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-rw-r--r--TemplePushing.c4s/System.c4g/ApocalypseEffects.c2
-rw-r--r--TemplePushing.c4s/System.c4g/BigRock.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Blackout.c2
-rw-r--r--TemplePushing.c4s/System.c4g/CurseFall.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Dragonbreath.c16
-rw-r--r--TemplePushing.c4s/System.c4g/Explode.c2
-rw-r--r--TemplePushing.c4s/System.c4g/FBreath.c105
-rw-r--r--TemplePushing.c4s/System.c4g/Find_Criteria.c (renamed from TemplePushing.c4s/System.c4g/Find_Criterions.c)0
-rw-r--r--TemplePushing.c4s/System.c4g/Firebreath.c107
-rw-r--r--TemplePushing.c4s/System.c4g/Freeze.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Frostwave.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Gravity.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Ice.c2
-rw-r--r--TemplePushing.c4s/System.c4g/IceBall.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Icestrike.c2
-rw-r--r--TemplePushing.c4s/System.c4g/LavaRain.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Lenseflare.c2
-rw-r--r--TemplePushing.c4s/System.c4g/MagicAir.c2
-rw-r--r--TemplePushing.c4s/System.c4g/MagicEarth.c2
-rw-r--r--TemplePushing.c4s/System.c4g/MagicFire.c2
-rw-r--r--TemplePushing.c4s/System.c4g/MagicLightning.c2
-rw-r--r--TemplePushing.c4s/System.c4g/MagicWater.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Plague.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Rain.c2
-rw-r--r--TemplePushing.c4s/System.c4g/ShootInventory.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Stoneshield.c2
-rw-r--r--TemplePushing.c4s/System.c4g/Sun.c2
27 files changed, 137 insertions, 137 deletions
diff --git a/TemplePushing.c4s/System.c4g/ApocalypseEffects.c b/TemplePushing.c4s/System.c4g/ApocalypseEffects.c
index 04df82a..0e6ad59 100644
--- a/TemplePushing.c4s/System.c4g/ApocalypseEffects.c
+++ b/TemplePushing.c4s/System.c4g/ApocalypseEffects.c
@@ -1,4 +1,4 @@
-/*-- Apocalypse Effects --*/
+/*-- Apocalypse effects --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/BigRock.c b/TemplePushing.c4s/System.c4g/BigRock.c
index 30d3555..4cf3dca 100644
--- a/TemplePushing.c4s/System.c4g/BigRock.c
+++ b/TemplePushing.c4s/System.c4g/BigRock.c
@@ -1,4 +1,4 @@
-/*-- Big rocks from rock strike don't hit friends --*/
+/*-- Big rocks from rock strike don't hit allies --*/
#appendto BIRK
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/Blackout.c b/TemplePushing.c4s/System.c4g/Blackout.c
index 5f3a397..5920651 100644
--- a/TemplePushing.c4s/System.c4g/Blackout.c
+++ b/TemplePushing.c4s/System.c4g/Blackout.c
@@ -1,4 +1,4 @@
-/*-- Kill tracking Blackout --*/
+/*-- Blackout kill tracking --*/
#appendto MBOT
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/CurseFall.c b/TemplePushing.c4s/System.c4g/CurseFall.c
index 3b8c451..cd1d8df 100644
--- a/TemplePushing.c4s/System.c4g/CurseFall.c
+++ b/TemplePushing.c4s/System.c4g/CurseFall.c
@@ -1,4 +1,4 @@
-/*-- Kill tracking falling curse --*/
+/*-- Falling curse kill tracking --*/
#strict 2
#appendto CFAL
diff --git a/TemplePushing.c4s/System.c4g/Dragonbreath.c b/TemplePushing.c4s/System.c4g/Dragonbreath.c
new file mode 100644
index 0000000..010cdc4
--- /dev/null
+++ b/TemplePushing.c4s/System.c4g/Dragonbreath.c
@@ -0,0 +1,16 @@
+/*-- Dont set caster on fire --*/
+#strict 2
+#appendto MDBT
+
+public func ActivateAngle(object pCaller, int iAngle)
+{
+ if (GetAction(pCaller) == "HoverCast") return 0;
+
+ /*if (!GetDir(pCaller) && iAngle>0) CreateFireBreath(pCaller, 40, Sin(iAngle, 10), -Cos(iAngle, 10) - (Abs(iAngle) > 90) * 4, -Abs(iAngle)-90);
+ else*/ CreateFireBreath(pCaller, 40, Sin(iAngle, 6), -Cos(iAngle, 8) - /*(Abs(iAngle) > 90) **/ 4, iAngle);
+
+ Sound("DragonFire");
+
+ RemoveObject();
+ return 1;
+}
diff --git a/TemplePushing.c4s/System.c4g/Explode.c b/TemplePushing.c4s/System.c4g/Explode.c
index 39b4c4a..e1b87aa 100644
--- a/TemplePushing.c4s/System.c4g/Explode.c
+++ b/TemplePushing.c4s/System.c4g/Explode.c
@@ -1,4 +1,4 @@
-/* Fix kill-tracking for Explosionspunkt
+/* Fix kill-tracking for "Explosionspunkt"
* (only moved SetController under Fling) */
#strict
diff --git a/TemplePushing.c4s/System.c4g/FBreath.c b/TemplePushing.c4s/System.c4g/FBreath.c
deleted file mode 100644
index ce0b116..0000000
--- a/TemplePushing.c4s/System.c4g/FBreath.c
+++ /dev/null
@@ -1,105 +0,0 @@
-/*-- Dont inflame caster --*/
-#strict 2
-#appendto FBRT
-
-local pTarget;
-
-func Activate(pTrg,iTime,iXPos,iYPos,iAngle,iAngleDir,int iExtraSpeed, bool fDeadly) {
- iLifetime=iTime; // Zeit bis das Ding gelöscht wird
- iX=iXPos; // Von der Mitte abweichende Position (X)
- iY=iYPos; // Von der Mitte abweichende Position (Y)
- iSpeed = FBRT_BaseSpeed + iExtraSpeed;// Geschwindigkeit: Basisgeschwindigkeit + Zusatz
- SetR(iAngle);
- SetRDir(iAngleDir); // Rotationsgeschwindigkeit
- SetAction("Exist",pTrg); // Objekt an dass es pseudo-attached wird
- fLethal = fDeadly;
- pTarget = pTrg;
-}
-
-protected func InflameTimer()
-{
- DoCon(+20);
- // In Material, was Feuer löscht (Wasser): löschen
- if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0)))
- {
- Smoke(0, 0, 24);
- return RemoveObject();
- }
- // Zeug anzünden
- var obj;
- while (obj = FindObject(0, 0,1, 0,0, OCF_Inflammable, 0,0, NoContainer(), obj))
- if (!OnFire(obj) && obj != pTarget) if (!Random(GetDefContactIncinerate(GetID(obj))))
- Incinerate(obj);
-}
-
-func Timer() { // alle 4 Frames
- var iXDir,iYDir,iAngle;
- var pActTarget = GetActionTarget();
- // Kein Feuer-Spucker: löschen
- if(!pActTarget) return(RemoveObject());
- // Magischer Feuerspucker muss die ganze Zeit zaubern
- var iMLength=GetActMapVal("Length",GetAction(pActTarget),GetID(pActTarget));
- if(GetActMapVal("Name","Magic",GetID(pActTarget))) {
- // z.B. während des Zauberns durch einen Stein getroffen
- if(!DoesMagic(pActTarget)) return(RemoveObject());
- // Zauberaktion für das zaubernde Objekt: Es wird angenommen, dass diese
- // in einem Raum von etwa 2/6 bis 5/6 der Zauberaktion spielt
- if(GetPhase(pActTarget) >= iMLength*5/6) SetPhase(iMLength*2/6,pActTarget);
- }
-
- // In Material, was Feuer löscht (Wasser): löschen
- if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0)))
- {
- Sound("Pshshsh");
- return RemoveObject();
- }
- // löschen
- if(GetActTime()>iLifetime) return(RemoveObject());
-
- // Pseudo-Attach
- SetPosition(GetX(pActTarget),GetY(pActTarget));
-
- // Größe+Drehung des Zielobjektes in die Position einbeziehen
- var iX2 = (Cos(GetR(pActTarget), iX*GetCon(pActTarget)) - Sin(GetR(pActTarget), iY*GetCon(pActTarget)))/100;
- var iY2 = (Sin(GetR(pActTarget), iX*GetCon(pActTarget)) + Cos(GetR(pActTarget), iY*GetCon(pActTarget)))/100;
-
- // Optionales Vertex-Attachment am Trägerobjekt (überschreibt vorhergehende Ausrichtungsfunktionen)
- if (fVertexAttach)
- {
- iX2 = pActTarget->GetVertex(iAttachVertex, 0);
- iY2 = pActTarget->GetVertex(iAttachVertex, 1);
- }
-
- for(var i=iSpeed/60+1; i>0 ;--i) {
-
- iAngle=RandomX(-12,+12);
-
- // Winkel usw berechnen
- if(!Random(3)) iAngle=RandomX(-12,+12);
- iXDir=Sin(GetR()+iAngle,iSpeed) + GetXDir(GetActionTarget());
- iYDir=-Cos(GetR()+iAngle,iSpeed) + GetYDir(GetActionTarget());
-
- // Effekt
- CreateParticle("DBFire",iX2,iY2,iXDir,iYDir,RandomX(50,100),RGB(255,255,255));
-
- // Anzünd-Objekte in die Richtung verschießen
- var inflamer = CreateObject(FBRT,
- iX2+Sin(GetR()+iAngle,10),
- iY2-Cos(GetR()+iAngle,18),
- GetOwner());
- LocalN("pTarget", inflamer) = pTarget;
- inflamer->ActivateInflamer(iXDir, iYDir, fLethal);
- }
-}
-
-func QueryOwnCatchBlow(object target)
-{
- if (target == pTarget) return true;
- else return _inherited(target, ...);
-}
-
-func QueryIncinerateObject(object target)
-{
- if (target == pTarget) return true;
- else return _inherited(target, ...);
-}
diff --git a/TemplePushing.c4s/System.c4g/Find_Criterions.c b/TemplePushing.c4s/System.c4g/Find_Criteria.c
index 406bb5a..406bb5a 100644
--- a/TemplePushing.c4s/System.c4g/Find_Criterions.c
+++ b/TemplePushing.c4s/System.c4g/Find_Criteria.c
diff --git a/TemplePushing.c4s/System.c4g/Firebreath.c b/TemplePushing.c4s/System.c4g/Firebreath.c
index bd53fb2..d7edc01 100644
--- a/TemplePushing.c4s/System.c4g/Firebreath.c
+++ b/TemplePushing.c4s/System.c4g/Firebreath.c
@@ -1,16 +1,105 @@
-/*-- Dont inflame caster --*/
+/*-- Dont set caster on fire --*/
#strict 2
-#appendto MDBT
+#appendto FBRT
-public func ActivateAngle(object pCaller, int iAngle)
+local pTarget;
+
+func Activate(pTrg,iTime,iXPos,iYPos,iAngle,iAngleDir,int iExtraSpeed, bool fDeadly) {
+ iLifetime=iTime; // Zeit bis das Ding gelöscht wird
+ iX=iXPos; // Von der Mitte abweichende Position (X)
+ iY=iYPos; // Von der Mitte abweichende Position (Y)
+ iSpeed = FBRT_BaseSpeed + iExtraSpeed;// Geschwindigkeit: Basisgeschwindigkeit + Zusatz
+ SetR(iAngle);
+ SetRDir(iAngleDir); // Rotationsgeschwindigkeit
+ SetAction("Exist",pTrg); // Objekt an dass es pseudo-attached wird
+ fLethal = fDeadly;
+ pTarget = pTrg;
+}
+
+protected func InflameTimer()
{
- if (GetAction(pCaller) == "HoverCast") return 0;
+ DoCon(+20);
+ // In Material, was Feuer löscht (Wasser): löschen
+ if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0)))
+ {
+ Smoke(0, 0, 24);
+ return RemoveObject();
+ }
+ // Zeug anzünden
+ var obj;
+ while (obj = FindObject(0, 0,1, 0,0, OCF_Inflammable, 0,0, NoContainer(), obj))
+ if (!OnFire(obj) && obj != pTarget) if (!Random(GetDefContactIncinerate(GetID(obj))))
+ Incinerate(obj);
+}
+
+func Timer() { // alle 4 Frames
+ var iXDir,iYDir,iAngle;
+ var pActTarget = GetActionTarget();
+ // Kein Feuer-Spucker: löschen
+ if(!pActTarget) return(RemoveObject());
+ // Magischer Feuerspucker muss die ganze Zeit zaubern
+ var iMLength=GetActMapVal("Length",GetAction(pActTarget),GetID(pActTarget));
+ if(GetActMapVal("Name","Magic",GetID(pActTarget))) {
+ // z.B. während des Zauberns durch einen Stein getroffen
+ if(!DoesMagic(pActTarget)) return(RemoveObject());
+ // Zauberaktion für das zaubernde Objekt: Es wird angenommen, dass diese
+ // in einem Raum von etwa 2/6 bis 5/6 der Zauberaktion spielt
+ if(GetPhase(pActTarget) >= iMLength*5/6) SetPhase(iMLength*2/6,pActTarget);
+ }
+
+ // In Material, was Feuer löscht (Wasser): löschen
+ if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0)))
+ {
+ Sound("Pshshsh");
+ return RemoveObject();
+ }
+ // löschen
+ if(GetActTime()>iLifetime) return(RemoveObject());
+
+ // Pseudo-Attach
+ SetPosition(GetX(pActTarget),GetY(pActTarget));
+
+ // Größe+Drehung des Zielobjektes in die Position einbeziehen
+ var iX2 = (Cos(GetR(pActTarget), iX*GetCon(pActTarget)) - Sin(GetR(pActTarget), iY*GetCon(pActTarget)))/100;
+ var iY2 = (Sin(GetR(pActTarget), iX*GetCon(pActTarget)) + Cos(GetR(pActTarget), iY*GetCon(pActTarget)))/100;
+
+ // Optionales Vertex-Attachment am Trägerobjekt (überschreibt vorhergehende Ausrichtungsfunktionen)
+ if (fVertexAttach)
+ {
+ iX2 = pActTarget->GetVertex(iAttachVertex, 0);
+ iY2 = pActTarget->GetVertex(iAttachVertex, 1);
+ }
- /*if (!GetDir(pCaller) && iAngle>0) CreateFireBreath(pCaller, 40, Sin(iAngle, 10), -Cos(iAngle, 10) - (Abs(iAngle) > 90) * 4, -Abs(iAngle)-90);
- else*/ CreateFireBreath(pCaller, 40, Sin(iAngle, 6), -Cos(iAngle, 8) - /*(Abs(iAngle) > 90) **/ 4, iAngle);
+ for(var i=iSpeed/60+1; i>0 ;--i) {
- Sound("DragonFire");
+ iAngle=RandomX(-12,+12);
- RemoveObject();
- return 1;
+ // Winkel usw berechnen
+ if(!Random(3)) iAngle=RandomX(-12,+12);
+ iXDir=Sin(GetR()+iAngle,iSpeed) + GetXDir(GetActionTarget());
+ iYDir=-Cos(GetR()+iAngle,iSpeed) + GetYDir(GetActionTarget());
+
+ // Effekt
+ CreateParticle("DBFire",iX2,iY2,iXDir,iYDir,RandomX(50,100),RGB(255,255,255));
+
+ // Anzünd-Objekte in die Richtung verschießen
+ var inflamer = CreateObject(FBRT,
+ iX2+Sin(GetR()+iAngle,10),
+ iY2-Cos(GetR()+iAngle,18),
+ GetOwner());
+ LocalN("pTarget", inflamer) = pTarget;
+ inflamer->ActivateInflamer(iXDir, iYDir, fLethal);
+ }
+}
+
+func QueryOwnCatchBlow(object target)
+{
+ if (target == pTarget) return true;
+ else return _inherited(target, ...);
+}
+
+func QueryIncinerateObject(object target)
+{
+ if (target == pTarget) return true;
+ else return _inherited(target, ...);
}
diff --git a/TemplePushing.c4s/System.c4g/Freeze.c b/TemplePushing.c4s/System.c4g/Freeze.c
index d10457e..879a05a 100644
--- a/TemplePushing.c4s/System.c4g/Freeze.c
+++ b/TemplePushing.c4s/System.c4g/Freeze.c
@@ -1,4 +1,4 @@
-/*-- Freeze --*/
+/*-- Damage adjustment to Freeze --*/
#strict
diff --git a/TemplePushing.c4s/System.c4g/Frostwave.c b/TemplePushing.c4s/System.c4g/Frostwave.c
index 682e502..dbf3c2b 100644
--- a/TemplePushing.c4s/System.c4g/Frostwave.c
+++ b/TemplePushing.c4s/System.c4g/Frostwave.c
@@ -1,4 +1,4 @@
-/*-- Frostwave --*/
+/*-- Allow custom radius for Frostwave spells --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/Gravity.c b/TemplePushing.c4s/System.c4g/Gravity.c
index 3763e9f..5d0220e 100644
--- a/TemplePushing.c4s/System.c4g/Gravity.c
+++ b/TemplePushing.c4s/System.c4g/Gravity.c
@@ -1,4 +1,4 @@
-/*-- Neues Script --*/
+/*-- Optimize Gravity spell --*/
#strict 2
#appendto GVTY
diff --git a/TemplePushing.c4s/System.c4g/Ice.c b/TemplePushing.c4s/System.c4g/Ice.c
index 9bfdc89..f34825e 100644
--- a/TemplePushing.c4s/System.c4g/Ice.c
+++ b/TemplePushing.c4s/System.c4g/Ice.c
@@ -1,4 +1,4 @@
-/*--- Eisklumpen ---*/
+/*--- Ice chunk creates frost wave upon impact ---*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/IceBall.c b/TemplePushing.c4s/System.c4g/IceBall.c
index ba11967..658ee13 100644
--- a/TemplePushing.c4s/System.c4g/IceBall.c
+++ b/TemplePushing.c4s/System.c4g/IceBall.c
@@ -1,4 +1,4 @@
-/*-- Iceball --*/
+/*-- Make Ice Ball compatible with scrolls and aimer --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/Icestrike.c b/TemplePushing.c4s/System.c4g/Icestrike.c
index ccff6a9..1704ef8 100644
--- a/TemplePushing.c4s/System.c4g/Icestrike.c
+++ b/TemplePushing.c4s/System.c4g/Icestrike.c
@@ -1,4 +1,4 @@
-/*-- Icestrike --*/
+/*-- Make Ice Strike compatible with scrolls and Aimer --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/LavaRain.c b/TemplePushing.c4s/System.c4g/LavaRain.c
index b2c1552..4057c72 100644
--- a/TemplePushing.c4s/System.c4g/LavaRain.c
+++ b/TemplePushing.c4s/System.c4g/LavaRain.c
@@ -1,4 +1,4 @@
-/*-- Lavaregen --*/
+/*-- Ambient rain effect for Liquid Temple --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/Lenseflare.c b/TemplePushing.c4s/System.c4g/Lenseflare.c
index 6de037a..74adbc8 100644
--- a/TemplePushing.c4s/System.c4g/Lenseflare.c
+++ b/TemplePushing.c4s/System.c4g/Lenseflare.c
@@ -1,4 +1,4 @@
-/* Lenseflare */
+/* Adjust Lenseflare effect */
#strict
diff --git a/TemplePushing.c4s/System.c4g/MagicAir.c b/TemplePushing.c4s/System.c4g/MagicAir.c
index 2c4a60d..c5d3ec1 100644
--- a/TemplePushing.c4s/System.c4g/MagicAir.c
+++ b/TemplePushing.c4s/System.c4g/MagicAir.c
@@ -1,4 +1,4 @@
-/*-- No color-modulation for scrolls --*/
+/*-- No color modulation for air scrolls --*/
#strict 2
#appendto ABLA
#appendto MBOT
diff --git a/TemplePushing.c4s/System.c4g/MagicEarth.c b/TemplePushing.c4s/System.c4g/MagicEarth.c
index 4ac1463..66ace1f 100644
--- a/TemplePushing.c4s/System.c4g/MagicEarth.c
+++ b/TemplePushing.c4s/System.c4g/MagicEarth.c
@@ -1,4 +1,4 @@
-/*-- Green color for scrolls --*/
+/*-- Green color modulation for earth scrolls --*/
#strict 2
#appendto MSSH
#appendto MARK
diff --git a/TemplePushing.c4s/System.c4g/MagicFire.c b/TemplePushing.c4s/System.c4g/MagicFire.c
index 9e51fcf..a8bdbbf 100644
--- a/TemplePushing.c4s/System.c4g/MagicFire.c
+++ b/TemplePushing.c4s/System.c4g/MagicFire.c
@@ -1,4 +1,4 @@
-/*-- Red color for scrolls --*/
+/*-- Red color modulation for fire scrolls --*/
#strict 2
#appendto MDBT
#appendto MFRB
diff --git a/TemplePushing.c4s/System.c4g/MagicLightning.c b/TemplePushing.c4s/System.c4g/MagicLightning.c
index 59aacf9..0e9c13c 100644
--- a/TemplePushing.c4s/System.c4g/MagicLightning.c
+++ b/TemplePushing.c4s/System.c4g/MagicLightning.c
@@ -1,4 +1,4 @@
-/* Magic Lighting doesn't disappear --*/
+/* Prevent Magic Lighting scroll from disappearing --*/
#strict
diff --git a/TemplePushing.c4s/System.c4g/MagicWater.c b/TemplePushing.c4s/System.c4g/MagicWater.c
index 49c9dd4..659d0a0 100644
--- a/TemplePushing.c4s/System.c4g/MagicWater.c
+++ b/TemplePushing.c4s/System.c4g/MagicWater.c
@@ -1,4 +1,4 @@
-/*-- Blue color for scrolls --*/
+/*-- Blue color modulation for scrolls --*/
#strict 2
#appendto MFWV
#appendto ICNL
diff --git a/TemplePushing.c4s/System.c4g/Plague.c b/TemplePushing.c4s/System.c4g/Plague.c
index e70560f..5895a2c 100644
--- a/TemplePushing.c4s/System.c4g/Plague.c
+++ b/TemplePushing.c4s/System.c4g/Plague.c
@@ -1,4 +1,4 @@
-/*-- Plague --*/
+/*-- Adjust Plague damage --*/
#strict
diff --git a/TemplePushing.c4s/System.c4g/Rain.c b/TemplePushing.c4s/System.c4g/Rain.c
index ed48a6d..85289ca 100644
--- a/TemplePushing.c4s/System.c4g/Rain.c
+++ b/TemplePushing.c4s/System.c4g/Rain.c
@@ -1,4 +1,4 @@
-/*-- Regen --*/
+/*-- Ambient rain effect for Temple Ruins --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/ShootInventory.c b/TemplePushing.c4s/System.c4g/ShootInventory.c
index dd4ce1f..234f6b1 100644
--- a/TemplePushing.c4s/System.c4g/ShootInventory.c
+++ b/TemplePushing.c4s/System.c4g/ShootInventory.c
@@ -1,4 +1,4 @@
-/*-- Shoot inventory object --*/
+/*-- Make Clonks able to shoot certain objects --*/
#strict 2
diff --git a/TemplePushing.c4s/System.c4g/Stoneshield.c b/TemplePushing.c4s/System.c4g/Stoneshield.c
index 32478f5..8d2b236 100644
--- a/TemplePushing.c4s/System.c4g/Stoneshield.c
+++ b/TemplePushing.c4s/System.c4g/Stoneshield.c
@@ -1,4 +1,4 @@
-/*-- Show selector, but only if targets are available --*/
+/*-- Only show selector if targets are available and recolour particles by team --*/
#strict 2
#appendto MSSH
diff --git a/TemplePushing.c4s/System.c4g/Sun.c b/TemplePushing.c4s/System.c4g/Sun.c
index 7ad69a8..a0d0af0 100644
--- a/TemplePushing.c4s/System.c4g/Sun.c
+++ b/TemplePushing.c4s/System.c4g/Sun.c
@@ -1,4 +1,4 @@
-/*-- Sun --*/
+/*-- Adjust sun location --*/
#strict