 2:
-			if (++npc->act_wait > 12 )
+			if (++npc->act_wait > 12)
 			{
 				npc->act_no = 1;
 				npc->ani_no = 0;
@@ -337,7 +337,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Kanpachi
+// Kanpachi
 void ActNpc226(NPCHAR *npc)
 {
 	RECT rcRight[7] = {
@@ -413,7 +413,7 @@
 	npc->rect = rcRight[npc->ani_no];
 }
 
-//Bucket
+// Bucket
 void ActNpc227(NPCHAR *npc)
 {
 	RECT rc = {208, 32, 224, 48};
@@ -420,7 +420,7 @@
 	npc->rect = rc;
 }
 
-//Droll (guard)
+// Droll (guard)
 void ActNpc228(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -517,7 +517,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Red Flowers (sprouts)
+// Red Flowers (sprouts)
 void ActNpc229(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -539,7 +539,7 @@
 		npc->rect = rc[1];
 }
 
-//Red Flowers (blooming)
+// Red Flowers (blooming)
 void ActNpc230(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -562,7 +562,7 @@
 		npc->rect = rc[1];
 }
 
-//Rocket
+// Rocket
 void ActNpc231(NPCHAR *npc)
 {
 	int i;
@@ -674,7 +674,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Orangebell
+// Orangebell
 void ActNpc232(NPCHAR *npc)
 {
 	int i;
@@ -744,7 +744,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Orangebell bat
+// Orangebell bat
 void ActNpc233(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -861,7 +861,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Red Flowers (picked)
+// Red Flowers (picked)
 void ActNpc234(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -883,7 +883,7 @@
 		npc->rect = rc[1];
 }
 
-//Midorin
+// Midorin
 void ActNpc235(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -989,7 +989,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Gunfish
+// Gunfish
 void ActNpc236(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -1123,7 +1123,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Gunfish projectile
+// Gunfish projectile
 void ActNpc237(NPCHAR *npc)
 {
 	int i;
@@ -1264,7 +1264,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Cage bars
+// Cage bars
 void ActNpc239(NPCHAR *npc)
 {
 	RECT rcLeft = {192, 48, 256, 80};
--- a/src/NpcAct240.cpp
+++ b/src/NpcAct240.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Mimiga (jailed)
+// Mimiga (jailed)
 void ActNpc240(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -117,7 +117,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Critter (Last Cave)
+// Critter (Last Cave)
 void ActNpc241(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -150,7 +150,7 @@
 			}
 			else
 			{
-				if ( npc->act_wait < 8 )
+				if (npc->act_wait < 8)
 					++npc->act_wait;
 
 				npc->ani_no = 0;
@@ -214,7 +214,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Bat (Last Cave)
+// Bat (Last Cave)
 void ActNpc242(NPCHAR *npc)
 {
 	if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
@@ -292,7 +292,7 @@
 		npc->rect = rect_right[npc->ani_no];
 }
 
-//Bat generator (Last Cave)
+// Bat generator (Last Cave)
 void ActNpc243(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -316,7 +316,7 @@
 	}
 }
 
-//Lava drop
+// Lava drop
 void ActNpc244(NPCHAR *npc)
 {
 	int i;
@@ -353,7 +353,7 @@
 	}
 }
 
-//Lava drop generator
+// Lava drop generator
 void ActNpc245(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -373,7 +373,7 @@
 		case 1:
 			npc->ani_no = 0;
 
-			if ( npc->act_wait )
+			if (npc->act_wait)
 			{
 				--npc->act_wait;
 				return;
@@ -409,7 +409,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Press (proximity)
+// Press (proximity)
 void ActNpc246(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -498,7 +498,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Misery (boss)
+// Misery (boss)
 void ActNpc247(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -812,7 +812,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Boss Misery (vanishing)
+// Boss Misery (vanishing)
 void ActNpc248(NPCHAR *npc)
 {
 	if (npc->flag & 0xFF)
@@ -847,7 +847,7 @@
 	}
 }
 
-//Boss Misery energy shot
+// Boss Misery energy shot
 void ActNpc249(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -870,7 +870,7 @@
 	}
 }
 
-//Boss Misery lightning ball
+// Boss Misery lightning ball
 void ActNpc250(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -947,7 +947,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Boss Misery lightning
+// Boss Misery lightning
 void ActNpc251(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -978,7 +978,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Boss Misery bats
+// Boss Misery bats
 void ActNpc252(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -1010,7 +1010,7 @@
 
 			deg = npc->count1;
 
-			if ( npc->act_wait < 192 )
+			if (npc->act_wait < 192)
 				++npc->act_wait;
 
 			npc->x = npc->pNpc->x + npc->act_wait * GetCos(deg) / 4;
@@ -1073,7 +1073,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//EXP capsule
+// EXP capsule
 void ActNpc253(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1110,7 +1110,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Helicopter
+// Helicopter
 void ActNpc254(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -1125,15 +1125,18 @@
 			SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100);
 			SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100);
 			break;
+
 		case 20:
 			npc->act_wait = 0;
 			npc->count1 = 60;
 			npc->act_no = 21;
 			break;
+
 		case 30:
 			npc->act_no = 21;
 			SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
 			break;
+
 		case 40:
 			npc->act_no = 21;
 			SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
@@ -1148,7 +1151,7 @@
 		npc->rect = rc[1];
 }
 
-//Helicopter blades
+// Helicopter blades
 void ActNpc255(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -1214,7 +1217,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Doctor (facing away)
+// Doctor (facing away)
 void ActNpc256(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -1226,7 +1229,7 @@
 		{24, 160, 48, 192},
 	};
 
-	switch ( npc->act_no )
+	switch (npc->act_no)
 	{
 		case 0:
 			gSuperXpos = 0;
@@ -1305,7 +1308,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Red crystal
+// Red crystal
 void ActNpc257(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1368,7 +1371,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Mimiga (sleeping)
+// Mimiga (sleeping)
 void ActNpc258(NPCHAR *npc)
 {
 	RECT rc = {48, 32, 64, 48};
@@ -1375,7 +1378,7 @@
 	npc->rect = rc;
 }
 
-//Curly (carried and unconcious)
+// Curly (carried and unconcious)
 void ActNpc259(NPCHAR *npc)
 {
 	RECT rcLeft = {224, 96, 240, 112};
--- a/src/NpcAct260.cpp
+++ b/src/NpcAct260.cpp
@@ -13,7 +13,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Shovel Brigade (caged)
+// Shovel Brigade (caged)
 void ActNpc260(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -75,7 +75,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chie (caged)
+// Chie (caged)
 void ActNpc261(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -108,7 +108,7 @@
 			break;
 
 		case 2:
-			if (++npc->act_wait > 12 )
+			if (++npc->act_wait > 12)
 			{
 				npc->act_no = 1;
 				npc->ani_no = 0;
@@ -128,7 +128,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Chaco (caged)
+// Chaco (caged)
 void ActNpc262(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -181,7 +181,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Doctor (boss)
+// Doctor (boss)
 void ActNpc263(NPCHAR *npc)
 {
 	int deg;
@@ -354,7 +354,7 @@
 			break;
 
 		case 102:
-			if (++npc->act_wait > 40 )
+			if (++npc->act_wait > 40)
 			{
 				npc->act_no = 103;
 				npc->act_wait = 16;
@@ -465,7 +465,7 @@
 	}
 }
 
-//Doctor red wave (projectile)
+// Doctor red wave (projectile)
 void ActNpc264(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -513,7 +513,7 @@
 	npc->rect = rc;
 }
 
-//Doctor red ball projectile
+// Doctor red ball projectile
 void ActNpc265(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -534,7 +534,7 @@
 		npc->rect = rc[npc->ani_no];
 }
 
-//Doctor red ball projectile (bouncing)
+// Doctor red ball projectile (bouncing)
 void ActNpc266(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -567,7 +567,7 @@
 		VanishNpChar(npc);
 }
 
-//Muscle Doctor
+// Muscle Doctor
 void ActNpc267(NPCHAR *npc)
 {
 	RECT rcLeft[10] = {
@@ -724,18 +724,22 @@
 					case 8:
 						npc->act_no = 20;
 						break;
+
 					case 2:
 					case 7:
 						npc->act_no = 100;
 						break;
+
 					case 3:
 					case 6:
 						npc->act_no = 30;
 						break;
+
 					case 1:
 					case 9:
 						npc->act_no = 40;
 						break;
+
 					default:
 						npc->act_no = 15;
 						npc->act_wait = 0;
@@ -830,7 +834,7 @@
 				PlaySoundObject(39, 1);
 			}
 
-			if ( npc->act_wait > 90 )
+			if (npc->act_wait > 90)
 				npc->act_no = 10;
 
 			break;
@@ -957,12 +961,12 @@
 				npc->tgt_x = gMC.x;
 				npc->tgt_y = gMC.y - 0x4000;
 
-				if ( npc->tgt_y < 0x8000 )
+				if (npc->tgt_y < 0x8000)
 					npc->tgt_y = 0x8000;
 
-				if ( npc->tgt_x < 0x8000 )
+				if (npc->tgt_x < 0x8000)
 					npc->tgt_x = 0x8000;
-				if ( npc->tgt_x > 0x48000 )
+				if (npc->tgt_x > 0x48000)
 					npc->tgt_x = 0x48000;
 			}
 
@@ -1128,7 +1132,7 @@
 	}
 }
 
-//Igor (enemy)
+// Igor (enemy)
 void ActNpc268(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1331,7 +1335,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Red Bat (bouncing)
+// Red Bat (bouncing)
 void ActNpc269(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1394,7 +1398,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Doctor's blood (or """"red energy"""")
+// Doctor's blood (or """"red energy"""")
 void ActNpc270(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -1563,7 +1567,7 @@
 	}
 }
 
-//Droll projectile
+// Droll projectile
 void ActNpc273(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1602,7 +1606,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Droll
+// Droll
 void ActNpc274(NPCHAR *npc)
 {
 	RECT rcLeft[6] = {
@@ -1731,7 +1735,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Puppy (plantation)
+// Puppy (plantation)
 void ActNpc275(NPCHAR *npc)
 {
 	RECT rcRight[4] = {
@@ -1790,7 +1794,7 @@
 	npc->rect = rcRight[npc->ani_no];
 }
 
-//Red Demon
+// Red Demon
 void ActNpc276(NPCHAR *npc)
 {
 	RECT rcLeft[9] = {
@@ -1994,7 +1998,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Red Demon projectile
+// Red Demon projectile
 void ActNpc277(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -2033,7 +2037,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Little family
+// Little family
 void ActNpc278(NPCHAR *npc)
 {
 	RECT rcPapa[2] = {
@@ -2100,7 +2104,7 @@
 		case 11:
 			if (npc->direct == 0 && (npc->flag & 1))
 				npc->direct = 2;
-			else if ( npc->direct == 2 && npc->flag & 4 )
+			else if (npc->direct == 2 && npc->flag & 4)
 				npc->direct = 0;
 
 			if (npc->direct == 0)
@@ -2147,7 +2151,7 @@
 	}
 }
 
-//Falling block (large)
+// Falling block (large)
 void ActNpc279(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -2165,6 +2169,7 @@
 					npc->bits |= 4;
 					npc->ani_no = 0;
 					break;
+
 				case 2:
 					npc->act_no = 100;
 					npc->bits |= 4;
@@ -2178,6 +2183,7 @@
 					npc->hit.top = 0x1000;
 					npc->hit.bottom = 0x1000;
 					break;
+
 				case 1:
 					npc->ani_no = 0;
 					npc->act_no = 10;
--- a/src/NpcAct280.cpp
+++ b/src/NpcAct280.cpp
@@ -12,7 +12,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Sue (being teleported by Misery)
+// Sue (being teleported by Misery)
 void ActNpc280(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -83,7 +83,7 @@
 	}
 }
 
-//Doctor (red energy form)
+// Doctor (red energy form)
 void ActNpc281(NPCHAR *npc)
 {
 	RECT rc = {0, 0, 0, 0};
@@ -125,7 +125,7 @@
 	npc->rect = rc;
 }
 
-//Mini Undead Core (active)
+// Mini Undead Core (active)
 void ActNpc282(NPCHAR *npc)
 {
 	RECT tc[3] = {
@@ -199,7 +199,7 @@
 	npc->rect = tc[npc->ani_no];
 }
 
-//Misery (transformed)
+// Misery (transformed)
 void ActNpc283(NPCHAR *npc)
 {
 	RECT rcLeft[11] = {
@@ -367,7 +367,7 @@
 
 			if (npc->act_wait % 6 == 1)
 			{
-				if ( npc->count2 == 289 )
+				if (npc->count2 == 289)
 				{
 					x = npc->x + (Random(-0x40, 0x40) * 0x200);
 					y = npc->y + (Random(-0x20, 0x20) * 0x200);
@@ -456,12 +456,15 @@
 							case 0:
 								direct = 0xD8;
 								break;
+
 							case 1:
 								direct = 0xEC;
 								break;
+
 							case 2:
 								direct = 0x14;
 								break;
+
 							case 3:
 								direct = 0x28;
 								break;
@@ -477,12 +480,15 @@
 							case 0:
 								direct = 0x58;
 								break;
+
 							case 1:
 								direct = 0x6C;
 								break;
+
 							case 2:
 								direct = 0x94;
 								break;
+
 							case 3:
 								direct = 0xA8;
 								break;
@@ -505,12 +511,15 @@
 						case 0:
 							direct = 0xD8;
 							break;
+
 						case 1:
 							direct = 0xEC;
 							break;
+
 						case 2:
 							direct = 0x14;
 							break;
+
 						case 3:
 							direct = 0x28;
 							break;
@@ -526,12 +535,15 @@
 						case 0:
 							direct = 0x58;
 							break;
+
 						case 1:
 							direct = 0x6C;
 							break;
+
 						case 2:
 							direct = 0x94;
 							break;
+
 						case 3:
 							direct = 0xA8;
 							break;
@@ -600,7 +612,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Sue (transformed)
+// Sue (transformed)
 void ActNpc284(NPCHAR *npc)
 {
 	RECT rcLeft[13] = {
@@ -735,9 +747,11 @@
 					case 3:
 						npc->act_no = 34;
 						break;
+
 					case 0:
 						npc->act_no = 32;
 						break;
+
 					case 2:
 						npc->act_no = 32;
 						break;
@@ -949,7 +963,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Undead Core spiral projectile
+// Undead Core spiral projectile
 void ActNpc285(NPCHAR *npc)
 {
 	RECT rc = {232, 104, 248, 120};
@@ -996,7 +1010,7 @@
 	npc->rect = rc;
 }
 
-//Undead Core spiral shot trail
+// Undead Core spiral shot trail
 void ActNpc286(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1017,7 +1031,7 @@
 		npc->rect = rc[npc->ani_no];
 }
 
-//Orange smoke
+// Orange smoke
 void ActNpc287(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -1056,7 +1070,7 @@
 		npc->rect = rcLeft[npc->ani_no];
 }
 
-//Undead Core exploding rock
+// Undead Core exploding rock
 void ActNpc288(NPCHAR *npc)
 {
 	RECT rc[5] = {
@@ -1145,7 +1159,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Critter (orange, Misery)
+// Critter (orange, Misery)
 void ActNpc289(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1255,7 +1269,7 @@
 	}
 }
 
-//Bat (Misery)
+// Bat (Misery)
 void ActNpc290(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1341,7 +1355,7 @@
 	}
 }
 
-//Mini Undead Core (inactive)
+// Mini Undead Core (inactive)
 void ActNpc291(NPCHAR *npc)
 {
 	RECT tc[2] = {
@@ -1366,7 +1380,7 @@
 	npc->rect = tc[npc->ani_no];
 }
 
-//Quake
+// Quake
 void ActNpc292(NPCHAR *npc)
 {
 	(void)npc;
@@ -1374,7 +1388,7 @@
 	SetQuake(10);
 }
 
-//Undead Core giant energy shot
+// Undead Core giant energy shot
 void ActNpc293(NPCHAR *npc)
 {
 	RECT rect[2] = {
@@ -1404,7 +1418,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Quake + falling block generator
+// Quake + falling block generator
 void ActNpc294(NPCHAR *npc)
 {
 	int x;
@@ -1466,7 +1480,7 @@
 	}
 }
 
-//Cloud
+// Cloud
 void ActNpc295(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -1488,36 +1502,43 @@
 					npc->view.back = 0xD000;
 					npc->view.front = 0xD000;
 					break;
+
 				case 1:
 					npc->ym = -0x800;
 					npc->view.back = 0x7000;
 					npc->view.front = 0x7000;
 					break;
+
 				case 2:
 					npc->ym = -0x400;
 					npc->view.back = 0x4000;
 					npc->view.front = 0x4000;
 					break;
+
 				case 3:
 					npc->ym = -0x200;
 					npc->view.back = 0x2800;
 					npc->view.front = 0x2800;
 					break;
+
 				case 4:
 					npc->xm = -0x400;
 					npc->view.back = 0xD000;
 					npc->view.front = 0xD000;
 					break;
+
 				case 5:
 					npc->xm = -0x200;
 					npc->view.back = 0x7000;
 					npc->view.front = 0x7000;
 					break;
+
 				case 6:
 					npc->xm = -0x100;
 					npc->view.back = 0x4000;
 					npc->view.front = 0x4000;
 					break;
+
 				case 7:
 					npc->xm = -0x80;
 					npc->view.back = 0x2800;
@@ -1540,7 +1561,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Cloud generator
+// Cloud generator
 void ActNpc296(NPCHAR *npc)
 {
 	int x;
@@ -1560,12 +1581,15 @@
 				case 0:
 					pri = 0x180;
 					break;
+
 				case 1:
 					pri = 0x80;
 					break;
+
 				case 2:
 					pri = 0x40;
 					break;
+
 				case 3:
 					pri = 0x00;
 					break;
@@ -1582,12 +1606,15 @@
 				case 0:
 					pri = 0x80;
 					break;
+
 				case 1:
 					pri = 0x55;
 					break;
+
 				case 2:
 					pri = 0x40;
 					break;
+
 				case 3:
 					pri = 0x00;
 					break;
@@ -1600,7 +1627,7 @@
 	}
 }
 
-//Sue in dragon's mouth
+// Sue in dragon's mouth
 void ActNpc297(NPCHAR *npc)
 {
 	RECT rc = {112, 48, 0x80, 64};
@@ -1611,7 +1638,7 @@
 	npc->rect = rc;
 }
 
-//Doctor (opening)
+// Doctor (opening)
 void ActNpc298(NPCHAR *npc)
 {
 	RECT rc[8] = {
@@ -1676,7 +1703,7 @@
 				++npc->ani_no;
 			}
 
-			if ( npc->ani_no > 5 )
+			if (npc->ani_no > 5)
 				npc->ani_no = 2;
 
 			npc->x += 0x100;
@@ -1718,7 +1745,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Balrog/Misery (opening)
+// Balrog/Misery (opening)
 void ActNpc299(NPCHAR *npc)
 {
 	RECT rc[2] = {
--- a/src/NpcAct300.cpp
+++ b/src/NpcAct300.cpp
@@ -16,7 +16,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Demon crown (opening)
+// Demon crown (opening)
 void ActNpc300(NPCHAR *npc)
 {
 	RECT rc = {192, 80, 208, 96};
@@ -33,7 +33,7 @@
 	npc->rect = rc;
 }
 
-//Fish missile (Misery)
+// Fish missile (Misery)
 void ActNpc301(NPCHAR *npc)
 {
 	RECT rect[8] = {
@@ -100,7 +100,7 @@
 	npc->rect = rect[npc->ani_no];
 }
 
-//Camera focus marker
+// Camera focus marker
 void ActNpc302(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -116,12 +116,15 @@
 				case 0:
 					npc->x -= 0x400;
 					break;
+
 				case 1:
 					npc->y -= 0x400;
 					break;
+
 				case 2:
 					npc->x += 0x400;
 					break;
+
 				case 3:
 					npc->y += 0x400;
 					break;
@@ -169,7 +172,7 @@
 	}
 }
 
-//Curly's machine gun
+// Curly's machine gun
 void ActNpc303(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -185,7 +188,7 @@
 	if (npc->pNpc == NULL)
 		return;
 
-	//Set position
+	// Set position
 	if (npc->pNpc->direct == 0)
 	{
 		npc->direct = 0;
@@ -199,12 +202,12 @@
 
 	npc->y = npc->pNpc->y;
 
-	//Animation
+	// Animation
 	npc->ani_no = 0;
 	if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
 		npc->y -= 0x200;
 
-	//Set framerect
+	// Set framerect
 	if (npc->direct == 0)
 		npc->rect = rcLeft[npc->ani_no];
 	else
@@ -211,7 +214,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Gaudi in hospital
+// Gaudi in hospital
 void ActNpc304(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -226,17 +229,19 @@
 		case 0:
 			npc->act_no = 1;
 			npc->y += 5120;
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			npc->ani_no = 0;
 			break;
+
 		case 10:
 			npc->ani_no = 1;
 			break;
+
 		case 20:
 			npc->act_no = 21;
 			npc->ani_no = 2;
-			//Fallthrough
+			// Fallthrough
 		case 21:
 			if (++npc->ani_wait > 10)
 			{
@@ -247,6 +252,7 @@
 			if (npc->ani_no > 3)
 				npc->ani_no = 2;
 			break;
+
 		default:
 			break;
 	}
@@ -254,7 +260,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Small puppy
+// Small puppy
 void ActNpc305(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -273,7 +279,7 @@
 			npc->act_no = 1;
 			npc->y -= 0x2000;
 			npc->ani_wait = Random(0, 6);
-			//Fallthrough
+			// Fallthrough
 
 		case 1:
 			if (++npc->ani_wait > 6)
@@ -293,7 +299,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Balrog (nurse)
+// Balrog (nurse)
 void ActNpc306(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -313,7 +319,7 @@
 			npc->ani_no = 0;
 			npc->ani_wait = 0;
 			npc->y += 0x800;
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			if (Random(0, 120) == 10)
 			{
@@ -322,6 +328,7 @@
 				npc->ani_no = 1;
 			}
 			break;
+
 		case 2:
 			if (++npc->act_wait > 8)
 			{
@@ -337,7 +344,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Caged Santa
+// Caged Santa
 void ActNpc307(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -358,7 +365,7 @@
 			npc->act_no = 1;
 			npc->ani_no = 0;
 			npc->ani_wait = 0;
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			if (Random(0, 160) == 1)
 			{
@@ -367,6 +374,7 @@
 				npc->ani_no = 1;
 			}
 			break;
+
 		case 2:
 			if (++npc->act_wait > 12)
 			{
@@ -387,7 +395,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Stumpy
+// Stumpy
 void ActNpc308(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -496,7 +504,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Bute
+// Bute
 void ActNpc309(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -602,7 +610,7 @@
 	}
 }
 
-//Bute (with sword)
+// Bute (with sword)
 void ActNpc310(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -753,7 +761,7 @@
 	}
 }
 
-//Bute archer
+// Bute archer
 void ActNpc311(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -900,7 +908,7 @@
 	}
 }
 
-//Bute arrow projectile
+// Bute arrow projectile
 void ActNpc312(NPCHAR *npc)
 {
 	RECT rcLeft[5] = {
@@ -1017,7 +1025,7 @@
 	}
 }
 
-//Ma Pignon
+// Ma Pignon
 void ActNpc313(NPCHAR *npc)
 {
 	RECT rcLeft[14] = {
@@ -1367,7 +1375,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Ma Pignon rock
+// Ma Pignon rock
 void ActNpc314(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -1438,7 +1446,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ma Pignon clone
+// Ma Pignon clone
 void ActNpc315(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -1580,7 +1588,7 @@
 	}
 }
 
-//Bute (dead)
+// Bute (dead)
 void ActNpc316(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1659,7 +1667,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Mesa
+// Mesa
 void ActNpc317(NPCHAR *npc)
 {
 	RECT rcLeft[4] = {
@@ -1704,7 +1712,7 @@
 			if (npc->ani_no > 1)
 				npc->ani_no = 0;
 
-			if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
+			if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50)
 			{
 				npc->act_no = 10;
 			}
@@ -1754,7 +1762,7 @@
 	}
 }
 
-//Mesa (dead)
+// Mesa (dead)
 void ActNpc318(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -1830,7 +1838,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Mesa block
+// Mesa block
 void ActNpc319(NPCHAR *npc)
 {
 	RECT rc[3] = {
--- a/src/NpcAct320.cpp
+++ b/src/NpcAct320.cpp
@@ -14,7 +14,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Curly (carried, shooting)
+// Curly (carried, shooting)
 void ActNpc320(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -104,7 +104,7 @@
 		npc->rect = rcLeft[npc->ani_no];
 }
 
-//Curly's Nemesis
+// Curly's Nemesis
 void ActNpc321(NPCHAR *npc)
 {
 	RECT rcLeft[3] = {
@@ -177,7 +177,7 @@
 		npc->rect = rcLeft[npc->ani_no];
 }
 
-//Deleet
+// Deleet
 void ActNpc322(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -222,18 +222,23 @@
 				case 0:
 					SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
 					break;
+
 				case 50:
 					SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
 					break;
+
 				case 100:
 					SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
 					break;
+
 				case 150:
 					SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
 					break;
+
 				case 200:
 					SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
 					break;
+
 				case 250:
 					npc->hit.back = 0x6000;
 					npc->hit.front = 0x6000;
@@ -265,7 +270,7 @@
 	}
 }
 
-//Bute (spinning)
+// Bute (spinning)
 void ActNpc323(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -293,12 +298,15 @@
 				case 0:
 					npc->xm = -0x600;
 					break;
+
 				case 2:
 					npc->xm = 0x600;
 					break;
+
 				case 1:
 					npc->ym = -0x600;
 					break;
+
 				case 3:
 					npc->ym = 0x600;
 					break;
@@ -322,14 +330,17 @@
 						if (npc->x <= gMC.x + 0x4000)
 							npc->act_no = 10;
 						break;
+
 					case 2:
 						if (npc->x >= gMC.x - 0x4000)
 							npc->act_no = 10;
 						break;
+
 					case 1:
 						if (npc->y <= gMC.y + 0x4000)
 							npc->act_no = 10;
 						break;
+
 					case 3:
 						if (npc->y >= gMC.y - 0x4000)
 							npc->act_no = 10;
@@ -354,7 +365,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Bute generator
+// Bute generator
 void ActNpc324(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -374,7 +385,7 @@
 	}
 }
 
-//Heavy Press lightning
+// Heavy Press lightning
 void ActNpc325(NPCHAR *npc)
 {
 	RECT rc[7] = {
@@ -436,7 +447,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Sue/Itoh becoming humans
+// Sue/Itoh becoming humans
 void ActNpc326(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -446,7 +457,7 @@
 			npc->y -= 0x1000;
 			npc->x += 0x2000;
 			npc->ani_no = 0;
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			if (++npc->act_wait > 80)
 			{
@@ -540,7 +551,7 @@
 			npc->act_no = 41;
 			npc->act_wait = 0;
 			npc->ani_no = 0;
-			//Fallthrough
+			// Fallthrough
 		case 41:
 			if (++npc->act_wait == 30)
 				npc->ani_no = 1;
@@ -579,7 +590,7 @@
 		npc->rect = rcSu[npc->ani_no];
 }
 
-//Sneeze
+// Sneeze
 void ActNpc327(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -624,7 +635,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Thingy that turns Sue and Itoh into humans for 4 seconds
+// Thingy that turns Sue and Itoh into humans for 4 seconds
 void ActNpc328(NPCHAR *npc)
 {
 	RECT rc = {96, 0, 128, 48};
@@ -631,7 +642,7 @@
 	npc->rect = rc;
 }
 
-//Laboratory fan
+// Laboratory fan
 void ActNpc329(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -645,7 +656,7 @@
 		npc->rect = rc[1];
 }
 
-//Rolling
+// Rolling
 void ActNpc330(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -728,7 +739,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos bone projectile
+// Ballos bone projectile
 void ActNpc331(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -787,7 +798,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos shockwave
+// Ballos shockwave
 void ActNpc332(NPCHAR *npc)
 {
 	int xm;
@@ -843,7 +854,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos lightning
+// Ballos lightning
 void ActNpc333(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -879,7 +890,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Sweat
+// Sweat
 void ActNpc334(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -926,7 +937,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Ikachan
+// Ikachan
 void ActNpc335(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -982,7 +993,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ikachan generator
+// Ikachan generator
 void ActNpc336(NPCHAR *npc)
 {
 	int y;
@@ -996,7 +1007,7 @@
 			break;
 
 		case 10:
-			if (++npc->act_wait % 4 == 1 )
+			if (++npc->act_wait % 4 == 1)
 			{
 				y = npc->y + (Random(0, 13) * 0x200 * 0x10);
 				SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0);
@@ -1006,7 +1017,7 @@
 	}
 }
 
-//Numhachi
+// Numhachi
 void ActNpc337(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1048,7 +1059,7 @@
 	npc->rect = rcLeft[npc->ani_no];
 }
 
-//Green Devil
+// Green Devil
 void ActNpc338(NPCHAR *npc)
 {
 	RECT rcLeft[2] = {
@@ -1115,7 +1126,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Green Devil generator
+// Green Devil generator
 void ActNpc339(NPCHAR *npc)
 {
 	switch (npc->act_no)
--- a/src/NpcAct340.cpp
+++ b/src/NpcAct340.cpp
@@ -15,7 +15,7 @@
 #include "Sound.h"
 #include "Triangle.h"
 
-//Ballos
+// Ballos
 void ActNpc340(NPCHAR *npc)
 {
 	int i;
@@ -78,6 +78,7 @@
 					case 3:
 						npc->act_no = 200;
 						break;
+
 					case 4:
 						npc->act_no = 300;
 						break;
@@ -558,7 +559,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Ballos 1 head
+// Ballos 1 head
 void ActNpc341(NPCHAR *npc)
 {
 	RECT rc[3] = {
@@ -584,7 +585,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos 3 eye
+// Ballos 3 eye
 void ActNpc342(NPCHAR *npc)
 {
 	static int flash;
@@ -810,6 +811,7 @@
 					PlaySoundObject(26, 1);
 				}
 				break;
+
 			case 1:
 				if (npc->count1 == 268)
 				{
@@ -818,6 +820,7 @@
 					PlaySoundObject(26, 1);
 				}
 				break;
+
 			case 2:
 				if (npc->count1 == 396)
 				{
@@ -827,6 +830,7 @@
 					PlaySoundObject(26, 1);
 				}
 				break;
+
 			case 3:
 				if (npc->count1 == 12)
 				{
@@ -855,7 +859,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos 2 cutscene
+// Ballos 2 cutscene
 void ActNpc343(NPCHAR *npc)
 {
 	RECT rc = {0, 0, 120, 120};
@@ -869,7 +873,7 @@
 	npc->y = npc->pNpc->y;
 }
 
-//Ballos 2 eyes
+// Ballos 2 eyes
 void ActNpc344(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -894,7 +898,7 @@
 	npc->y = npc->pNpc->y - 0x4800;
 }
 
-//Ballos skull projectile
+// Ballos skull projectile
 void ActNpc345(NPCHAR *npc)
 {
 	int i;
@@ -940,7 +944,7 @@
 		case 110:
 			npc->ym += 0x40;
 
-			if ( npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
+			if (npc->y > (gMap.length * 0x200 * 0x10) + (2 * 0x200 * 0x10))
 			{
 				npc->cond = 0;
 				return;
@@ -963,7 +967,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos 4 orbiting platform
+// Ballos 4 orbiting platform
 void ActNpc346(NPCHAR *npc)
 {
 	unsigned char deg;
@@ -1099,7 +1103,7 @@
 	npc->rect = rc;
 }
 
-//Hoppy
+// Hoppy
 void ActNpc347(NPCHAR *npc)
 {
 	switch (npc->act_no)
@@ -1186,7 +1190,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ballos 4 spikes
+// Ballos 4 spikes
 void ActNpc348(NPCHAR *npc)
 {
 	RECT rc[2] = {
@@ -1222,7 +1226,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Statue
+// Statue
 void ActNpc349(NPCHAR *npc)
 {
 	RECT rect = {0, 0, 16, 16};
@@ -1240,7 +1244,7 @@
 	npc->rect = rect;
 }
 
-//Flying Bute archer
+// Flying Bute archer
 void ActNpc350(NPCHAR *npc)
 {
 	RECT rcLeft[7] = {
@@ -1425,7 +1429,7 @@
 		npc->rect = rcRight[npc->ani_no];
 }
 
-//Statue (shootable)
+// Statue (shootable)
 void ActNpc351(NPCHAR *npc)
 {
 	RECT rc[9] = {
@@ -1478,19 +1482,19 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Ending characters
+// Ending characters
 void ActNpc352(NPCHAR *npc)
 {
 	switch (npc->act_no)
 	{
 		case 0:
-			//Set state
+			// Set state
 			npc->act_no = 1;
 			npc->ani_no = 0;
 			npc->count1 = npc->direct / 100;
 			npc->direct %= 100;
 
-			//Set surfaces / offset
+			// Set surfaces / offset
 			switch (npc->count1)
 			{
 				case 7:
@@ -1500,6 +1504,7 @@
 				case 13:
 					npc->surf = SURFACE_ID_LEVEL_SPRITESET_1;
 					break;
+
 				default:
 					break;
 			}
@@ -1512,11 +1517,12 @@
 				case 12:
 					npc->view.top = 0x2000;
 					break;
+
 				default:
 					break;
 			}
 
-			//Balrog
+			// Balrog
 			if (npc->count1 == 9)
 			{
 				npc->view.back = 0x2800;
@@ -1524,10 +1530,10 @@
 				npc->x -= 0x200;
 			}
 
-			//Spawn King's sword
+			// Spawn King's sword
 			if (!npc->count1)
 				SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
-			//Fallthrough
+			// Fallthrough
 		case 1:
 			npc->ym += 0x40;
 			if (npc->ym > 0x5FF)
@@ -1578,7 +1584,7 @@
 	npc->rect = rc[npc->ani_no + 2 * npc->count1];
 }
 
-//Bute with sword (flying)
+// Bute with sword (flying)
 void ActNpc353(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -1608,12 +1614,15 @@
 				case 0:
 					npc->xm = -0x600;
 					break;
+
 				case 2:
 					npc->xm = 0x600;
 					break;
+
 				case 1:
 					npc->ym = -0x600;
 					break;
+
 				case 3:
 					npc->ym = 0x600;
 					break;
@@ -1716,7 +1725,7 @@
 	}
 }
 
-//Invisible deathtrap wall
+// Invisible deathtrap wall
 void ActNpc354(NPCHAR *npc)
 {
 	int i;
@@ -1763,7 +1772,7 @@
 	}
 }
 
-//Quote and Curly on Balrog's back
+// Quote and Curly on Balrog's back
 void ActNpc355(NPCHAR *npc)
 {
 	RECT rc[4] = {
@@ -1813,7 +1822,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Balrog rescue
+// Balrog rescue
 void ActNpc356(NPCHAR *npc)
 {
 	RECT rcRight[2] = {
@@ -1883,7 +1892,7 @@
 	npc->rect = rcRight[npc->ani_no];
 }
 
-//Puppy ghost
+// Puppy ghost
 void ActNpc357(NPCHAR *npc)
 {
 	RECT rc = {224, 136, 240, 152};
@@ -1917,7 +1926,7 @@
 		SetCaret(npc->x + (Random(-8, 8) * 0x200), npc->y + 0x1000, 13, 1);
 }
 
-//Misery (stood in the wind during the credits)
+// Misery (stood in the wind during the credits)
 void ActNpc358(NPCHAR *npc)
 {
 	RECT rc[5] = {
@@ -1958,7 +1967,7 @@
 	npc->rect = rc[npc->ani_no];
 }
 
-//Water droplet generator
+// Water droplet generator
 void ActNpc359(NPCHAR *npc)
 {
 	int x;
@@ -1970,7 +1979,7 @@
 	}
 }
 
-//Thank you
+// Thank you
 void ActNpc360(NPCHAR *npc)
 {
 	RECT rc = {0, 176, 48, 184};