From a2bb0df9397ee019d34836ab2e769d9f5e5a8cba Mon Sep 17 00:00:00 2001
From: Steven Arnow <s@rdw.se>
Date: Sat, 22 Jun 2013 22:10:25 +0200
Subject: [PATCH 1/2] All C++-comments in src/ should now be C89 comments

---
 src/ai.c        | 440 +++++++++++++++++++--------------------
 src/base64.c    |  50 ++---
 src/board.c     |  24 +--
 src/collision.c |  34 ++--
 src/colour.c    |  12 +-
 src/conf.c      |  64 +++---
 src/economy.c   |  18 +-
 src/faction.c   | 122 +++++------
 src/font.c      | 186 ++++++++---------
 src/hook.c      |  68 +++----
 src/input.c     | 152 +++++++-------
 src/joystick.c  |  10 +-
 src/land.c      | 184 ++++++++---------
 src/lephisto.c  | 208 +++++++++----------
 src/lfile.c     |  16 +-
 src/llua.c      |  46 ++---
 src/ltime.c     |  14 +-
 src/map.c       |  86 ++++----
 src/menu.c      |  58 +++---
 src/misn_lua.c  | 116 +++++------
 src/mission.c   | 142 ++++++-------
 src/music.c     | 132 ++++++------
 src/opengl.c    | 256 +++++++++++------------
 src/outfit.c    |  78 +++----
 src/pack.c      | 126 ++++++------
 src/pause.c     |  22 +-
 src/physics.c   | 114 +++++------
 src/pilot.c     | 438 +++++++++++++++++++--------------------
 src/plasmaf.c   |  28 +--
 src/player.c    | 532 ++++++++++++++++++++++++------------------------
 src/rng.c       |  28 +--
 src/save.c      |  50 ++---
 src/ship.c      |  30 +--
 src/sound.c     | 308 ++++++++++++++--------------
 src/space.c     | 260 +++++++++++------------
 src/spfx.c      |  62 +++---
 src/toolkit.c   | 450 ++++++++++++++++++++--------------------
 src/weapon.c    | 142 ++++++-------
 38 files changed, 2553 insertions(+), 2553 deletions(-)

diff --git a/src/ai.c b/src/ai.c
index a928f92..4b17c68 100644
--- a/src/ai.c
+++ b/src/ai.c
@@ -20,139 +20,139 @@
 #include "lluadef.h"
 #include "ai.h"
 
-// == AI ======================================================
-//
-// -- Goal (Task) based AI with additional optimization.
-// AI uses the goal (task) based AI approach with tasks scripted
-// in lua. Additionally there is a task that is hardcoded and
-// obligatory in any AI script. The 'control' task, whose only
-// purpose is to assign tasks if there is none, and optimize
-// or change tasks if there are.
-//
-// Eg.. Pilot A is attacking Pilot B. Pilot C then comes along
-// the same system and is of the same faction as Pilot B. and
-// therefor attacks Pilot A. Pilot A would keep fighting pilot
-// B and until the control task comes in. Then the pilot could
-// run if it deems fit that Pilot C and Pilot B together are
-// both too strong for A. Or.. Attack C as it is an easy target
-// to finish.
-// Basically, there is many possibilities, and it's down to the
-// Lua fanatics to decide what to do.
-//
-// -- AI will follow basic tasks defined from Lua AI scripts.
-//  -- If task is NULL, AI will run "control" task.
-//  -- Task is continued every frame.
-//  -- "control" task is a special task that *must* exist in
-//      any given Pilot AI (missiles, and suck will use "seek".
-//    -- "control" task is not permanent, but transitory.
-//    -- "control" task sets another task.
-//  -- "control" task is also run at a set rate (depending on
-//      Lua global "control_rate") to choose optimal behaviour
-//      (task).
-// ============================================================
+/* == AI ====================================================== */
+/* */
+/* -- Goal (Task) based AI with additional optimization. */
+/* AI uses the goal (task) based AI approach with tasks scripted */
+/* in lua. Additionally there is a task that is hardcoded and */
+/* obligatory in any AI script. The 'control' task, whose only */
+/* purpose is to assign tasks if there is none, and optimize */
+/* or change tasks if there are. */
+/* */
+/* Eg.. Pilot A is attacking Pilot B. Pilot C then comes along */
+/* the same system and is of the same faction as Pilot B. and */
+/* therefor attacks Pilot A. Pilot A would keep fighting pilot */
+/* B and until the control task comes in. Then the pilot could */
+/* run if it deems fit that Pilot C and Pilot B together are */
+/* both too strong for A. Or.. Attack C as it is an easy target */
+/* to finish. */
+/* Basically, there is many possibilities, and it's down to the */
+/* Lua fanatics to decide what to do. */
+/* */
+/* -- AI will follow basic tasks defined from Lua AI scripts. */
+/*  -- If task is NULL, AI will run "control" task. */
+/*  -- Task is continued every frame. */
+/*  -- "control" task is a special task that *must* exist in */
+/*      any given Pilot AI (missiles, and suck will use "seek". */
+/*    -- "control" task is not permanent, but transitory. */
+/*    -- "control" task sets another task. */
+/*  -- "control" task is also run at a set rate (depending on */
+/*      Lua global "control_rate") to choose optimal behaviour */
+/*      (task). */
+/* ============================================================ */
 
-// Register a number constant n to name s (syntax is just like lua_regfunc).
+/* Register a number constant n to name s (syntax is just like lua_regfunc). */
 #define lua_regnumber(l,s,n)  (lua_pushnumber(l,n), lua_setglobal(l,s))
 
-// Ai flags.
+/* Ai flags. */
 #define ai_setFlag(f) (pilot_flags |= f)
 #define ai_isFlag(f)  (pilot_flags  & f)
-// Flags.
-#define AI_PRIMARY    (1<<0)  // Firing primary weapon.
-#define AI_SECONDARY  (1<<1)  // Firing secondary weapon.
+/* Flags. */
+#define AI_PRIMARY    (1<<0)  /* Firing primary weapon. */
+#define AI_SECONDARY  (1<<1)  /* Firing secondary weapon. */
 
-// file info.
+/* file info. */
 #define AI_PREFIX  "../scripts/ai/"
 #define AI_SUFFIX   ".lua"
 
-// AI profiles.
+/* AI profiles. */
 static AI_Profile* profiles = NULL;
 static int nprofiles = 0;
-// Current AI Lua interpreter.
+/* Current AI Lua interpreter. */
 static lua_State* L = NULL;
 
-// Extern pilot hacks.
+/* Extern pilot hacks. */
 extern Pilot** pilot_stack;
 extern int pilots;
 
-static int ai_minbrakedist(lua_State* L); // Minimal breaking distance.
-static int ai_accel(lua_State* L); // Accelerate.
+static int ai_minbrakedist(lua_State* L); /* Minimal breaking distance. */
+static int ai_accel(lua_State* L); /* Accelerate. */
 
-// Internal C routines.
+/* Internal C routines. */
 static void ai_run(const char* funcname);
 static int ai_loadProfile(char* filename);
 static void ai_freetask(Task* t);
-// External C routines.
-void ai_attacked(Pilot* attacked, const unsigned int attacker); // weapon.c
+/* External C routines. */
+void ai_attacked(Pilot* attacked, const unsigned int attacker); /* weapon.c */
 void ai_create(Pilot* pilot);
-// C routines made external.
+/* C routines made external. */
 void ai_destroy(Pilot* p);
 void ai_think(Pilot* pilot);
 
-// Ai routines for Lua.
-// Tasks.
-static int ai_pushtask(lua_State* L);           // pushtask(string, number/pointer, number)
-static int ai_poptask(lua_State* L);            // poptask()
-static int ai_taskname(lua_State* L);           // Number taskname.
-// Consult values.
-static int ai_gettarget(lua_State* L);          // Pointer gettarget()
-static int ai_gettargetid(lua_State* L);        // Number gettargetis()
-static int ai_getrndpilot(lua_State* L);        // Number getrndpilot()
-static int ai_armour(lua_State* L);             // armour()
-static int ai_shield(lua_State* L);             // shield()
-static int ai_parmour(lua_State* L);            // parmour()
-static int ai_pshield(lua_State* L);            // pshield()
-static int ai_getdistance(lua_State* L);        // Number getdist(Vec2)
-static int ai_getpos(lua_State* L);             // getpos(number)
-static int ai_minbrakedist(lua_State* L);       // Number minbrakedist()
-static int ai_cargofree(lua_State* L);          // Number cargofree().
-// Boolean expressions.
-static int ai_exists(lua_State* L);             // boolean exists
-static int ai_ismaxvel(lua_State* L);           // Boolean ismaxvel()
-static int ai_isstopped(lua_State* L);          // Boolean isstopped()
-static int ai_isenemy(lua_State* L);            // boolean isenemy(number).
-static int ai_isally(lua_State* L);             // boolean isally(number).
-static int ai_incombat(lua_State* L);           // boolean incombat([number])
-// Movement.
-static int ai_accel(lua_State* L);              // accel(number); nuimber <= 1.
-static int ai_turn(lua_State* L);               // turn(number); abs(number) <= 1.
-static int ai_face(lua_State* L);               // face(number/pointer)
-static int ai_brake(lua_State* L);              // Brake()
-static int ai_getnearestplanet(lua_State* L);   // pointer getnearestplanet()
-static int ai_getrndplanet(lua_State* L);       // pointer getrndplanet()
-static int ai_hyperspace(lua_State* L);         // [number] hyperspace()
-static int ai_stop(lua_State* L);               // stop()
-// Combat.
-static int ai_combat(lua_State* L);             // combat(number)
-static int ai_settarget(lua_State* L);          // settarget(number)
-static int ai_secondary(lua_State* L);          // string secondary()
-static int ai_hasturrets(lua_State* L);         // bool hasturrets()
-static int ai_shoot(lua_State* L);              // shoot(number) number = 1,2,3.
-static int ai_getenemy(lua_State* L);           // number getenemy().
-static int ai_hostile(lua_State* L);            // hostile(number).
-// Timers.
-static int ai_settimer(lua_State* L);           // settimer(number, number)
-static int ai_timeup(lua_State* L);             // boolean timeup(number)
-// Messages.
-static int ai_comm(lua_State* L);               // comm(string)
-static int ai_broadcast(lua_State* L);          // broadcast(string)
-// Loot.
-static int ai_credits(lua_State* L);            // credits(number).
-static int ai_cargo(lua_State* L);              // cargo(name, quantity).
-static int ai_shipprice(lua_State* L);          // shipprice().
+/* Ai routines for Lua. */
+/* Tasks. */
+static int ai_pushtask(lua_State* L);           /* pushtask(string, number/pointer, number) */
+static int ai_poptask(lua_State* L);            /* poptask() */
+static int ai_taskname(lua_State* L);           /* Number taskname. */
+/* Consult values. */
+static int ai_gettarget(lua_State* L);          /* Pointer gettarget() */
+static int ai_gettargetid(lua_State* L);        /* Number gettargetis() */
+static int ai_getrndpilot(lua_State* L);        /* Number getrndpilot() */
+static int ai_armour(lua_State* L);             /* armour() */
+static int ai_shield(lua_State* L);             /* shield() */
+static int ai_parmour(lua_State* L);            /* parmour() */
+static int ai_pshield(lua_State* L);            /* pshield() */
+static int ai_getdistance(lua_State* L);        /* Number getdist(Vec2) */
+static int ai_getpos(lua_State* L);             /* getpos(number) */
+static int ai_minbrakedist(lua_State* L);       /* Number minbrakedist() */
+static int ai_cargofree(lua_State* L);          /* Number cargofree(). */
+/* Boolean expressions. */
+static int ai_exists(lua_State* L);             /* boolean exists */
+static int ai_ismaxvel(lua_State* L);           /* Boolean ismaxvel() */
+static int ai_isstopped(lua_State* L);          /* Boolean isstopped() */
+static int ai_isenemy(lua_State* L);            /* boolean isenemy(number). */
+static int ai_isally(lua_State* L);             /* boolean isally(number). */
+static int ai_incombat(lua_State* L);           /* boolean incombat([number]) */
+/* Movement. */
+static int ai_accel(lua_State* L);              /* accel(number); nuimber <= 1. */
+static int ai_turn(lua_State* L);               /* turn(number); abs(number) <= 1. */
+static int ai_face(lua_State* L);               /* face(number/pointer) */
+static int ai_brake(lua_State* L);              /* Brake() */
+static int ai_getnearestplanet(lua_State* L);   /* pointer getnearestplanet() */
+static int ai_getrndplanet(lua_State* L);       /* pointer getrndplanet() */
+static int ai_hyperspace(lua_State* L);         /* [number] hyperspace() */
+static int ai_stop(lua_State* L);               /* stop() */
+/* Combat. */
+static int ai_combat(lua_State* L);             /* combat(number) */
+static int ai_settarget(lua_State* L);          /* settarget(number) */
+static int ai_secondary(lua_State* L);          /* string secondary() */
+static int ai_hasturrets(lua_State* L);         /* bool hasturrets() */
+static int ai_shoot(lua_State* L);              /* shoot(number) number = 1,2,3. */
+static int ai_getenemy(lua_State* L);           /* number getenemy(). */
+static int ai_hostile(lua_State* L);            /* hostile(number). */
+/* Timers. */
+static int ai_settimer(lua_State* L);           /* settimer(number, number) */
+static int ai_timeup(lua_State* L);             /* boolean timeup(number) */
+/* Messages. */
+static int ai_comm(lua_State* L);               /* comm(string) */
+static int ai_broadcast(lua_State* L);          /* broadcast(string) */
+/* Loot. */
+static int ai_credits(lua_State* L);            /* credits(number). */
+static int ai_cargo(lua_State* L);              /* cargo(name, quantity). */
+static int ai_shipprice(lua_State* L);          /* shipprice(). */
 
 static const luaL_Reg ai_methods[] = {
-  // Tasks.
+  /* Tasks. */
   { "pushtask",             ai_pushtask         },
   { "poptask",              ai_poptask          },
   { "taskname",             ai_taskname         },
-  // Sanity checks.
+  /* Sanity checks. */
   { "exists",               ai_exists           },
   { "ismaxvel",             ai_ismaxvel         },
   { "isstopped",            ai_isstopped        },
   { "isenemy",              ai_isenemy          },
   { "isally",               ai_isally           },
-  // Get's.
+  /* Get's. */
   { "incombat",             ai_incombat         },
   { "target",               ai_gettarget        },
   { "targetid",             ai_gettargetid      },
@@ -167,14 +167,14 @@ static const luaL_Reg ai_methods[] = {
   { "cargofree",            ai_cargofree        },
   { "nearestplanet",        ai_getnearestplanet },
   { "rndplanet",            ai_getrndplanet     },
-  // Movement.
+  /* Movement. */
   { "accel",                ai_accel            },
   { "turn",                 ai_turn             },
   { "face",                 ai_face             },
   { "brake",                ai_brake            },
   { "stop",                 ai_stop             },
   { "hyperspace",           ai_hyperspace       },
-  // Combat.
+  /* Combat. */
   { "combat",               ai_combat           },
   { "settarget",            ai_settarget        },
   { "secondary",            ai_secondary        },
@@ -182,55 +182,55 @@ static const luaL_Reg ai_methods[] = {
   { "shoot",                ai_shoot            },
   { "getenemy",             ai_getenemy         },
   { "hostile",              ai_hostile          },
-  // Timers.
+  /* Timers. */
   { "settime",              ai_settimer         },
   { "timeup",               ai_timeup           },
-  // Messages.
+  /* Messages. */
   { "comm",                 ai_comm             },
   { "broadcast",            ai_broadcast        },
-  // Loot.
+  /* Loot. */
   { "setcredits",           ai_credits          },
   { "setcargo",             ai_cargo            },
   { "shipprice",            ai_shipprice        },
-  { 0, 0 } // End.
+  { 0, 0 } /* End. */
 };
 
-// Current pilot "thinking" and assorted variables.
+/* Current pilot "thinking" and assorted variables. */
 static Pilot* cur_pilot     = NULL;
 static double pilot_acc     = 0.;
 static double pilot_turn    = 0.;
 static int pilot_flags      = 0;
 static int pilot_target     = 0;
 
-// Ai status: 'Create' functions that can't be used elsewhere.
+/* Ai status: 'Create' functions that can't be used elsewhere. */
 #define AI_STATUS_NORMAL  1
 #define AI_STATUS_CREATE  2
 static int ai_status = AI_STATUS_NORMAL;
 
-// Attempt to run a function.
+/* Attempt to run a function. */
 static void ai_run(const char* funcname) {
   lua_getglobal(L, funcname);
   if(lua_pcall(L, 0, 0, 0))
-    // Errors accured.
+    /* Errors accured. */
     WARN("Pilot '%s' ai -> '%s' : %s",
          cur_pilot->name, funcname, lua_tostring(L,-1));
 }
 
-// Destroy the AI part of the pilot.
+/* Destroy the AI part of the pilot. */
 void ai_destroy(Pilot* p) {
   if(p->task)
     ai_freetask(p->task);
 }
 
-// Init the AI stuff. Which is basically Lua.
+/* Init the AI stuff. Which is basically Lua. */
 int ai_init(void) {
   char** files;
   uint32_t nfiles, i;
 
-  // Get the file list.
+  /* Get the file list. */
   files = pack_listfiles(data, &nfiles);
 
-  // Load the profiles.
+  /* Load the profiles. */
   for(i = 0; i < nfiles; i++)
     if((strncmp(files[i], AI_PREFIX, strlen(AI_PREFIX))==0 &&
         strncmp(files[i] + strlen(files[i]) - strlen(AI_SUFFIX),
@@ -238,7 +238,7 @@ int ai_init(void) {
       if(ai_loadProfile(files[i]))
         WARN("Error loading AI profile '%s'", files[i]);
 
-  // Free the char allocated by pack.
+  /* Free the char allocated by pack. */
   for(i = 0; i < nfiles; i++)
     free(files[i]);
   free(files);
@@ -248,7 +248,7 @@ int ai_init(void) {
   return 0;
 }
 
-// Init an IA_Profile and add it to the stack.
+/* Init an IA_Profile and add it to the stack. */
 static int ai_loadProfile(char* filename) {
   char* buf = NULL;
   uint32_t bufsize = 0;
@@ -272,17 +272,17 @@ static int ai_loadProfile(char* filename) {
 
   L = profiles[nprofiles-1].L;
 
-  // Open the standard Lua libraries.
-  //luaL_openlibs(L);
+  /* Open the standard Lua libraries. */
+  /*luaL_openlibs(L); */
 
-  // Constants.
-  lua_regnumber(L, "player", PLAYER_ID); // Player id.
+  /* Constants. */
+  lua_regnumber(L, "player", PLAYER_ID); /* Player id. */
 
-  // Register C funstions in Lua.
+  /* Register C funstions in Lua. */
   luaL_register(L, "ai", ai_methods);
   lua_loadRnd(L);
 
-  // Now load the file, since all the functions have been previously loaded.
+  /* Now load the file, since all the functions have been previously loaded. */
   buf = pack_readfile(DATA, filename, &bufsize);
   if(luaL_dobuffer(L, buf, bufsize, filename) != 0) {
     ERR("loading AI file: %s", filename);
@@ -296,7 +296,7 @@ static int ai_loadProfile(char* filename) {
   return 0;
 }
 
-// Get the AI_Profile with name.
+/* Get the AI_Profile with name. */
 AI_Profile* ai_getProfile(char* name) {
   if(profiles == NULL) return NULL;
 
@@ -309,7 +309,7 @@ AI_Profile* ai_getProfile(char* name) {
   return NULL;
 }
 
-// Clean up global AI
+/* Clean up global AI */
 void ai_exit(void) {
   int i;
   for(i = 0; i < nprofiles; i++) {
@@ -319,44 +319,44 @@ void ai_exit(void) {
   free(profiles);
 }
 
-// Heart of hearts of the ai!! Brains of the pilot.
+/* Heart of hearts of the ai!! Brains of the pilot. */
 void ai_think(Pilot* pilot) {
-  cur_pilot = pilot; // Set current pilot being processed.
-  L = cur_pilot->ai->L; // Set the AI profile to the current pilot's.
+  cur_pilot = pilot; /* Set current pilot being processed. */
+  L = cur_pilot->ai->L; /* Set the AI profile to the current pilot's. */
 
-  // Clean up some variables.
+  /* Clean up some variables. */
   pilot_acc     = 0.;
   pilot_turn    = 0.;
   pilot_flags   = 0;
   pilot_target  = 0;
 
-  // Control function if pilot is idle or tick is up.
+  /* Control function if pilot is idle or tick is up. */
   if((cur_pilot->tcontrol < SDL_GetTicks()) || (cur_pilot->task == NULL)) {
-    ai_run("control"); // Run control.
+    ai_run("control"); /* Run control. */
     lua_getglobal(L, "control_rate");
     cur_pilot->tcontrol = SDL_GetTicks() + 1000*(int)lua_tonumber(L, -1);
   }
   if(cur_pilot->task)
-    // Pilot has a currently running task.
+    /* Pilot has a currently running task. */
     ai_run(cur_pilot->task->name);
 
-  // Make sure pilot_acc and pilot_turn are legal moves.
-  if(pilot_acc > 1.) pilot_acc = 1.;    // Value must be <= 1.
-  if(pilot_turn > 1.) pilot_turn = 1.;  // Value must be between -1 and 1.
+  /* Make sure pilot_acc and pilot_turn are legal moves. */
+  if(pilot_acc > 1.) pilot_acc = 1.;    /* Value must be <= 1. */
+  if(pilot_turn > 1.) pilot_turn = 1.;  /* Value must be between -1 and 1. */
   else if(pilot_turn < -1.) pilot_turn = -1.;
 
   cur_pilot->solid->dir_vel = 0.;
-  if(pilot_turn) // Set the turning velocity.
+  if(pilot_turn) /* Set the turning velocity. */
     cur_pilot->solid->dir_vel -= cur_pilot->turn * pilot_turn;
   vect_pset(&cur_pilot->solid->force, cur_pilot->thrust * pilot_acc,
             cur_pilot->solid->dir);
 
-  // Fire weapons if needs be.
-  if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, pilot_target, 0); // Primary.
-  if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, pilot_target, 1); // Secondary.
+  /* Fire weapons if needs be. */
+  if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, pilot_target, 0); /* Primary. */
+  if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, pilot_target, 1); /* Secondary. */
 }
 
-// Pilot is attacked.
+/* Pilot is attacked. */
 void ai_attacked(Pilot* attacked, const unsigned int attacker) {
   cur_pilot = attacked;
   L = cur_pilot->ai->L;
@@ -365,7 +365,7 @@ void ai_attacked(Pilot* attacked, const unsigned int attacker) {
   lua_pcall(L, 1, 0, 0);
 }
 
-// Pilot was just created.
+/* Pilot was just created. */
 void ai_create(Pilot* pilot) {
   cur_pilot = pilot;
   L = cur_pilot->ai->L;
@@ -374,28 +374,28 @@ void ai_create(Pilot* pilot) {
   ai_status = AI_STATUS_NORMAL;
 }
 
-// =====================
-// INTERNAL C FUNCTIONS.
-// =====================
+/* ===================== */
+/* INTERNAL C FUNCTIONS. */
+/* ===================== */
 
-// Free the task.
+/* Free the task. */
 static void ai_freetask(Task* t) {
-  if(t->next) ai_freetask(t->next); // Woot, recursive freeing!
+  if(t->next) ai_freetask(t->next); /* Woot, recursive freeing! */
 
   if(t->name)               free(t->name);
   if(t->dtype == TYPE_PTR)  free(t->dat.target);
   free(t);
 }
 
-// ========================================================
-// C functions to call from Lua.
-// ========================================================
+/* ======================================================== */
+/* C functions to call from Lua. */
+/* ======================================================== */
 
-// Push the current stack.
+/* Push the current stack. */
 static int ai_pushtask(lua_State* L) {
   int pos;
   if(lua_isnumber(L, 1)) pos = (int) lua_tonumber(L, 1);
-  else return 0; // Invalid param.
+  else return 0; /* Invalid param. */
 
   Task* t = MALLOC_L(Task);
   t->name = (lua_isstring(L, 2)) ? strdup((char*) lua_tostring(L, 2)) : NULL;
@@ -408,10 +408,10 @@ static int ai_pushtask(lua_State* L) {
       t->dat.ID = (unsigned int) lua_tonumber(L, 3);
     }
     else if(lua_islightuserdata(L, 3)) {
-      // Only pointer valid is Vec2* in Lua.
+      /* Only pointer valid is Vec2* in Lua. */
       t->dtype = TYPE_PTR;
       t->dat.target = MALLOC_L(Vec2);
-      // No idea why vectcpy doesn't work here..
+      /* No idea why vectcpy doesn't work here.. */
       ((Vec2*)t->dat.target)->x     = ((Vec2*)lua_topointer(L,3))->x;
       ((Vec2*)t->dat.target)->y     = ((Vec2*)lua_topointer(L,3))->y;
       ((Vec2*)t->dat.target)->mod   = ((Vec2*)lua_topointer(L,3))->mod;
@@ -420,24 +420,24 @@ static int ai_pushtask(lua_State* L) {
       t->dtype = TYPE_NULL;
   }
 
-  if(cur_pilot->task == NULL) // No other tasks.
+  if(cur_pilot->task == NULL) /* No other tasks. */
     cur_pilot->task = t;
   else if(pos == 1) {
-    // Put at the end.
+    /* Put at the end. */
     Task* pointer;
     for(pointer = cur_pilot->task; pointer->next; pointer = pointer->next);
     pointer->next = t;
   } else {
-    // Default put at the beginning.
+    /* Default put at the beginning. */
     t->next = cur_pilot->task;
     cur_pilot->task = t;
   }
   return 0;
 }
 
-// Pop the current task.
+/* Pop the current task. */
 static int ai_poptask(lua_State* L) {
-  (void)L; // Just a hack to avoid -W -Wall warnings.
+  (void)L; /* Just a hack to avoid -W -Wall warnings. */
   Task* t = cur_pilot->task;
   cur_pilot->task = t->next;
   t->next = NULL;
@@ -445,14 +445,14 @@ static int ai_poptask(lua_State* L) {
   return 0;
 }
 
-// Grab the current tasks name.
+/* Grab the current tasks name. */
 static int ai_taskname(lua_State* L) {
   if(cur_pilot->task) lua_pushstring(L, cur_pilot->task->name);
   else lua_pushstring(L, "none");
   return 1;
 }
 
-// Grab the target pointer.
+/* Grab the target pointer. */
 static int ai_gettarget(lua_State* L) {
   if(cur_pilot->task->dtype == TYPE_PTR) {
     lua_pushlightuserdata(L, cur_pilot->task->dat.target);
@@ -461,7 +461,7 @@ static int ai_gettarget(lua_State* L) {
   return 0;
 }
 
-// Get the ID.
+/* Get the ID. */
 static int ai_gettargetid(lua_State* L) {
   if(cur_pilot->task->dtype == TYPE_INT) {
     lua_pushnumber(L, cur_pilot->task->dat.ID);
@@ -475,7 +475,7 @@ static int ai_getrndpilot(lua_State* L) {
   return 1;
 }
 
-// Get the pilots armour.
+/* Get the pilots armour. */
 static int ai_armour(lua_State* L) {
   double d;
 
@@ -486,7 +486,7 @@ static int ai_armour(lua_State* L) {
   return 1;
 }
 
-// Get pilots shield.
+/* Get pilots shield. */
 static int ai_shield(lua_State* L) {
   double d;
 
@@ -497,7 +497,7 @@ static int ai_shield(lua_State* L) {
   return 1;
 }
 
-// Get the pilot's armour in percentage.
+/* Get the pilot's armour in percentage. */
 static int ai_parmour(lua_State* L) {
   double d;
   Pilot* p;
@@ -512,7 +512,7 @@ static int ai_parmour(lua_State* L) {
   return 1;
 }
 
-// Get the pilot's shield in percentage.
+/* Get the pilot's shield in percentage. */
 static int ai_pshield(lua_State* L) {
   double d;
   Pilot* p;
@@ -528,7 +528,7 @@ static int ai_pshield(lua_State* L) {
   return 1;
 }
 
-// Get the distance from the pointer.
+/* Get the distance from the pointer. */
 static int ai_getdistance(lua_State* L) {
   Vec2* vect;
 
@@ -539,31 +539,31 @@ static int ai_getdistance(lua_State* L) {
   return 1;
 }
 
-// Get the pilots position.
+/* Get the pilots position. */
 static int ai_getpos(lua_State* L) {
   Pilot* p;
   if(lua_isnumber(L, 1)) {
-    p = pilot_get((int)lua_tonumber(L,1)); // Pilot ID.
+    p = pilot_get((int)lua_tonumber(L,1)); /* Pilot ID. */
     if(p == NULL) return 0;
   }
-  else p = cur_pilot; // Default to ones self.
+  else p = cur_pilot; /* Default to ones self. */
 
   lua_pushlightuserdata(L, &p->solid->pos);
 
   return 1;
 }
 
-// ========================================================
-// Get the minimum braking distance.
-//
-// Braking vel ==> 0 = v - a*dt
-// Add turn around time (to initial velocity) :
-// ==> 180.*360./cur_pilot->turn
-// Add it to general euler equation x = v*t + 0.5 * a * t^2
-// Have fun.
-//
-// I really hate this function. Why isn't it depricated yet?
-// ========================================================
+/* ======================================================== */
+/* Get the minimum braking distance. */
+/* */
+/* Braking vel ==> 0 = v - a*dt */
+/* Add turn around time (to initial velocity) : */
+/* ==> 180.*360./cur_pilot->turn */
+/* Add it to general euler equation x = v*t + 0.5 * a * t^2 */
+/* Have fun. */
+/* */
+/* I really hate this function. Why isn't it depricated yet? */
+/* ======================================================== */
 static int ai_minbrakedist(lua_State* L) {
   double time, dist;
   time = VMOD(cur_pilot->solid->vel) /
@@ -572,7 +572,7 @@ static int ai_minbrakedist(lua_State* L) {
   dist = VMOD(cur_pilot->solid->vel)*0.9*(time+180./cur_pilot->turn) -
       0.5 * (cur_pilot->thrust / cur_pilot->solid->mass)*time*time;
 
-  lua_pushnumber(L, dist); // return
+  lua_pushnumber(L, dist); /* return */
   return 1;
 }
 
@@ -591,19 +591,19 @@ static int ai_exists(lua_State* L) {
   return 0;
 }
 
-// Are we at max velocity?
+/* Are we at max velocity? */
 static int ai_ismaxvel(lua_State* L) {
   lua_pushboolean(L,(VMOD(cur_pilot->solid->vel)>cur_pilot->speed-MIN_VEL_ERR));
   return 1;
 }
 
-// Have we stopped?
+/* Have we stopped? */
 static int ai_isstopped(lua_State* L) {
   lua_pushboolean(L, VMOD(cur_pilot->solid->vel) < MIN_VEL_ERR);
   return 1;
 }
 
-// Check if the pilot is an enemy.
+/* Check if the pilot is an enemy. */
 static int ai_isenemy(lua_State* L) {
   if(lua_isnumber(L,1))
     lua_pushboolean(L, areEnemies(cur_pilot->faction,
@@ -611,14 +611,14 @@ static int ai_isenemy(lua_State* L) {
   return 1;
 }
 
-// Check if the pilot is an ally.
+/* Check if the pilot is an ally. */
 static int ai_isally(lua_State* L) {
   lua_pushboolean(L, areAllies(cur_pilot->faction,
                                pilot_get(lua_tonumber(L,1))->faction));
   return 1;
 }
 
-// Check to see if the pilot is in combat. Defaults to self.
+/* Check to see if the pilot is in combat. Defaults to self. */
 static int ai_incombat(lua_State* L) {
   Pilot* p;
 
@@ -629,7 +629,7 @@ static int ai_incombat(lua_State* L) {
   return 1;
 }
 
-// Accelerate the pilot based on a param.
+/* Accelerate the pilot based on a param. */
 static int ai_accel(lua_State* L) {
   double n;
 
@@ -647,17 +647,17 @@ static int ai_accel(lua_State* L) {
   return 0;
 }
 
-// Turn the pilot based on a param.
+/* Turn the pilot based on a param. */
 static int ai_turn(lua_State* L) {
   LLUA_MIN_ARGS(1);
   pilot_turn = (lua_isnumber(L, 1)) ? (double)lua_tonumber(L, 1) : 0.;
   return 0;
 }
 
-// Face the target.
+/* Face the target. */
 static int ai_face(lua_State* L) {
   LLUA_MIN_ARGS(1);
-  Vec2* v, sv, tv; // Grab the position to face.
+  Vec2* v, sv, tv; /* Grab the position to face. */
   Pilot* p;
   double mod, diff;
   int invert = 0;
@@ -668,7 +668,7 @@ static int ai_face(lua_State* L) {
 
   if(n >= 0) {
     p = pilot_get(n);
-    if(p == NULL) return 0; // Make sure pilot is valid.
+    if(p == NULL) return 0; /* Make sure pilot is valid. */
     vect_cset(&tv, VX(p->solid->pos) + FACE_WVEL*VX(p->solid->vel),
               VY(p->solid->pos) + FACE_WVEL*VY(p->solid->vel));
     v = NULL;
@@ -682,12 +682,12 @@ static int ai_face(lua_State* L) {
             VY(cur_pilot->solid->pos) + FACE_WVEL*VY(cur_pilot->solid->vel));
 
   if(v == NULL)
-    // Target is dynamic.
+    /* Target is dynamic. */
     diff = angle_diff(cur_pilot->solid->dir,
                       (n==-1) ? VANGLE(sv) :
                                 vect_angle(&sv, &tv));
   else
-    // Target is static.
+    /* Target is static. */
     diff = angle_diff(cur_pilot->solid->dir,
                       (n==-1) ? VANGLE(cur_pilot->solid->pos) :
                                 vect_angle(&cur_pilot->solid->pos, v));
@@ -699,9 +699,9 @@ static int ai_face(lua_State* L) {
   return 1;
 }
 
-// This is generally good for coming to a halt.
+/* This is generally good for coming to a halt. */
 static int ai_brake(lua_State* L) {
-  (void)L; // Just a hack to avoid -W -Wall warnings.
+  (void)L; /* Just a hack to avoid -W -Wall warnings. */
   double diff, d;
 
   d = cur_pilot->solid->dir+M_PI;
@@ -715,34 +715,34 @@ static int ai_brake(lua_State* L) {
   return 0;
 }
 
-// Return the nearest friendly planet's position to the pilot.
+/* Return the nearest friendly planet's position to the pilot. */
 static int ai_getnearestplanet(lua_State* L) {
-  if(cur_system->nplanets == 0) return 0; // No planets.
+  if(cur_system->nplanets == 0) return 0; /* No planets. */
 
   double dist, d;
   int i, j;
 
-  // Cycle through planets.
+  /* Cycle through planets. */
   for(dist = 0., j = -1, i = 0; i < cur_system->nplanets; i++) {
     d = vect_dist(&cur_system->planets[i].pos, &cur_pilot->solid->pos);
     if((!areEnemies(cur_pilot->faction, cur_system->planets[i].faction)) &&
        (d < dist)) {
-      // Closer friendly planet.
+      /* Closer friendly planet. */
       j = i;
       dist = d;
     }
   }
 
-  // No friendly planet found.
+  /* No friendly planet found. */
   if(j == -1) return 0;
 
   lua_pushlightuserdata(L, &cur_system->planets[j].pos);
   return 1;
 }
 
-// Return a random friendly planet's position to the pilot.
+/* Return a random friendly planet's position to the pilot. */
 static int ai_getrndplanet(lua_State* L) {
-  if(cur_system->nplanets == 0) return 0; // No planets.
+  if(cur_system->nplanets == 0) return 0; /* No planets. */
 
   Planet** planets;
   int nplanets, i;
@@ -754,13 +754,13 @@ static int ai_getrndplanet(lua_State* L) {
        !areEnemies(cur_pilot->faction, cur_system->planets[i].faction))
       planets[nplanets++] = &cur_system->planets[i];
 
-  // No planet to land on found.
+  /* No planet to land on found. */
   if(nplanets == 0) {
     free(planets);
     return 0;
   }
 
-  // We can actually get a random planet now.
+  /* We can actually get a random planet now. */
   i = RNG(0,nplanets-1);
   vectcpy(&v, &planets[i]->pos);
   vect_cadd(&v, RNG(0, planets[i]->gfx_space->sw)-planets[i]->gfx_space->sw/2.,
@@ -770,7 +770,7 @@ static int ai_getrndplanet(lua_State* L) {
   return 1;
 }
 
-// Attempt to enter the pilot hyperspace. Return the distance if too far away.
+/* Attempt to enter the pilot hyperspace. Return the distance if too far away. */
 static int ai_hyperspace(lua_State* L) {
   int dist;
 
@@ -781,9 +781,9 @@ static int ai_hyperspace(lua_State* L) {
   return 1;
 }
 
-// Completely stop the pilot if it is below minimum vel error. (No instant stops.)
+/* Completely stop the pilot if it is below minimum vel error. (No instant stops.) */
 static int ai_stop(lua_State* L) {
-  (void)L; // Just avoid a gcc warning.
+  (void)L; /* Just avoid a gcc warning. */
 
   if(VMOD(cur_pilot->solid->vel) < MIN_VEL_ERR)
     vect_pset(&cur_pilot->solid->vel, 0., 0.);
@@ -791,7 +791,7 @@ static int ai_stop(lua_State* L) {
   return 0;
 }
 
-// Toggle combat flag. Default is on.
+/* Toggle combat flag. Default is on. */
 static int ai_combat(lua_State* L) {
   int i;
 
@@ -804,7 +804,7 @@ static int ai_combat(lua_State* L) {
   return 0;
 }
 
-// Set the pilots target.
+/* Set the pilots target. */
 static int ai_settarget(lua_State* L) {
   LLUA_MIN_ARGS(1);
 
@@ -812,7 +812,7 @@ static int ai_settarget(lua_State* L) {
   return 0;
 }
 
-// Set the secondary weapon. Biassed towards launchers..
+/* Set the secondary weapon. Biassed towards launchers.. */
 static int ai_secondary(lua_State* L) {
   if(cur_pilot->secondary) {
     lua_pushstring(L, outfit_getTypeBroad(cur_pilot->secondary->outfit));
@@ -844,7 +844,7 @@ static int ai_hasturrets(lua_State* L) {
   return 1;
 }
 
-// Pew pew.. Says the pilot.
+/* Pew pew.. Says the pilot. */
 static int ai_shoot(lua_State* L) {
   int n = 1;
   if(lua_isnumber(L, 1)) n = (int)lua_tonumber(L,1);
@@ -856,13 +856,13 @@ static int ai_shoot(lua_State* L) {
   return 0;
 }
 
-// Get the nearest enemy.
+/* Get the nearest enemy. */
 static int ai_getenemy(lua_State* L) {
   lua_pushnumber(L,pilot_getNearest(cur_pilot));
   return 1;
 }
 
-// Set the enemy hostile. (Simply notifies of an impending attack).
+/* Set the enemy hostile. (Simply notifies of an impending attack). */
 static int ai_hostile(lua_State* L) {
   LLUA_MIN_ARGS(1);
 
@@ -872,11 +872,11 @@ static int ai_hostile(lua_State* L) {
   return 0;
 }
 
-// Set the timer.
+/* Set the timer. */
 static int ai_settimer(lua_State* L) {
   LLUA_MIN_ARGS(2);
 
-  int n; // Get the timer.
+  int n; /* Get the timer. */
   if(lua_isnumber(L, 1)) n = lua_tonumber(L,1);
 
   cur_pilot->timer[n] = (lua_isnumber(L,2)) ?
@@ -884,18 +884,18 @@ static int ai_settimer(lua_State* L) {
   return 0;
 }
 
-// Check the timer.
+/* Check the timer. */
 static int ai_timeup(lua_State* L) {
   LLUA_MIN_ARGS(1);
 
-  int n; // Get the timer.
+  int n; /* Get the timer. */
   if(lua_isnumber(L,1)) n = lua_tonumber(L,1);
 
   lua_pushboolean(L, cur_pilot->timer[n] < SDL_GetTicks());
   return 1;
 }
 
-// Have the pilot say something to player.
+/* Have the pilot say something to player. */
 static int ai_comm(lua_State* L) {
   LLUA_MIN_ARGS(2);
 
@@ -905,7 +905,7 @@ static int ai_comm(lua_State* L) {
   return 0;
 }
 
-// Broadcasts to the entire area.
+/* Broadcasts to the entire area. */
 static int ai_broadcast(lua_State* L) {
   LLUA_MIN_ARGS(1);
 
@@ -915,7 +915,7 @@ static int ai_broadcast(lua_State* L) {
   return 0;
 }
 
-// Set the pilots credits.
+/* Set the pilots credits. */
 static int ai_credits(lua_State* L) {
   LLUA_MIN_ARGS(1);
   if(ai_status != AI_STATUS_CREATE) return 0;
@@ -926,7 +926,7 @@ static int ai_credits(lua_State* L) {
   return 0;
 }
 
-// Set the pilots cargo.
+/* Set the pilots cargo. */
 static int ai_cargo(lua_State* L) {
   LLUA_MIN_ARGS(2);
   if(ai_status != AI_STATUS_CREATE) return 0;
@@ -938,7 +938,7 @@ static int ai_cargo(lua_State* L) {
   return 0;
 }
 
-// Get the pilot's ship value.
+/* Get the pilot's ship value. */
 static int ai_shipprice(lua_State* L) {
   lua_pushnumber(L, cur_pilot->ship->price);
   return 1;
diff --git a/src/base64.c b/src/base64.c
index a777a84..15b5b74 100644
--- a/src/base64.c
+++ b/src/base64.c
@@ -2,9 +2,9 @@
 #include <string.h>
 #include <stdint.h>
 
-// Encode table - base64 alphabet is defined by the rfc
+/* Encode table - base64 alphabet is defined by the rfc */
 static const char cb64[64] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
-// Generate decode table at compile time.
+/* Generate decode table at compile time. */
 #define B64(_)            \
   ((_) == 'A' ? 0         \
    : (_) == 'B' ? 1       \
@@ -72,7 +72,7 @@ static const char cb64[64] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwx
    : (_) == '/' ? 63      \
    : -1)
 
-// Makes it much faster.
+/* Makes it much faster. */
 static const signed char cd64[256] = {
   B64(0),   B64(1),   B64(2),   B64(3),
   B64(4),   B64(5),   B64(6),   B64(7),
@@ -140,34 +140,34 @@ static const signed char cd64[256] = {
   B64(252), B64(253), B64(254), B64(255)
 };
 
-// Encode src of sz length storing the new length in len.
+/* Encode src of sz length storing the new length in len. */
 char* base64_encode(size_t* len, char* src, size_t sz) {
   char* r;
   size_t i, c;
   uint32_t n;
   uint8_t ch[4], pad;
 
-  // Create r.
+  /* Create r. */
   c = sz * 4 / 3 + sz % 3 + 2;
   c += c / 76;
   r = malloc(c * sizeof(char));
 
-  // Setup padding.
+  /* Setup padding. */
   pad = ((sz % 3) == 0) ? 0 : 3 - sz % 3;
 
-  // Time to do the bulk of the work.
+  /* Time to do the bulk of the work. */
   i = 0;
   for(c = 0; c < sz; c += 3) {
-    // Specification wants newline after every 76 characters.
+    /* Specification wants newline after every 76 characters. */
     if((c > 0) && ((c / 3 * 4) % 76 == 0))
       r[i++] = '\n';
 
-    // n is 24 bits.
+    /* n is 24 bits. */
     n =  (src[c] << 16);
-    n += (c+1<sz) ? (src[c+1] << 8) : 0;  // May be out of range.
-    n += (c+2<sz) ? (src[c+2] << 0) : 0;  // May be out of range.
+    n += (c+1<sz) ? (src[c+1] << 8) : 0;  /* May be out of range. */
+    n += (c+2<sz) ? (src[c+2] << 0) : 0;  /* May be out of range. */
 
-    // ch[0-3] are 6 bits each.
+    /* ch[0-3] are 6 bits each. */
     ch[0] = (n >> 18) & 63;
     ch[1] = (n >> 12) & 63;
     ch[2] = (n >> 6)  & 63;
@@ -181,14 +181,14 @@ char* base64_encode(size_t* len, char* src, size_t sz) {
   
   for(c = 0; c < pad; c++)
     r[i-c-1] = '=';
-  // It'll be a valid string.
+  /* It'll be a valid string. */
   r[i] = '\0';
   (*len) = i;
 
   return r;
 }
 
-// Decode the buffer, same syntax as base64_encode.
+/* Decode the buffer, same syntax as base64_encode. */
 #define dec_valid(inp)    (cd64[(int)inp] == -1) ? 0 : 1
 #define dec_ch(inp)       cd64[(int)inp]
 
@@ -197,43 +197,43 @@ char* base64_decode(size_t* len, char* src, size_t sz) {
   size_t c, i, j;
   uint32_t n;
 
-  // Allocate r.
+  /* Allocate r. */
   c = sz * 3 / 4 + 2;
   r = malloc(c * sizeof(char));
 
-  // Create a clean version of the text.
+  /* Create a clean version of the text. */
   pad = 0;
   dat = malloc(sz * sizeof(char));
   j = 0;
   for(i = 0; i < sz; i++) {
     if(src[i] == '=')
-      // Control padding.
+      /* Control padding. */
       pad++;
     if(dec_valid(src[i]))
-      // Only allow valid characters.
+      /* Only allow valid characters. */
       dat[j++] = src[i];
   }
 
-  // Fill r.
+  /* Fill r. */
   i = 0;
   for(c = 0; c < j; c += 4) {
-    // Process the input from base 64.
-    n = dec_ch(dat[c+0]) << 18; // Guaranteed to be valid.
-    n += (c+1<j) ? (dec_ch(dat[c+1]) << 12) : 0; // Check if in bounds.
+    /* Process the input from base 64. */
+    n = dec_ch(dat[c+0]) << 18; /* Guaranteed to be valid. */
+    n += (c+1<j) ? (dec_ch(dat[c+1]) << 12) : 0; /* Check if in bounds. */
     n += (c+2<j) ? (dec_ch(dat[c+2]) << 6) : 0;
     n += (c+3<j) ? (dec_ch(dat[c+3]) << 0) : 0;
 
-    // Convert the 24 bits of encoded data into 3 8 bit chunks.
+    /* Convert the 24 bits of encoded data into 3 8 bit chunks. */
     r[i++] = (n >> 16)  & 255;
     r[i++] = (n >> 8)   & 255;
     r[i++] = (n >> 0)   & 255;
 
   }
 
-  // Cleanup.
+  /* Cleanup. */
   free(dat);
 
-  (*len) = i - pad; // Must decount the padding.
+  (*len) = i - pad; /* Must decount the padding. */
   return r;
 }
 
diff --git a/src/board.c b/src/board.c
index 7660551..7482aa8 100644
--- a/src/board.c
+++ b/src/board.c
@@ -21,7 +21,7 @@ static void board_stealCargo(char* str);
 static int  board_fail(void);
 static void board_update(void);
 
-// Attempt to board the players target.
+/* Attempt to board the players target. */
 void player_board(void) {
   Pilot* p;
 
@@ -52,11 +52,11 @@ void player_board(void) {
     return;
   }
 
-  // Pilot will be boarded.
+  /* Pilot will be boarded. */
   pilot_setFlag(p, PILOT_BOARDED);
   player_message("Boarding ship %s", p->name);
 
-  // Create the boarding window.
+  /* Create the boarding window. */
   board_wid = window_create("Boarding", -1, -1, BOARDING_WIDTH, BOARDING_HEIGHT);
 
   window_addText(board_wid, 20, -30, 120, 60,
@@ -91,7 +91,7 @@ static void board_stealCreds(char* str) {
   p = pilot_get(player_target);
 
   if(p->credits == 0) {
-    // Can't steal from the poor. ;)
+    /* Can't steal from the poor. ;) */
     player_message("The ship has no SCreds.");
     return;
   }
@@ -100,7 +100,7 @@ static void board_stealCreds(char* str) {
 
   player->credits += p->credits;
   p->credits = 0;
-  board_update(); // Update the lack of credits.
+  board_update(); /* Update the lack of credits. */
   player_message("You manage to steal the ship's Scred.");
 }
 
@@ -112,7 +112,7 @@ static void board_stealCargo(char* str) {
   p = pilot_get(player_target);
 
   if(p->ncommodities==0) {
-    // No cargo.
+    /* No cargo. */
     player_message("The ship has no cargo.");
     return;
   }
@@ -123,7 +123,7 @@ static void board_stealCargo(char* str) {
 
   if(board_fail()) return;
 
-  // Steal as much as possible until full - TODO: Allow the player to choose.
+  /* Steal as much as possible until full - TODO: Allow the player to choose. */
   q = 1;
   while((p->ncommodities > 0) && (q != 0)) {
     q = pilot_addCargo(player, p->commodities[0].commodity,
@@ -136,30 +136,30 @@ static void board_stealCargo(char* str) {
   player_message("You manage to steal the ship's cargo.");
 }
 
-// Failed to board.
+/* Failed to board. */
 static int board_fail(void) {
   Pilot* p;
 
   p = pilot_get(player_target);
 
-  // Fail chance.
+  /* Fail chance. */
   if(RNG(0, 100) > (int)(50. *
                          (10. + (double)p->ship->crew/10.+(double)player->ship->crew)))
     return 0;
 
   if(RNG(0, 2)==0) {
-    // 33% of instant death.
+    /* 33% of instant death. */
     p->armour = -1;
     player_message("You have tripped the ship's self destruct mechanism!");
   } else
-    // You just got locked out!!
+    /* You just got locked out!! */
     player_message("The ship's security system locks you out!");
 
   board_exit(NULL);
   return 1;
 }
 
-// Update the cargo and credit fields.
+/* Update the cargo and credit fields. */
 static void board_update(void) {
   int i;
   char str[128], buf[32];
diff --git a/src/collision.c b/src/collision.c
index 53494e0..e369340 100644
--- a/src/collision.c
+++ b/src/collision.c
@@ -2,16 +2,16 @@
 #include "log.h"
 #include "collision.h"
 
-// Collide sprite at (asx, asy) int 'at' at pos 'ap' with sprite at (bsx,bsy)
-//in 'bt' at 'bp'
-// at   - Texture a.
-// asx  - Position of x of sprite a.
-// asy  - Position of y of sprite a.
-// ap   - Position in space of sprite a.
-// bt   - Texture b.
-// bsx  - Position of x of sprite b.
-// bsy  - Position of y of sprite b.
-// bp   - Position in space of sprite b.
+/* Collide sprite at (asx, asy) int 'at' at pos 'ap' with sprite at (bsx,bsy) */
+/*in 'bt' at 'bp' */
+/* at   - Texture a. */
+/* asx  - Position of x of sprite a. */
+/* asy  - Position of y of sprite a. */
+/* ap   - Position in space of sprite a. */
+/* bt   - Texture b. */
+/* bsx  - Position of x of sprite b. */
+/* bsy  - Position of y of sprite b. */
+/* bp   - Position in space of sprite b. */
 int CollideSprite(const glTexture* at, const int asx, const int asy,
                   const Vec2* ap, const glTexture* bt,
                   const int bsx, const int bsy, const Vec2* bp) {
@@ -23,33 +23,33 @@ int CollideSprite(const glTexture* at, const int asx, const int asy,
   int rasy, rbsy;
   int abx, aby, bbx, bby;
 
-  // a - cube coords.
+  /* a - cube coords. */
   ax1 = (int)VX(*ap) - (int)(at->sw)/2;
   ay1 = (int)VY(*ap) - (int)(at->sh)/2;
   ax2 = ax1 + (int)(at->sw) - 1;
   ay2 = ay1 + (int)(at->sh) - 1;
 
-  // b - cube coords.
+  /* b - cube coords. */
   bx1 = (int)VX(*bp) - (int)(bt->sw)/2;
   by1 = (int)VY(*bp) - (int)(bt->sh)/2;
   bx2 = bx1 + (int)(bt->sw) - 1;
   by2 = by1 + (int)(bt->sh) - 1;
 
-  // Check if bounding boxes intersect.
+  /* Check if bounding boxes intersect. */
   if((bx2 < ax1) || (ax2 < bx1)) return 0;
   if((by2 < ay1) || (ay2 < by1)) return 0;
 
-  // Define the remaining binding box.
+  /* Define the remaining binding box. */
   inter_x0 = MAX(ax1, bx1);
   inter_x1 = MIN(ax2, bx2);
   inter_y0 = MAX(ay1, by1);
   inter_y1 = MIN(ay2, by2);
 
-  // Real vertical sprite value (flipped).
+  /* Real vertical sprite value (flipped). */
   rasy = at->sy - asy - 1;
   rbsy = bt->sy - bsy - 1;
 
-  // Set up the base points.
+  /* Set up the base points. */
   abx = asx*(int)(at->sw)   - ax1;
   aby = rasy*(int)(at->sh)  - ay1;
   bbx = bsx*(int)(bt->sw)   - bx1;
@@ -57,7 +57,7 @@ int CollideSprite(const glTexture* at, const int asx, const int asy,
 
   for(y = inter_y0; y <= inter_y1; y++)
     for(x = inter_x0; x <= inter_x1; x++)
-      // Compute offsets for surface before passing to TransparentPixel test.
+      /* Compute offsets for surface before passing to TransparentPixel test. */
       if((!gl_isTrans(at, abx + x, aby + y)) &&
          (!gl_isTrans(bt, bbx + x, bby + y)))
         return 1;
diff --git a/src/colour.c b/src/colour.c
index d04a8c4..013753a 100644
--- a/src/colour.c
+++ b/src/colour.c
@@ -1,6 +1,6 @@
 #include "colour.h"
 
-// Default colors.
+/* Default colors. */
 glColour cWhite     = { .r = 1.00, .g = 1.00, .b = 1.00, .a = 1. };
 glColour cGrey90    = { .r = 0.90, .g = 0.90, .b = 0.90, .a = 1. };
 glColour cGrey80    = { .r = 0.80, .g = 0.80, .b = 0.80, .a = 1. };
@@ -21,21 +21,21 @@ glColour cDarkBlue  = { .r = 0.10, .g = 0.20, .b = 0.80, .a = 1. };
 glColour cBlue      = { .r = 0.20, .g = 0.20, .b = 0.80, .a = 1. };
 glColour cPurple    = { .r = 0.90, .g = 0.10, .b = 0.90, .a = 1. };
 
-// Game specific.
+/* Game specific. */
 glColour cConsole           = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 1. };
 glColour cDConsole          = { .r = 0.0, .g = 0.7, .b = 0.0, .a = 1. };
-// Toolkit.
+/* Toolkit. */
 glColour cHilight           = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 0.3 };
-// Objects
+/* Objects */
 glColour cInert             = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. };
 glColour cNeutral           = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. };
 glColour cFriend            = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. };
 glColour cHostile           = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. };
-// Radar
+/* Radar */
 glColour cRadar_player      = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. };
 glColour cRadar_targ        = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. };
 glColour cRadar_weap        = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. };
-// Bars.
+/* Bars. */
 glColour cShield            = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. };
 glColour cArmour            = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. };
 glColour cEnergy            = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. };
diff --git a/src/conf.c b/src/conf.c
index af4df80..d4d2663 100644
--- a/src/conf.c
+++ b/src/conf.c
@@ -44,20 +44,20 @@
   lua_remove(L, -1); \
   }
 
-// Some crap from main.
+/* Some crap from main. */
 extern int nosound;
 extern int show_fps;
 extern int max_fps;
 extern int indjoystick;
 extern char* namjoystick;
-// From player.c
-extern const char* keybindNames[]; // Keybindings.
-// input.c.
+/* From player.c */
+extern const char* keybindNames[]; /* Keybindings. */
+/* input.c. */
 extern unsigned int input_afterburnSensibility;
 
 static void print_usage(char** argv);
 
-// Print usage.
+/* Print usage. */
 static void print_usage(char** argv) {
   LOG("USAGE: %s [OPTION]", argv[0]);
   LOG("Options are:");
@@ -75,35 +75,35 @@ static void print_usage(char** argv) {
   LOG(" -v                     - Print the version and exit");
 }
 
-// Set the default configuration.
+/* Set the default configuration. */
 void conf_setDefaults(void) {
-  // Global.
+  /* Global. */
   data = DATA_DEF;
-  // GL.
+  /* GL. */
   gl_screen.w = 800;
   gl_screen.h = 600;
   gl_screen.flags = 0;
-  // Openal.
+  /* Openal. */
   nosound = 0;
-  // Joystick.
+  /* Joystick. */
   indjoystick = -1;
   namjoystick = NULL;
-  // Input.
+  /* Input. */
   input_setDefault();
 }
 
-// Ok.. Parse a config file plox.
+/* Ok.. Parse a config file plox. */
 int conf_loadConfig(const char* file) {
   int i = 0;
   double d = 0.;
 
   lua_State* L = luaL_newstate();
   if(luaL_dofile(L, file) == 0) {
-    // Conf file exists indeed.
-    // Global.
+    /* Conf file exists indeed. */
+    /* Global. */
     conf_loadString("data", data);
 
-    // OpenGL properties..
+    /* OpenGL properties.. */
     conf_loadInt("width", gl_screen.w);
     conf_loadInt("height", gl_screen.h);
     conf_loadBool("fullscreen", i);
@@ -120,14 +120,14 @@ int conf_loadConfig(const char* file) {
     conf_loadBool("aa_polygon", i);
     if(i) { gl_screen.flags |= OPENGL_AA_POLYGON; i = 0; }
 
-    // FPS.
+    /* FPS. */
     conf_loadBool("showfps", show_fps);
     conf_loadInt("maxfps", max_fps);
 
-    // Input.
+    /* Input. */
     conf_loadInt("afterburn", input_afterburnSensibility);
 
-    // Sound.
+    /* Sound. */
     conf_loadBool("nosound", i);
     nosound = i; i = 0;
     conf_loadFloat("sound", d);
@@ -135,7 +135,7 @@ int conf_loadConfig(const char* file) {
     conf_loadFloat("music", d);
     if(d) { music_volume(d); d = 0.; }
 
-    // Joystick.
+    /* Joystick. */
     lua_getglobal(L, "joystick");
     if(lua_isnumber(L, -1)) {
       indjoystick = (int)lua_tonumber(L, -1);
@@ -146,7 +146,7 @@ int conf_loadConfig(const char* file) {
       lua_remove(L, -1);
     }
 
-    // If there are any keybindings. Grab them.
+    /* If there are any keybindings. Grab them. */
     char* str;
     int type, key, reverse;
     for(i = 0; strcmp(keybindNames[i], "end"); i++) {
@@ -155,26 +155,26 @@ int conf_loadConfig(const char* file) {
       key = -1;
       reverse = 0;
       if(lua_istable(L, -1)) {
-        // It's a gawd damn table!!
+        /* It's a gawd damn table!! */
         lua_pushstring(L, "type");
         lua_gettable(L, -2);
         if(lua_isstring(L, -1))
           str = (char*)lua_tostring(L, -1);
 
-        // Get the key.
+        /* Get the key. */
         lua_pushstring(L, "key");
         lua_gettable(L, -3);
         if(lua_isnumber(L, -1))
           key = (int)lua_tonumber(L, -1);
 
-        // Is it reversed? Only used for axis.
+        /* Is it reversed? Only used for axis. */
         lua_pushstring(L, "reverse");
         lua_gettable(L, -4);
         if(lua_isnumber(L, -1))
           reverse = 1;
 
         if(key != -1 && str != NULL) {
-          // Then the keybind is valid. Get the type.
+          /* Then the keybind is valid. Get the type. */
           if(strcmp(str, "null")==0)            type = KEYBIND_NULL;
           else if(strcmp(str, "keyboard")==0)   type = KEYBIND_KEYBOARD;
           else if(strcmp(str, "jaxis")==0)      type = KEYBIND_JAXIS;
@@ -183,12 +183,12 @@ int conf_loadConfig(const char* file) {
             WARN("Unknown keybinding of type %s", str);
             continue;
           }
-          // Set the keybind.
+          /* Set the keybind. */
           input_setKeybind((char*)keybindNames[i], type, key, reverse);
         } else
           WARN("Malformed keybind in %s", file);
 
-        // Clean up after table crap.
+        /* Clean up after table crap. */
         lua_remove(L,-1);
         lua_remove(L,-1);
         lua_remove(L,-1);
@@ -196,7 +196,7 @@ int conf_loadConfig(const char* file) {
       }
     }
   } else {
-    // Failed to load the config file..
+    /* Failed to load the config file.. */
     DEBUG("Config file '%s' not found.", file);
     lua_close(L);
     return 1;
@@ -205,7 +205,7 @@ int conf_loadConfig(const char* file) {
   return 0;
 }
 
-// Parse some CLI options.
+/* Parse some CLI options. */
 void conf_parseCLI(int argc, char** argv) {
   static struct option long_options[] = {
     { "fullscreen",     no_argument,        0,  'f' },
@@ -262,8 +262,8 @@ void conf_parseCLI(int argc, char** argv) {
       sound_volume(atof(optarg));
       break;
     case 'v':
-      // By now it has already displayed the version.
-      //LOG(APPNAME": version %d.%d.%d", VMAJOR, VMINOR, VREV);
+      /* By now it has already displayed the version. */
+      /*LOG(APPNAME": version %d.%d.%d", VMAJOR, VMINOR, VREV); */
       exit(EXIT_SUCCESS);
     case 'h':
       print_usage(argv);
@@ -272,9 +272,9 @@ void conf_parseCLI(int argc, char** argv) {
   }
 }
 
-// Saves the current configuration.
+/* Saves the current configuration. */
 int conf_saveConfig(void) {
-  // TODO:
+  /* TODO: */
   return 0;
 }
 
diff --git a/src/economy.c b/src/economy.c
index fc5802f..8e17f4f 100644
--- a/src/economy.c
+++ b/src/economy.c
@@ -8,19 +8,19 @@
 #include "log.h"
 #include "economy.h"
 
-#define XML_COMMODITY_ID  "Commodities" // XML section identifier.
+#define XML_COMMODITY_ID  "Commodities" /* XML section identifier. */
 #define XML_COMMODITY_TAG  "commodity"
 #define COMMODITY_DATA   "../dat/commodity.xml"
 
-// Commodity stack.
+/* Commodity stack. */
 static Commodity* commodity_stack = NULL;
 static int commodity_nstack = 0;
 
 static void commodity_freeOne(Commodity* com);
 static Commodity* commodity_parse(xmlNodePtr parent);
 
-// Convert credits to a usable string for displaying.
-// str must have 10 characters allocated.
+/* Convert credits to a usable string for displaying. */
+/* str must have 10 characters allocated. */
 void credits2str(char* str, unsigned int credits, int decimals) {
   if(decimals < 0)
     snprintf(str, 32, "%d", credits);
@@ -33,7 +33,7 @@ void credits2str(char* str, unsigned int credits, int decimals) {
   else snprintf(str, 16, "%d", credits);
 }
 
-// Get a commodity.
+/* Get a commodity. */
 Commodity* commodity_get(const char* name) {
   int i;
   for(i = 0; i < commodity_nstack; i++)
@@ -44,7 +44,7 @@ Commodity* commodity_get(const char* name) {
   return NULL;
 }
 
-// Free a commodity.
+/* Free a commodity. */
 static void commodity_freeOne(Commodity* com) {
   if(com->name) free(com->name);
   if(com->description) free(com->description);
@@ -70,7 +70,7 @@ static Commodity* commodity_parse(xmlNodePtr parent) {
     else if(xml_isNode(node, "low"))
       tmp->low = xml_getInt(node);
   } while((node = node->next));
-#if 0 // Let's kill this for now.
+#if 0 /* Let's kill this for now. */
 #define MELEMENT(o,s)if(o)WARN("Commodity '%s' missing '"s"' element",tmp->name)
   MELEMENT(tmp->high==0,        "high");
   MELEMENT(tmp->description==NULL,   "description");
@@ -91,14 +91,14 @@ int commodity_load(void) {
 
   Commodity* tmp = NULL;
 
-  node = doc->xmlChildrenNode; // Commoditys node.
+  node = doc->xmlChildrenNode; /* Commoditys node. */
   if(strcmp((char*)node->name, XML_COMMODITY_ID)) {
     ERR("Malformed "COMMODITY_DATA
         " file: Missing root element '"XML_COMMODITY_ID"'");
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First faction node.
+  node = node->xmlChildrenNode; /* First faction node. */
   if(node == NULL) {
     ERR("Malformed "COMMODITY_DATA" file: does not contain elements");
     return -1;
diff --git a/src/faction.c b/src/faction.c
index c554d98..d2b7294 100644
--- a/src/faction.c
+++ b/src/faction.c
@@ -7,7 +7,7 @@
 #include "xml.h"
 #include "faction.h"
 
-#define XML_FACTION_ID    "Factions" // XML section id.
+#define XML_FACTION_ID    "Factions" /* XML section id. */
 #define XML_FACTION_TAG   "faction"
 #define XML_ALLIANCE_ID   "Alliances"
 #define XML_ALLIANCE_TAG  "alliance"
@@ -16,9 +16,9 @@
 
 #define FACTION_DATA "../dat/faction.xml"
 
-#define PLAYER_ALLY   70 // Above this, player is considered ally.
+#define PLAYER_ALLY   70 /* Above this, player is considered ally. */
 
-#define ALLIANCE_OFFSET 27182 // Special offset for alliances.
+#define ALLIANCE_OFFSET 27182 /* Special offset for alliances. */
 
 typedef struct Faction_ {
   char* name;
@@ -28,33 +28,33 @@ typedef struct Faction_ {
   int*  allies;
   int   nallies;
 
-  int player; // Standing with player - from -100 to 100.
+  int player; /* Standing with player - from -100 to 100. */
 } Faction;
 
 static Faction* faction_stack = NULL;
 static int nfactions = 0;
 
-// Save alliance.
+/* Save alliance. */
 typedef struct Alliance_ {
   char* name;
   int* factions;
   int nfactions;
 } Alliance;
 
-// Stack of alliances.
+/* Stack of alliances. */
 static Alliance* alliances = NULL;
 static int nalliances = 0;
 
-// Static.
+/* Static. */
 static Faction* faction_parse(xmlNodePtr parent);
 static void alliance_parse(xmlNodePtr parent);
 static void enemies_parse(xmlNodePtr parent);
 static Alliance* alliance_get(char* name);
-// Extern.
+/* Extern. */
 int pfaction_save(xmlTextWriterPtr writer);
 int pfaction_load(xmlNodePtr parent);
 
-// Return the faction of name "name".
+/* Return the faction of name "name". */
 int faction_get(const char* name) {
   int i;
   for(i = 0; i < nfactions; i++)
@@ -68,7 +68,7 @@ int faction_get(const char* name) {
   return -1;
 }
 
-// Return the id of an alliance.
+/* Return the id of an alliance. */
 int faction_getAlliance(char* name) {
   int i;
   for(i = 0; i < nalliances; i++)
@@ -85,7 +85,7 @@ char* faction_name(int f) {
   return faction_stack[f].name;
 }
 
-// Return the alliance of name 'name'.
+/* Return the alliance of name 'name'. */
 static Alliance* alliance_get(char* name) {
   int i;
   for(i = 0; i < nalliances; i++)
@@ -118,14 +118,14 @@ int faction_getPlayer(int f) {
   }
 }
 
-// Return 1 if Faction a and b are enemies.
+/* Return 1 if Faction a and b are enemies. */
 int areEnemies(int a, int b) {
   Faction* fa, *fb;
   int i = 0;
   
-  if(a == b) return 0; // Luckily our factions aren't masochistic.
+  if(a == b) return 0; /* Luckily our factions aren't masochistic. */
 
-  // Player handled seperately.
+  /* Player handled seperately. */
   if(a == FACTION_PLAYER) {
     if(faction_isFaction(b)) {
       if(faction_stack[b].player < 0)
@@ -147,24 +147,24 @@ int areEnemies(int a, int b) {
     }
   }
 
-  // Handle a.
+  /* Handle a. */
   if(faction_isFaction(a)) fa = &faction_stack[a];
   else {
-    // a isn't valid.
+    /* a isn't valid. */
     DEBUG("areEnemies: %d is an invalid faction/alliance", a);
     return 0;
   }
 
-  // Handle b.
+  /* Handle b. */
   if(faction_isFaction(b)) fb = &faction_stack[b];
   else {
-    // b isn't valid.
+    /* b isn't valid. */
     DEBUG("areEnemies: %d is an invalid faction/alliance", b);
     return 0;
   }
 
   if(fa && fb) {
-    // Both are factions.
+    /* Both are factions. */
     for(i = 0; i < fa->nenemies; i++)
       if(fa->enemies[i] == b)
         return 1;
@@ -175,12 +175,12 @@ int areEnemies(int a, int b) {
   return 0;
 }
 
-// Return 1 if Faction a and b are allies.
+/* Return 1 if Faction a and b are allies. */
 int areAllies(int a, int b) {
   Faction* fa, *fb;
   int i;
 
-  // We assume player becomes allies with high rating.
+  /* We assume player becomes allies with high rating. */
   if(a == FACTION_PLAYER) {
     if(faction_isFaction(b)) {
       if(faction_stack[b].player > PLAYER_ALLY) return 1;
@@ -200,22 +200,22 @@ int areAllies(int a, int b) {
     }
   }
 
-  // D'aww. Player has no allies.
+  /* D'aww. Player has no allies. */
   if((a == FACTION_PLAYER) || (b == FACTION_PLAYER))
     return 0;
 
-  // Handle a.
+  /* Handle a. */
   if(faction_isFaction(a)) fa = &faction_stack[a];
   else {
-    // b isn't valid.
+    /* b isn't valid. */
     DEBUG("%d is an invalid faction/alliance", a);
     return 0;
   }
 
-  // Handle b.
+  /* Handle b. */
   if(faction_isFaction(b)) fb = &faction_stack[b];
   else {
-    // b isn't valid.
+    /* b isn't valid. */
     DEBUG("%d is an invalid faction/alliance", b);
     return 0;
   }
@@ -223,7 +223,7 @@ int areAllies(int a, int b) {
   if(a == b) return 0;
   
   if(fa && fb) {
-    // Both are factions.
+    /* Both are factions. */
     for(i = 0; i < fa->nallies; i++)
       if(fa->allies[i] == b)
         return 1;
@@ -235,7 +235,7 @@ int areAllies(int a, int b) {
   return 0;
 }
 
-// Is faction f part of alliance a?
+/* Is faction f part of alliance a? */
 int faction_ofAlliance(int f, int a) {
   int i;
   Alliance* aa;
@@ -259,7 +259,7 @@ int faction_ofAlliance(int f, int a) {
   return 0;
 }
 
-// Return true if a s an alliance.
+/* Return true if a s an alliance. */
 int faction_isAlliance(int a) {
   if((a < ALLIANCE_OFFSET) || (a >= ALLIANCE_OFFSET + nalliances))
     return 0;
@@ -267,14 +267,14 @@ int faction_isAlliance(int a) {
   return 1;
 }
 
-// Return true if f is a faction.
+/* Return true if f is a faction. */
 int faction_isFaction(int f) {
   if((f < 0) || (f >= nfactions))
     return 0;
   return 1;
 }
 
-// Parses a single faction, but does not set the allies/enemies.
+/* Parses a single faction, but does not set the allies/enemies. */
 static Faction* faction_parse(xmlNodePtr parent) {
   xmlNodePtr node;
   int player;
@@ -300,7 +300,7 @@ static Faction* faction_parse(xmlNodePtr parent) {
   return tmp;
 }
 
-// We set allies/enemies here, in the faction_stack.
+/* We set allies/enemies here, in the faction_stack. */
 static void alliance_parse(xmlNodePtr parent) {
   Alliance* a;
   int* i, j, n, m;
@@ -312,22 +312,22 @@ static void alliance_parse(xmlNodePtr parent) {
   do {
     if((node->type == XML_NODE_START) && (strcmp((char*)node->name,
                                                  XML_ALLIANCE_TAG)==0)) {
-      // Allocate a new alliance.
+      /* Allocate a new alliance. */
       alliances = realloc(alliances, sizeof(Alliance)*(++nalliances));
       alliances[nalliances-1].name = (char*)xmlGetProp(node,(xmlChar*)"name");
       alliances[nalliances-1].factions = NULL;
       alliances[nalliances-1].nfactions = 0;
 
-      // Parse the current alliance's allies.
+      /* Parse the current alliance's allies. */
       cur = node->xmlChildrenNode;
       do {
         if(strcmp((char*)cur->name, "ally")==0) {
-          // Add the faction (and pointers to make things simple).
+          /* Add the faction (and pointers to make things simple). */
           a = alliances + nalliances-1;
           i = &a->nfactions;
           (*i)++;
 
-          // Load the faction.
+          /* Load the faction. */
           a->factions = realloc(a->factions, (*i)*sizeof(int));
           a->factions[(*i)-1] = faction_get((char*)cur->children->content);
 
@@ -337,13 +337,13 @@ static void alliance_parse(xmlNodePtr parent) {
         }
       } while((cur = cur->next));
 
-      // Set the crap needed by faction_stack.
+      /* Set the crap needed by faction_stack. */
       for(j = 0; j < (*i); j++) {
         ft = &faction_stack[a->factions[j]];
         ft->nallies += (*i)-1;
         ft->allies = realloc(ft->allies, (ft->nallies)*sizeof(int));
         for(n = 0, m = 0; n < (*i); n++, m++) {
-          // Add as ally for all factions exept self.
+          /* Add as ally for all factions exept self. */
           if(n == j) m--;
           else if(n != j)
             ft->allies[ft->nallies-(*i)+1+m] = a->factions[n];
@@ -380,7 +380,7 @@ static void enemies_parse(xmlNodePtr parent) {
           f = realloc(f, sizeof(int*)*i);
 
           if(strcmp(type, "alliance")==0) {
-            // Enemy thing is an alliance.
+            /* Enemy thing is an alliance. */
             a = alliance_get((char*)cur->children->content);
             if(a == NULL)
               WARN("Alliance %s not found in stack",
@@ -389,7 +389,7 @@ static void enemies_parse(xmlNodePtr parent) {
             f[i-1] = a->factions;
           }
           else if(strcmp(type,"faction")==0) {
-            // Enemy thing is only a faction.
+            /* Enemy thing is only a faction. */
             j[i-1] = 1;
             f[i-1] = malloc(sizeof(int));
             f[i-1][0] = faction_get((char*)cur->children->content);
@@ -400,38 +400,38 @@ static void enemies_parse(xmlNodePtr parent) {
           free(type);
         }
       } while((cur = cur->next));
-      // Now actually parse and load up the enemies.
-      for(n = 0; n < i; n++) {        // Unsinged int.
-        for(m = 0; m < j[n]; m++) {   // Unsigned int.
-          // Faction.
-          // Add all the faction enemies to nenemies and alloc.
+      /* Now actually parse and load up the enemies. */
+      for(n = 0; n < i; n++) {        /* Unsinged int. */
+        for(m = 0; m < j[n]; m++) {   /* Unsigned int. */
+          /* Faction. */
+          /* Add all the faction enemies to nenemies and alloc. */
           for(e = 0, x = 0; x < i; x++)
-            if(x != n) e += j[x]; // Store the total enemies.
-          // Now allocate the memory.
+            if(x != n) e += j[x]; /* Store the total enemies. */
+          /* Now allocate the memory. */
           ft = &faction_stack[f[n][m]];
           ft->nenemies += e;
           ft->enemies = realloc(ft->enemies, sizeof(int)*ft->nenemies);
 
-          // Add the actualy enemies.
+          /* Add the actualy enemies. */
           for(x = 0, z = 0; x < i; x++)
             if(x != n)
-              // Make sure it's not from the same group.
+              /* Make sure it's not from the same group. */
               if(x != n)
                 for(y = 0; y < j[x]; y++, z++)
                   ft->enemies[ft->nenemies-e+z] = f[x][y];
         }
       }
-      // Free al the temp memory.
+      /* Free al the temp memory. */
       for(x = 0; x < i; x++)
-        if(j[x]==1) free(f[x]); // Free the single malloced factions.
-      free(f); // Free the rest.
+        if(j[x]==1) free(f[x]); /* Free the single malloced factions. */
+      free(f); /* Free the rest. */
       free(j);
     }
   } while((node = node->next));
 }
 
 
-// Load all the factions.
+/* Load all the factions. */
 int factions_load(void) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, FACTION_DATA, &bufsize);
@@ -441,19 +441,19 @@ int factions_load(void) {
 
   Faction* tmp = NULL;
 
-  node = doc->xmlChildrenNode; // Faction node.
+  node = doc->xmlChildrenNode; /* Faction node. */
   if(!xml_isNode(node, XML_FACTION_ID)) {
     ERR("Malformed "FACTION_DATA" file: missing root element '"XML_FACTION_ID"'");
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First faction node.
+  node = node->xmlChildrenNode; /* First faction node. */
   if(node == NULL) {
     ERR("Malformed "FACTION_DATA" file: does not contain elements");
     return -1;
   }
 
-  // Player faction is hardcoded.
+  /* Player faction is hardcoded. */
   faction_stack = malloc(sizeof(Faction));
   faction_stack[0].name     = strdup("Player");
   faction_stack[0].nallies  = 0;
@@ -484,7 +484,7 @@ int factions_load(void) {
 
 void factions_free(void) {
   int i;
-  // Free alliances.
+  /* Free alliances. */
   for(i = 0; i < nalliances; i++) {
     free(alliances[i].name);
     free(alliances[i].factions);
@@ -493,7 +493,7 @@ void factions_free(void) {
   alliances = NULL;
   nalliances = 0;
 
-  // Free factions.
+  /* Free factions. */
   for(i = 0; i < nfactions; i++) {
     free(faction_stack[i].name);
     if(faction_stack[i].nallies > 0)  free(faction_stack[i].allies);
@@ -509,17 +509,17 @@ int pfaction_save(xmlTextWriterPtr writer) {
 
   xmlw_startElem(writer, "factions");
 
-  // Player is faction 0.
+  /* Player is faction 0. */
   for(i = 1; i < nfactions; i++) {
     xmlw_startElem(writer, "faction");
 
     xmlw_attr(writer, "name", "%s", faction_stack[i].name);
     xmlw_str(writer, "%d", faction_stack[i].player);
 
-    xmlw_endElem(writer); // Faction.
+    xmlw_endElem(writer); /* Faction. */
   }
 
-  xmlw_endElem(writer); // Faction.
+  xmlw_endElem(writer); /* Faction. */
 
   return 0;
 }
diff --git a/src/font.c b/src/font.c
index a18681a..f5e5b27 100644
--- a/src/font.c
+++ b/src/font.c
@@ -10,19 +10,19 @@
 
 #define FONT_DEF  "../dat/font.ttf"
 
-// == Font render routines.================================
-// Use a display list to store ASCII chars rendered with
-// freefont. There are several drawing methods depending
-// on whether you want to print it all, to a max width,
-// print centered or print a block of text.
-//
-// There are hardcoded size limits. 256 characters for all
-// routines exept gl_printText which has a 1024 limit.
-//
-// TODO: Check if length is too long.
-// ========================================================
+/* == Font render routines.================================ */
+/* Use a display list to store ASCII chars rendered with */
+/* freefont. There are several drawing methods depending */
+/* on whether you want to print it all, to a max width, */
+/* print centered or print a block of text. */
+/* */
+/* There are hardcoded size limits. 256 characters for all */
+/* routines exept gl_printText which has a 1024 limit. */
+/* */
+/* TODO: Check if length is too long. */
+/* ======================================================== */
 
-// Default font.
+/* Default font. */
 glFont gl_defFont;
 glFont gl_smallFont;
 
@@ -32,7 +32,7 @@ static void glFontMakeDList(FT_Face face, char ch,
 
 static int pot(int n);
 
-// Get the closest power of two.
+/* Get the closest power of two. */
 static int pot(int n) {
   int i = 1;
   while(i < n)
@@ -40,11 +40,11 @@ static int pot(int n) {
   return i;
 }
 
-// Print text on screen! YES!!!! Just like printf! But different!
-// Defaults ft_font to gl_defFont if NULL.
+/* Print text on screen! YES!!!! Just like printf! But different! */
+/* Defaults ft_font to gl_defFont if NULL. */
 void gl_print(const glFont* ft_font, const double x, const double y,
               const glColour* c, const char* fmt, ...) {
-  //float h = ft_font->h / .63; // Slightly increases font size.
+  /*float h = ft_font->h / .63; // Slightly increases font size. */
   char txt[256];
   va_list ap;
 
@@ -52,7 +52,7 @@ void gl_print(const glFont* ft_font, const double x, const double y,
 
   if(fmt == NULL) return;
   else {
-    // convert the symbols to text.
+    /* convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
@@ -63,24 +63,24 @@ void gl_print(const glFont* ft_font, const double x, const double y,
   glListBase(ft_font->list_base);
 
   glMatrixMode(GL_MODELVIEW);
-  glPushMatrix(); // Translation matrix.
+  glPushMatrix(); /* Translation matrix. */
   glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
 
   if(c == NULL) glColor4d(1., 1., 1., 1.);
   else COLOUR(*c);
   glCallLists(strlen(txt), GL_UNSIGNED_BYTE, &txt);
 
-  glPopMatrix(); // Translation matrix.
+  glPopMatrix(); /* Translation matrix. */
   glDisable(GL_TEXTURE_2D);
 
   gl_checkErr();
 }
 
-// Acts just like gl_print, but prints to a max length of max.
-// Return the amount of characters we had to suppress.
+/* Acts just like gl_print, but prints to a max length of max. */
+/* Return the amount of characters we had to suppress. */
 int gl_printMax(const glFont* ft_font, const int max,
                 const double x, const double y, const glColour* c, const char* fmt, ...) {
-  //float h = ft_font->h / .63; // Slightly increases font size.
+  /*float h = ft_font->h / .63; // Slightly increases font size. */
   char txt[256];
   va_list ap;
   int i, n, len, ret;
@@ -89,37 +89,37 @@ int gl_printMax(const glFont* ft_font, const int max,
 
   if(fmt == NULL) return -1;
   else {
-    // convert the symbols to text.
+    /* convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
   }
 
-  // Limit the size.
+  /* Limit the size. */
   len = (int)strlen(txt);
   for(n = 0, i = 0; i < len; i++) {
     n += ft_font->w[(int)txt[i]];
     if(n > max) {
-      ret = len - i; // Difference.
+      ret = len - i; /* Difference. */
       txt[i] = '\0';
       break;
     }
   }
 
-  // Display the text.
+  /* Display the text. */
   glEnable(GL_TEXTURE_2D);
 
   glListBase(ft_font->list_base);
 
-  glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
-  glPushMatrix(); // Translation matrix.
+  glMatrixMode(GL_MODELVIEW); /* Projection gets full fast using modelview. */
+  glPushMatrix(); /* Translation matrix. */
   glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
 
   if(c == NULL) glColor4d(1., 1., 1., 1.);
   else COLOUR(*c);
   glCallLists(i, GL_UNSIGNED_BYTE, &txt);
 
-  glPopMatrix(); // Translation matrix.
+  glPopMatrix(); /* Translation matrix. */
   glDisable(GL_TEXTURE_2D);
 
   gl_checkErr();
@@ -127,33 +127,33 @@ int gl_printMax(const glFont* ft_font, const int max,
   return ret;
 }
 
-// Acts just like gl_printMax, but centers the text in the width.
+/* Acts just like gl_printMax, but centers the text in the width. */
 int gl_printMid(const glFont* ft_font, const int width, double x, const double y,
                 const glColour* c, const char* fmt, ...) {
-  //float h = ft_font->h / .63; // Slightly increases font size.
+  /*float h = ft_font->h / .63; // Slightly increases font size. */
   char txt[256];
   va_list ap;
   int i, n, len, ret;
 
-  ret = 0; // Default return value.
+  ret = 0; /* Default return value. */
 
   if(ft_font == NULL) ft_font = &gl_defFont;
 
   if(fmt == NULL) return -1;
   else {
-    // convert the symbols to text.
+    /* convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
   }
 
-  // Limit the size.
+  /* Limit the size. */
   len = (int)strlen(txt);
   for(n = 0, i = 0; i < len; i++) {
     n += ft_font->w[(int)txt[i]];
     if(n > width) {
-      ret = len - i; // Difference.
-      n -= ft_font->w[(int)txt[i]]; // Actual size.
+      ret = len - i; /* Difference. */
+      n -= ft_font->w[(int)txt[i]]; /* Actual size. */
       txt[i] = '\0';
       break;
     }
@@ -161,20 +161,20 @@ int gl_printMid(const glFont* ft_font, const int width, double x, const double y
 
   x += (double)(width-n)/2.;
 
-  // Display the text.
+  /* Display the text. */
   glEnable(GL_TEXTURE_2D);
 
   glListBase(ft_font->list_base);
 
-  glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
-  glPushMatrix(); // Translation matrix.
+  glMatrixMode(GL_MODELVIEW); /* Projection gets full fast using modelview. */
+  glPushMatrix(); /* Translation matrix. */
   glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
 
   if(c == NULL) glColor4d(1., 1., 1., 1.);
   else COLOUR(*c);
   glCallLists(i, GL_UNSIGNED_BYTE, &txt);
 
-  glPopMatrix(); // Translation matrix.
+  glPopMatrix(); /* Translation matrix. */
   glDisable(GL_TEXTURE_2D);
 
   gl_checkErr();
@@ -182,24 +182,24 @@ int gl_printMid(const glFont* ft_font, const int width, double x, const double y
   return ret;
 }
 
-// Print text with line breaks included to a max width and height precet.
+/* Print text with line breaks included to a max width and height precet. */
 int gl_printText(const glFont* ft_font, const int width, const int height,
                  double bx, double by, glColour* c, const char* fmt, ...) {
 
-  //float h = ft_font->h / .63; // Slightly increase font size.
+  /*float h = ft_font->h / .63; // Slightly increase font size. */
   char txt[4096];
   char buf[256];
   va_list ap;
   int p, i, j, n, m, len, ret, lastspace;
   double x, y;
 
-  ret = 0; // Default return value.
+  ret = 0; /* Default return value. */
 
   if(ft_font == NULL) ft_font = &gl_defFont;
 
   if(fmt == NULL) return -1;
   else {
-    // Convert the symbols to text.
+    /* Convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
@@ -207,22 +207,22 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
   bx -= (double)SCREEN_W/2.;
   by -= (double)SCREEN_H/2.;
   x = bx;
-  y = by + height - (double)ft_font->h; // y is top left corner.
+  y = by + height - (double)ft_font->h; /* y is top left corner. */
 
-  // Prepare opengl.
+  /* Prepare opengl. */
   glEnable(GL_TEXTURE_2D);
   glListBase(ft_font->list_base);
   if(c == NULL) glColor4d(1., 1., 1., 1.);
   else COLOUR(*c);
 
   len = (int)strlen(txt);
-  // Limit size per line.
-  lastspace = -1; // Last ' ' or \n int text.
-  n = 0; // Current width.
-  i = 0; // Current position.
-  p = -1; // Where we last drew up to.
+  /* Limit size per line. */
+  lastspace = -1; /* Last ' ' or \n int text. */
+  n = 0; /* Current width. */
+  i = 0; /* Current position. */
+  p = -1; /* Where we last drew up to. */
   while(i < len+1) {
-    if(by - y > (double)height) return len-lastspace; // Past height.
+    if(by - y > (double)height) return len-lastspace; /* Past height. */
 
     n += ft_font->w[(int)txt[i]];
 
@@ -231,7 +231,7 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
     if(((n > width) && ((p != lastspace)))
         || (txt[i] == '\n') || (txt[i] == '\0')) {
 
-      // Time to draw the line.
+      /* Time to draw the line. */
       m = 0;
       if(lastspace == -1) lastspace = 0;
       for(j = 0; j < (lastspace-p-1); j++) {
@@ -243,20 +243,20 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
         if(m > width) break;
         buf[j] = txt[p+j+1];
       }
-      // No need for null termination.
+      /* No need for null termination. */
 
-      glMatrixMode(GL_MODELVIEW); // using modelview, projection gets full fast.
-      glPushMatrix(); // Translation matrix.
+      glMatrixMode(GL_MODELVIEW); /* using modelview, projection gets full fast. */
+      glPushMatrix(); /* Translation matrix. */
       glTranslated(x, y, 0);
 
-      // This is what we are displaying.
+      /* This is what we are displaying. */
       glCallLists(j, GL_UNSIGNED_BYTE, &buf);
-      glPopMatrix(); // Translation matrix.
+      glPopMatrix(); /* Translation matrix. */
 
       p = lastspace;
       n = 0;
       i = lastspace;
-      y -= 1.5*(double)ft_font->h; // Move position down.
+      y -= 1.5*(double)ft_font->h; /* Move position down. */
     }
     i++;
   }
@@ -267,17 +267,17 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
   return ret;
 }
 
-// Get the width of the text about to be printed.
+/* Get the width of the text about to be printed. */
 int gl_printWidth(const glFont* ft_font, const char* fmt, ...) {
   int i, n;
-  char txt[256]; // Holds the string.
+  char txt[256]; /* Holds the string. */
   va_list ap;
 
   if(ft_font == NULL) ft_font = &gl_defFont;
 
   if(fmt == NULL) return 0;
   else {
-    // Convert the symbols to text.
+    /* Convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
@@ -292,7 +292,7 @@ int gl_printWidth(const glFont* ft_font, const char* fmt, ...) {
 int gl_printHeight(const glFont* ft_font, const int width,
                   const char* fmt, ...) {
   
-  char txt[1024]; // Holds the string.
+  char txt[1024]; /* Holds the string. */
   va_list ap;
   int p, i, n, len, lastspace;
   double x, y;
@@ -301,7 +301,7 @@ int gl_printHeight(const glFont* ft_font, const int width,
 
   if(fmt == NULL) return -1;
   else {
-    // Convert the symbols to text.
+    /* Convert the symbols to text. */
     va_start(ap, fmt);
     vsprintf(txt, fmt, ap);
     va_end(ap);
@@ -310,11 +310,11 @@ int gl_printHeight(const glFont* ft_font, const int width,
   y = 0.;
 
   len = (int) strlen(txt);
-  // Limit the size per line.
-  lastspace = -1; // Last ' ' or '\n' in the text.
-  n = 0;    // Current width.
-  i = 0;    // Current position.
-  p = -1;   // Where we last drew up to.
+  /* Limit the size per line. */
+  lastspace = -1; /* Last ' ' or '\n' in the text. */
+  n = 0;    /* Current width. */
+  i = 0;    /* Current position. */
+  p = -1;   /* Where we last drew up to. */
 
   while(i < len+1) {
     n += ft_font->w[(int)txt[i]];
@@ -327,16 +327,16 @@ int gl_printHeight(const glFont* ft_font, const int width,
       p = lastspace;
       n = 0;
       i = lastspace;
-      y += 1.5*(double)ft_font->h; // Move position down.
+      y += 1.5*(double)ft_font->h; /* Move position down. */
     }
     i++;
   }
   return (int)y;
 }
 
-// ================
-// FONT!
-// ================
+/* ================ */
+/* FONT! */
+/* ================ */
 static void glFontMakeDList(FT_Face face, char ch, GLuint list_base,
                             GLuint* tex_base, int* width_base) {
   FT_Glyph glyph;
@@ -353,18 +353,18 @@ static void glFontMakeDList(FT_Face face, char ch, GLuint list_base,
   if(FT_Get_Glyph(face->glyph, &glyph))
     WARN("FT_Ge_Glyph failed");
 
-  // Convert your glyph to a bitmap.
+  /* Convert your glyph to a bitmap. */
   FT_Glyph_To_Bitmap(&glyph, FT_RENDER_MODE_NORMAL, 0, 1);
   FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph;
 
-  bitmap = bitmap_glyph->bitmap; // To simplify.
+  bitmap = bitmap_glyph->bitmap; /* To simplify. */
 
-  // Need the POT wrapping for GL.
+  /* Need the POT wrapping for GL. */
   w = pot(bitmap.width);
   h = pot(bitmap.rows);
 
-  // Memory for textured data.
-  // Bitmap is useing two channels, one for luminosity and one for alpha.
+  /* Memory for textured data. */
+  /* Bitmap is useing two channels, one for luminosity and one for alpha. */
   expanded_data = (GLubyte*)malloc(sizeof(GLubyte)*2*w*h + 1);
   for(j = 0; j < h; j++) {
     for(i = 0; i < w; i++) {
@@ -373,28 +373,28 @@ static void glFontMakeDList(FT_Face face, char ch, GLuint list_base,
             0 : bitmap.buffer[i + bitmap.width*j];
     }
   }
-  // Create the GL texture.
+  /* Create the GL texture. */
   glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_LUMINANCE_ALPHA,
                GL_UNSIGNED_BYTE, expanded_data);
 
-  free(expanded_data); // No need for this now.
+  free(expanded_data); /* No need for this now. */
 
-  // Create the display lists.
+  /* Create the display lists. */
   glNewList(list_base+ch, GL_COMPILE);
 
-  // Corrects a spacing flaw between letters and
-  // downwards correction for letters like g or y.
+  /* Corrects a spacing flaw between letters and */
+  /* downwards correction for letters like g or y. */
   glPushMatrix();
   glTranslated(bitmap_glyph->left, bitmap_glyph->top-bitmap.rows, 0);
 
-  // Take the opengl POT wrapping into account.
+  /* Take the opengl POT wrapping into account. */
   x = (double)bitmap.width/(double)w;
   y = (double)bitmap.rows/(double)h;
 
-  // Draw the texture mapped quad.
+  /* Draw the texture mapped quad. */
   glBindTexture(GL_TEXTURE_2D, tex_base[(int)ch]);
   glBegin(GL_QUADS);
   glTexCoord2d(0, 0);
@@ -411,7 +411,7 @@ static void glFontMakeDList(FT_Face face, char ch, GLuint list_base,
   glTranslated(face->glyph->advance.x >> 6, 0,0);
   width_base[(int)ch] = (int)(face->glyph->advance.x >> 6);
 
-  // End of the display list.
+  /* End of the display list. */
   glEndList();
 
   FT_Done_Glyph(glyph);
@@ -427,7 +427,7 @@ void gl_fontInit(glFont* font, const char* fname, const unsigned int h) {
 
   FT_Byte* buf = pack_readfile(DATA, (fname) ? fname : FONT_DEF, &bufsize);
 
-  // Allocatagery.
+  /* Allocatagery. */
   font->textures = malloc(sizeof(GLuint)*128);
   font->w = malloc(sizeof(int)*128);
   font->h = (int)h;
@@ -436,29 +436,29 @@ void gl_fontInit(glFont* font, const char* fname, const unsigned int h) {
     return;
   }
 
-  // Create a FreeType font library.
+  /* Create a FreeType font library. */
   FT_Library library;
   if(FT_Init_FreeType(&library)) {
     WARN("FT_Init_FreeType failed");
   }
 
-  // Objects that freetype uses to store font info.
+  /* Objects that freetype uses to store font info. */
   FT_Face face;
   if(FT_New_Memory_Face(library, buf, bufsize, 0, &face))
     WARN("FT_New_Memory_Face failed loading library from %s", fname);
 
-  // FreeType is pretty nice and measures using 1/64 of a pixel, therfore expand.
+  /* FreeType is pretty nice and measures using 1/64 of a pixel, therfore expand. */
   FT_Set_Char_Size(face, h << 6, h << 6, 96, 96);
 
-  // Have OpenGL allocate space for the textures / display lists.
+  /* Have OpenGL allocate space for the textures / display lists. */
   font->list_base = glGenLists(128);
   glGenTextures(128, font->textures);
 
-  // Create each of the font display lists.
+  /* Create each of the font display lists. */
   for(i = 0; i < 128; i++)
     glFontMakeDList(face, i, font->list_base, font->textures, font->w);
 
-  // We can now free the face and library.
+  /* We can now free the face and library. */
   FT_Done_Face(face);
   FT_Done_FreeType(library);
   free(buf);
diff --git a/src/hook.c b/src/hook.c
index a944132..b9e19e9 100644
--- a/src/hook.c
+++ b/src/hook.c
@@ -6,31 +6,31 @@
 #include "xml.h"
 #include "hook.h"
 
-// The hook.
+/* The hook. */
 typedef struct Hook_ {
-  unsigned int id;      // Unique id.
-  unsigned int parent;  // Mission it's connected to.
-  char* func;           // Function returned.
-  char* stack;          // Stack it's a part of.
+  unsigned int id;      /* Unique id. */
+  unsigned int parent;  /* Mission it's connected to. */
+  char* func;           /* Function returned. */
+  char* stack;          /* Stack it's a part of. */
 
-  int delete;           // Indicates it should be deleted when possible.
+  int delete;           /* Indicates it should be deleted when possible. */
 } Hook;
 
-// The stack.
-static unsigned int     hook_id             = 0; // Unique hook id.
+/* The stack. */
+static unsigned int     hook_id             = 0; /* Unique hook id. */
 static Hook*            hook_stack          = NULL;
 static int              hook_mstack         = 0;
 static int              hook_nstack         = 0;
-static int              hook_runningstack   = 0;  // Check if stack is running.
+static int              hook_runningstack   = 0;  /* Check if stack is running. */
 
-// Extern.
+/* Extern. */
 extern int misn_run(Mission* misn, char* func);
-// Intern.
+/* Intern. */
 static int hook_run(Hook* hook);
 static void hook_free(Hook* h);
 static int hook_needSave(Hook* h);
 static int hook_parse(xmlNodePtr base);
-// Extern.
+/* Extern. */
 int hook_save(xmlTextWriterPtr writer);
 int hook_load(xmlNodePtr parent);
 
@@ -38,38 +38,38 @@ static int hook_run(Hook* hook) {
   int i;
   Mission* misn;
 
-  if(hook->delete) return 0; // Hook should be deleted not run.
+  if(hook->delete) return 0; /* Hook should be deleted not run. */
 
-  // Locate the mission.
+  /* Locate the mission. */
   for(i = 0; i < MISSION_MAX; i++)
     if(player_missions[i].id == hook->parent)
       break;
   if(i >= MISSION_MAX) {
     WARN("Trying to run hook with parent not in player mission stack: deleting");
-    hook->delete = 1; // So delete it.
+    hook->delete = 1; /* So delete it. */
     return -1;
   }
   misn = &player_missions[i];
 
   if(misn_run(misn, hook->func) < 0)
-    // Error has accured.
+    /* Error has accured. */
     WARN("Hook [%s] '%d' -> '%s' failed", hook->stack,
          hook->id, hook->func);
 
   return 0;
 }
 
-// Add/Remove hooks.
+/* Add/Remove hooks. */
 unsigned int hook_add(unsigned int parent, char* func, char* stack) {
   Hook* new_hook;
 
-  // If the memory must grow.
+  /* If the memory must grow. */
   if(hook_nstack+1 > hook_mstack) {
     hook_mstack += 5;
     hook_stack = realloc(hook_stack, hook_mstack*sizeof(Hook));
   }
 
-  // Create the new hook.
+  /* Create the new hook. */
   new_hook = &hook_stack[hook_nstack];
   new_hook->id      = ++hook_id;
   new_hook->parent  = parent;
@@ -99,14 +99,14 @@ void hook_rm(unsigned int id) {
     return;
   }
 
-  // Last hook, just clip the stack.
+  /* Last hook, just clip the stack. */
   if(m == (hook_nstack-1)) {
     hook_free(&hook_stack[m]);
     hook_nstack--;
     return;
   }
 
-  // Move it!
+  /* Move it! */
   memmove(&hook_stack[m], &hook_stack[m+1], sizeof(Hook)*(hook_nstack-(m+1)));
   hook_nstack--;
 }
@@ -120,16 +120,16 @@ void hook_rmParent(unsigned int parent) {
     }
 }
 
-// Run all hooks off the stack.
+/* Run all hooks off the stack. */
 int hooks_run(char* stack) {
   int i;
 
-  hook_runningstack = 1; // Running hooks.
+  hook_runningstack = 1; /* Running hooks. */
   for(i = 0; i < hook_nstack; i++)
     if((strcmp(stack, hook_stack[i].stack)==0) && !hook_stack[i].delete) {
       hook_run(&hook_stack[i]);
     }
-  hook_runningstack = 0; // Not running hooks anymore.
+  hook_runningstack = 0; /* Not running hooks anymore. */
 
   for(i = 0; i < hook_nstack; i++)
     if((strcmp(stack, hook_stack[i].stack)==0) && hook_stack[i].delete) {
@@ -140,7 +140,7 @@ int hooks_run(char* stack) {
   return 0;
 }
 
-// Run a single hook by id.
+/* Run a single hook by id. */
 void hook_runID(unsigned int id) {
   int i;
 
@@ -152,13 +152,13 @@ void hook_runID(unsigned int id) {
   DEBUG("Attempting to run hook of id '%d' which is not in the stack", id);
 }
 
-// Free a hook.
+/* Free a hook. */
 static void hook_free(Hook* h) {
   if(h->func != NULL)   free(h->func);
   if(h->stack != NULL)  free(h->stack);
 }
 
-// Clean upi after ourselves.
+/* Clean upi after ourselves. */
 void hook_cleanup(void) {
   int i;
 
@@ -166,12 +166,12 @@ void hook_cleanup(void) {
     hook_free(&hook_stack[i]);
   free(hook_stack);
   hook_stack  = NULL;
-  // Sane defaults just in case.
+  /* Sane defaults just in case. */
   hook_nstack = 0;
   hook_mstack = 0;
 }
 
-// Save the hooks.
+/* Save the hooks. */
 static int hook_needSave(Hook* h) {
   int i;
   char* nosave[] = { "death", "end" };
@@ -190,23 +190,23 @@ int hook_save(xmlTextWriterPtr writer) {
   for(i = 0; i < hook_nstack; i++) {
     h = &hook_stack[i];
 
-    if(!hook_needSave(h)) continue; // No need to save it.
+    if(!hook_needSave(h)) continue; /* No need to save it. */
 
     xmlw_startElem(writer, "hook");
 
-    //xmlw_attr(writer, "id", "%u", h->id); // I don't think it's needed.
+    /*xmlw_attr(writer, "id", "%u", h->id); // I don't think it's needed. */
     xmlw_elem(writer, "parent", "%u", h->parent);
     xmlw_elem(writer, "func", "%s", h->func);
     xmlw_elem(writer, "stack", "%s", h->stack);
 
-    xmlw_endElem(writer); // Hook.
+    xmlw_endElem(writer); /* Hook. */
   }
-  xmlw_endElem(writer); // Hooks.
+  xmlw_endElem(writer); /* Hooks. */
 
   return 0;
 }
 
-// Load hooks for a player.
+/* Load hooks for a player. */
 int hook_load(xmlNodePtr parent) {
   xmlNodePtr node;
 
diff --git a/src/input.c b/src/input.c
index 4ed8570..66da613 100644
--- a/src/input.c
+++ b/src/input.c
@@ -11,61 +11,61 @@
 #define KEY_PRESS   ( 1.)
 #define KEY_RELEASE (-1.)
 
-// Keybind structure.
+/* Keybind structure. */
 typedef struct Keybind_ {
-  char* name;       // Keybinding name, taken from keybindNames[]
-  KeybindType type; // type, defined in player.h.
-  unsigned int key; // Key/axis/button event number.
-  double reverse;   // 1. if normal, -1 if reversed, only useful for joystick axis.
+  char* name;       /* Keybinding name, taken from keybindNames[] */
+  KeybindType type; /* type, defined in player.h. */
+  unsigned int key; /* Key/axis/button event number. */
+  double reverse;   /* 1. if normal, -1 if reversed, only useful for joystick axis. */
 } Keybind;
 
-static Keybind** input_keybinds; // Contains the players keybindings.
+static Keybind** input_keybinds; /* Contains the players keybindings. */
 
 
-// Name of each keybinding.
+/* Name of each keybinding. */
 const char* keybindNames[] = {
-  "accel", "left", "right", "reverse", // Movement.
-  "primary", "target", "target_nearest", "face", "board", // Combat.
-  "secondary", "secondary_next", // Secondary weapons.
-  "target_planet", "land", "thyperspace","starmap", "jump", // Navigation.
-  "mapzoomin", "mapzoomout", "screenshot", "pause", "menu", "info", // Misc.
-  "end" }; // Must terminate at the end.
+  "accel", "left", "right", "reverse", /* Movement. */
+  "primary", "target", "target_nearest", "face", "board", /* Combat. */
+  "secondary", "secondary_next", /* Secondary weapons. */
+  "target_planet", "land", "thyperspace","starmap", "jump", /* Navigation. */
+  "mapzoomin", "mapzoomout", "screenshot", "pause", "menu", "info", /* Misc. */
+  "end" }; /* Must terminate at the end. */
 
-// Accel hacks.
-static unsigned int input_accelLast  = 0;   // Used to see if double tap.
-unsigned int input_afterburnSensibility = 500;  // ms between taps to afterburn.
+/* Accel hacks. */
+static unsigned int input_accelLast  = 0;   /* Used to see if double tap. */
+unsigned int input_afterburnSensibility = 500;  /* ms between taps to afterburn. */
 
-// From player.c
+/* From player.c */
 extern double player_turn;
 extern unsigned int player_target;
-// Grabbed from main.c
+/* Grabbed from main.c */
 extern int show_fps;
 
 
-// Set the default input keys.
+/* Set the default input keys. */
 void input_setDefault(void) {
-  // Movement.
+  /* Movement. */
   input_setKeybind("accel",           KEYBIND_KEYBOARD, SDLK_w,       0);
   input_setKeybind("left",            KEYBIND_KEYBOARD, SDLK_a,       0);
   input_setKeybind("right",           KEYBIND_KEYBOARD, SDLK_d,       0);
   input_setKeybind("reverse",         KEYBIND_KEYBOARD, SDLK_s,       0);
-  // Combat.
+  /* Combat. */
   input_setKeybind("primary",         KEYBIND_KEYBOARD, SDLK_SPACE,   0);
   input_setKeybind("target",          KEYBIND_KEYBOARD, SDLK_TAB,     0);
   input_setKeybind("target_nearest",  KEYBIND_KEYBOARD, SDLK_r,       0);
   input_setKeybind("face",            KEYBIND_KEYBOARD, SDLK_f,       0);
   input_setKeybind("board",           KEYBIND_KEYBOARD, SDLK_b,       0);
-  // Secondary weapon.
+  /* Secondary weapon. */
   input_setKeybind("secondary",       KEYBIND_KEYBOARD, SDLK_LSHIFT,  0);
   input_setKeybind("secondary_next",  KEYBIND_KEYBOARD, SDLK_e,       0);
-  // Space
+  /* Space */
   input_setKeybind("target_planet",   KEYBIND_KEYBOARD, SDLK_p,       0);
   input_setKeybind("land",            KEYBIND_KEYBOARD, SDLK_l,       0);
   input_setKeybind("thyperspace",     KEYBIND_KEYBOARD, SDLK_h,       0);
   input_setKeybind("starmap",         KEYBIND_KEYBOARD, SDLK_m,       0);
   input_setKeybind("jump",            KEYBIND_KEYBOARD, SDLK_j,       0);
 
-  // Misc.
+  /* Misc. */
   input_setKeybind("mapzoomin",       KEYBIND_KEYBOARD, SDLK_0,       0);
   input_setKeybind("mapzoomout",      KEYBIND_KEYBOARD, SDLK_9,       0);
   input_setKeybind("screenshot",      KEYBIND_KEYBOARD, SDLK_F12,     0);
@@ -74,14 +74,14 @@ void input_setDefault(void) {
   input_setKeybind("info",            KEYBIND_KEYBOARD, SDLK_i,       0);
 }
 
-// Initialization/exit functions (does not assign keys).
+/* Initialization/exit functions (does not assign keys). */
 void input_init(void) {
   Keybind* tmp;
   int i;
-  for(i = 0; strcmp(keybindNames[i], "end"); i++); // Get number of bindings.
+  for(i = 0; strcmp(keybindNames[i], "end"); i++); /* Get number of bindings. */
   input_keybinds = malloc(i*sizeof(Keybind*));
 
-  // Create a null keybinding for each.
+  /* Create a null keybinding for each. */
   for(i = 0; strcmp(keybindNames[i], "end"); i++) {
     tmp = MALLOC_L(Keybind);
     tmp->name = (char*)keybindNames[i];
@@ -99,7 +99,7 @@ void input_exit(void) {
   free(input_keybinds);
 }
 
-// Binds key of type [type] to action keybind.
+/* Binds key of type [type] to action keybind. */
 void input_setKeybind(char* keybind, KeybindType type, int key, int reverse) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -112,7 +112,7 @@ void input_setKeybind(char* keybind, KeybindType type, int key, int reverse) {
   WARN("Unable to set keybind '%s', That command does not exist.", keybind);
 }
 
-// Get the value of a keybind.
+/* Get the value of a keybind. */
 int input_getKeybind(char* keybind, KeybindType* type, int* reverse) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -126,14 +126,14 @@ int input_getKeybind(char* keybind, KeybindType* type, int* reverse) {
   return -1;
 }
 
-// == Run input method. ================================================
-// keynum : Index of the input_keybinds keybind.
-// value  : Value of keypress (defined above).
-// abs    : Whether or not it's an abs value (For those pesky joysticks.
-// =====================================================================
+/* == Run input method. ================================================ */
+/* keynum : Index of the input_keybinds keybind. */
+/* value  : Value of keypress (defined above). */
+/* abs    : Whether or not it's an abs value (For those pesky joysticks. */
+/* ===================================================================== */
 #define KEY(s)   (strcmp(input_keybinds[keynum]->name, s)==0)
 #define INGAME() (!toolkit)
-// We won't be having any more funny stuff from VLack..
+/* We won't be having any more funny stuff from VLack.. */
 #define NOHYP() \
   (player && !pilot_isFlag(player, PILOT_HYP_PREP) && \
   !pilot_isFlag(player, PILOT_HYP_BEGIN) && \
@@ -141,16 +141,16 @@ int input_getKeybind(char* keybind, KeybindType* type, int* reverse) {
 static void input_key(int keynum, double value, int abs) {
   unsigned int t;
 
-  // Accelerating.
+  /* Accelerating. */
   if(KEY("accel")) {
     if(abs)player_accel(value);
     else {
-      // Prevent it from getting stuck.
+      /* Prevent it from getting stuck. */
       if(value == KEY_PRESS) player_accel(1.);
       else if(value == KEY_RELEASE) player_accelOver();
     }
 
-    // Double tap accel = afterburn!
+    /* Double tap accel = afterburn! */
     t = SDL_GetTicks();
     if((value == KEY_PRESS) && (t-input_accelLast <= input_afterburnSensibility))
       player_afterburn();
@@ -159,80 +159,80 @@ static void input_key(int keynum, double value, int abs) {
 
     if(value == KEY_PRESS) input_accelLast = t;
   }
-  // Turning left.
+  /* Turning left. */
   else if(KEY("left")) {
-    // Set flags for facing correction.
+    /* Set flags for facing correction. */
     if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_LEFT); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_LEFT); }
 
     if(abs) { player_turn = -value; }
     else { player_turn -= value; }
-    if(player_turn < -1.) { player_turn = -1.; }// Make sure value is sane.
+    if(player_turn < -1.) { player_turn = -1.; }/* Make sure value is sane. */
   }
-  // Turning right.
+  /* Turning right. */
   else if(KEY("right")) {
-    // Set flags for facing correction.
+    /* Set flags for facing correction. */
     if(value == KEY_PRESS) { player_setFlag(PLAYER_TURN_RIGHT); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_TURN_RIGHT); }
 
     if(abs) { player_turn = value; }
     else { player_turn += value; }
 
-    if(player_turn < -1.) { player_turn = -1.; } // Make sure value is sane.
+    if(player_turn < -1.) { player_turn = -1.; } /* Make sure value is sane. */
   }
-  // Turn around to face vel.
+  /* Turn around to face vel. */
   else if(KEY("reverse")) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_REVERSE); }
     else if(value == KEY_RELEASE) {
       player_rmFlag(PLAYER_REVERSE);
-      player_turn = 0; // Turning corrections.
+      player_turn = 0; /* Turning corrections. */
       if(player_isFlag(PLAYER_TURN_LEFT))  { player_turn -= 1; }
       if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
     }
   }
-  // Shoot primary weapon. BOOM BOOM.
+  /* Shoot primary weapon. BOOM BOOM. */
   else if(KEY("primary")) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_PRIMARY); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_PRIMARY); }
   }
-  // Targetting.
+  /* Targetting. */
   else if(INGAME() && KEY("target")) {
     if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
   }
   else if(INGAME() && KEY("target_nearest")) {
     if(value == KEY_PRESS) player_target = pilot_getHostile();
   }
-  // Face the target.
+  /* Face the target. */
   else if(KEY("face")) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_FACE); }
     else if(value == KEY_RELEASE) {
       player_rmFlag(PLAYER_FACE);
 
-      // Turning corrections.
+      /* Turning corrections. */
       player_turn = 0;
       if(player_isFlag(PLAYER_TURN_LEFT))  { player_turn -= 1; }
       if(player_isFlag(PLAYER_TURN_RIGHT)) { player_turn += 1; }
     }
   }
-  // Board those ships.
+  /* Board those ships. */
   else if(KEY("board") && INGAME() && NOHYP()) {
     if(value == KEY_PRESS) player_board();
   }
-  // Shooting secondary weapon.
+  /* Shooting secondary weapon. */
   else if(KEY("secondary") && NOHYP()) {
     if(value == KEY_PRESS) { player_setFlag(PLAYER_SECONDARY); }
     else if(value == KEY_RELEASE) { player_rmFlag(PLAYER_SECONDARY); }
   }
-  // Selecting secondary weapon.
+  /* Selecting secondary weapon. */
   else if(KEY("secondary_next") && INGAME()) {
     if(value == KEY_PRESS) player_secondaryNext();
   }
-  // Space.
-  // Target planet (cycles just like target).
+  /* Space. */
+  /* Target planet (cycles just like target). */
   else if(KEY("target_planet") && INGAME() && NOHYP()) {
     if(value == KEY_PRESS) player_targetPlanet();
   }
-  // Target nearest planet or attempt to land.
+  /* Target nearest planet or attempt to land. */
   else if(KEY("land") && INGAME() && NOHYP()) {
     if(value == KEY_PRESS) player_land();
   }
@@ -245,19 +245,19 @@ static void input_key(int keynum, double value, int abs) {
   else if(KEY("jump") && INGAME()) {
     if(value == KEY_PRESS) player_jump();
   }
-  // Zoom in.
+  /* Zoom in. */
   else if(KEY("mapzoomin") && INGAME()) {
     if(value == KEY_PRESS) player_setRadarRel(1);
   }
-  // Zoom out.
+  /* Zoom out. */
   else if(KEY("mapzoomout") && INGAME()) {
     if(value == KEY_PRESS) player_setRadarRel(-1);
   }
-  // Take a screenshot.
+  /* Take a screenshot. */
   else if(KEY("screenshot") && INGAME()) {
     if(value == KEY_PRESS) player_screenshot();
   }
-  // Pause the game.
+  /* Pause the game. */
   else if(KEY("pause") && NOHYP()) {
     if(value == KEY_PRESS) {
       if(!toolkit) {
@@ -265,18 +265,18 @@ static void input_key(int keynum, double value, int abs) {
       } else pause_game();
     }
   }
-  // Opens a menu.
+  /* Opens a menu. */
   else if(KEY("menu")) {
     if(value == KEY_PRESS) menu_small();
   }
-  // Show pilot information.
+  /* Show pilot information. */
   else if(KEY("info") && NOHYP()) {
     if(value == KEY_PRESS) menu_info();
   }
 }
 #undef KEY
 
-// --Events--
+/* --Events-- */
 
 static void input_joyaxis(const unsigned int axis, const int value);
 static void input_joydown(const unsigned int button);
@@ -284,9 +284,9 @@ static void input_joyup(const unsigned int button);
 static void input_keydown(SDLKey key);
 static void input_keyup(SDLKey key);
 
-// Joystick.
+/* Joystick. */
 
-// Axis.
+/* Axis. */
 static void input_joyaxis(const unsigned int axis, const int value) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -297,7 +297,7 @@ static void input_joyaxis(const unsigned int axis, const int value) {
     }
 }
 
-// Joystick button down.
+/* Joystick button down. */
 static void input_joydown(const unsigned int button) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end");i++)
@@ -308,7 +308,7 @@ static void input_joydown(const unsigned int button) {
     }
 }
 
-// Joystick button up.
+/* Joystick button up. */
 static void input_joyup(const unsigned int button) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -319,9 +319,9 @@ static void input_joyup(const unsigned int button) {
     }
 }
 
-// Keyboard.
+/* Keyboard. */
 
-// Key down.
+/* Key down. */
 static void input_keydown(SDLKey key) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -332,7 +332,7 @@ static void input_keydown(SDLKey key) {
     }
 }
 
-// Key up.
+/* Key up. */
 static void input_keyup(SDLKey key) {
   int i;
   for(i = 0; strcmp(keybindNames[i], "end"); i++)
@@ -343,14 +343,14 @@ static void input_keyup(SDLKey key) {
     }
 }
 
-// Global input.
+/* Global input. */
 
-// Just seperates the event types.
+/* Just seperates the event types. */
 void input_handle(SDL_Event* event) {
-  // Pause the game if it is unfocused.
+  /* Pause the game if it is unfocused. */
   if(event->type == SDL_ACTIVEEVENT) {
     if(event->active.state != SDL_APPMOUSEFOCUS) {
-      // We don't need mouse focus.
+      /* We don't need mouse focus. */
       if((event->active.gain == 0) && !paused) pause_game();
       else if((event->active.gain == 1) && paused) unpause_game();
       return;
@@ -358,9 +358,9 @@ void input_handle(SDL_Event* event) {
   }
 
   if(toolkit)
-    // Toolkit is handled seperately.
+    /* Toolkit is handled seperately. */
     if(toolkit_input(event))
-      return; // We don't process it if toolkit grabs it.
+      return; /* We don't process it if toolkit grabs it. */
 
   switch(event->type) {
   case SDL_JOYAXISMOTION:
diff --git a/src/joystick.c b/src/joystick.c
index 26bb5b5..b5b8ef9 100644
--- a/src/joystick.c
+++ b/src/joystick.c
@@ -24,9 +24,9 @@ int joystick_use(int indjoystick) {
     indjoystick = 0;
   }
   if(joystick)
-    // Might as well close it if it is open already.
+    /* Might as well close it if it is open already. */
     SDL_JoystickClose(joystick);
-  // Start using the joystick.
+  /* Start using the joystick. */
   LOG("Using joystick %d", indjoystick);
   joystick = SDL_JoystickOpen(indjoystick);
   if(joystick == NULL) {
@@ -44,19 +44,19 @@ int joystick_use(int indjoystick) {
 int joystick_init(void) {
   int numjoysticks, i;
 
-  // Init the SDL subsys.
+  /* Init the SDL subsys. */
   if(SDL_InitSubSystem(SDL_INIT_JOYSTICK)) {
     WARN("Unable to init the joystick subsystem.");
     return -1;
   }
 
-  // Figure out how many joysticks there are.
+  /* Figure out how many joysticks there are. */
   numjoysticks = SDL_NumJoysticks();
   LOG("%d joystick%s detected", numjoysticks, (numjoysticks==1)?"":"s");
   for(i = 0; i < numjoysticks; i++)
     LOG("\t\t%d. %s", i, SDL_JoystickName(i));
 
-  // Enable joystick events.
+  /* Enable joystick events. */
   SDL_JoystickEventState(SDL_ENABLE);
 
   return 0;
diff --git a/src/land.c b/src/land.c
index 507b595..7b806fb 100644
--- a/src/land.c
+++ b/src/land.c
@@ -17,37 +17,37 @@
 #include "music.h"
 #include "land.h"
 
-// Global/main window.
+/* Global/main window. */
 #define LAND_WIDTH    700
 #define LAND_HEIGHT   600
 #define BUTTON_WIDTH  200
 #define BUTTON_HEIGHT 40
 
-// Commodity window.
+/* Commodity window. */
 #define COMMODITY_WIDTH   400
 #define COMMODITY_HEIGHT  400
 
-// Outfits.
+/* Outfits. */
 #define OUTFITS_WIDTH   700
 #define OUTFITS_HEIGHT  600
 
-// Shipyard.
+/* Shipyard. */
 #define SHIPYARD_WIDTH  700
 #define SHIPYARD_HEIGHT  600
 
-// News window.
+/* News window. */
 #define NEWS_WIDTH    400
 #define NEWS_HEIGHT   500
 
-// Bar window.
+/* Bar window. */
 #define BAR_WIDTH     460
 #define BAR_HEIGHT    300
 
-// Mission computer window.
+/* Mission computer window. */
 #define MISSION_WIDTH   700
 #define MISSION_HEIGHT  600
 
-// We use visited flags to not duplicate missions generated.
+/* We use visited flags to not duplicate missions generated. */
 #define VISITED_LAND      (1<<0)
 #define VISITED_COMMODITY (1<<1)
 #define VISITED_BAR       (1<<2)
@@ -57,30 +57,30 @@
 #define has_visited(f)    (land_visited  & (f))
 static unsigned int land_visited = 0;
 
-// Land variables.
+/* Land variables. */
 int landed = 0;
 Planet* land_planet = NULL;
 
-// Mission computer stack.
+/* Mission computer stack. */
 static Mission* mission_computer = NULL;
 static int mission_ncomputer = 0;
 
-// Player stuff.
+/* Player stuff. */
 extern int hyperspace_target;
 
-// Window stuff.
-static int land_wid = 0; // Primary land window.
-// For the second opened land window
+/* Window stuff. */
+static int land_wid = 0; /* Primary land window. */
+/* For the second opened land window */
 static int secondary_wid = 0;
-static int terciary_wid = 0; // For fancy things like news, your ship etc..
+static int terciary_wid = 0; /* For fancy things like news, your ship etc.. */
 
-// Commodity excahnge.
+/* Commodity excahnge. */
 static void commodity_exchange(void);
 static void commodity_exchange_close(char* str);
 static void commodity_update(char* str);
 static void commodity_buy(char* str);
 static void commodity_sell(char* str);
-// Outfits.
+/* Outfits. */
 static void outfits(void);
 static void outfits_close(char* str);
 static void outfits_update(char* str);
@@ -90,36 +90,36 @@ static int  outfit_canSell(Outfit* outfit, int q, int errmsg);
 static void outfits_sell(char* str);
 static int  outfits_getMod(void);
 static void outfits_renderMod(double bx, double by, double w, double h);
-// Shipyard.
+/* Shipyard. */
 static void shipyard(void);
 static void shipyard_close(char* str);
 static void shipyard_update(char* str);
 static void shipyard_info(char* str);
 static void shipyard_buy(char* str);
-// Your ship.
+/* Your ship. */
 static void shipyard_yours(char* str);
 static void shipyard_yoursClose(char* str);
 static void shipyard_yoursUpdate(char* str);
 static void shipyard_yoursChange(char* str);
 static void shipyard_yoursTransport(char* str);
 static int  shipyard_yoursTransportPrice(char* shipname);
-// Spaceport bar.
+/* Spaceport bar. */
 static void spaceport_bar(void);
 static void spaceport_bar_close(char* str);
-// News.
+/* News. */
 static void news(void);
 static void news_close(char* str);
-// Mission computer.
+/* Mission computer. */
 static void misn(void);
 static void misn_close(char* str);
 static void misn_accept(char* str);
 static void misn_genList(int first);
 static void misn_update(char* str);
-// Refuel.
+/* Refuel. */
 static int refuel_price(void);
 static void spaceport_refuel(char* str);
 
-// The local market.
+/* The local market. */
 static void commodity_exchange(void) {
   int i;
   char** goods;
@@ -163,7 +163,7 @@ static void commodity_exchange(void) {
   commodity_update(NULL);
 
   if(!has_visited(VISITED_COMMODITY)) {
-    // TODO: mission check.
+    /* TODO: mission check. */
     visited(VISITED_COMMODITY);
   }
 }
@@ -241,14 +241,14 @@ static void outfits(void) {
   int noutfits;
   char buf[128];
 
-  // Create window.
+  /* Create window. */
   snprintf(buf, 128, "%s - Outfits", land_planet->name);
   secondary_wid = window_create(buf, -1, -1,
                                 OUTFITS_WIDTH, OUTFITS_HEIGHT);
-  // Will allow buying from keyboard.
+  /* Will allow buying from keyboard. */
   window_setFptr(secondary_wid, outfits_buy);
 
-  // Buttons.
+  /* Buttons. */
   window_addButton(secondary_wid, -20, 20,
                    BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseOutfits",
                    "Close", outfits_close);
@@ -261,7 +261,7 @@ static void outfits(void) {
                    BUTTON_WIDTH, BUTTON_HEIGHT, "btnSellOutfit",
                    "Sell", outfits_sell);
 
-  // Fancy 128x128 image.
+  /* Fancy 128x128 image. */
   window_addRect(secondary_wid, -20, -50, 128, 128, "rctImage", &cBlack, 0);
   window_addImage(secondary_wid, -20-128, -50-128, "imgOutfit", NULL, 1);
 
@@ -288,17 +288,17 @@ static void outfits(void) {
                  OUTFITS_WIDTH-300, 200, 0, "txtDescription",
                  &gl_smallFont, NULL, NULL);
 
-  // Set up the outfits to buy/sell.
+  /* Set up the outfits to buy/sell. */
   outfits = outfit_getTech(&noutfits, land_planet->tech, PLANET_TECH_MAX);
   window_addList(secondary_wid, 20, 40,
                  200, OUTFITS_HEIGHT-80, "lstOutfits",
                  outfits, noutfits, 0, outfits_update);
 
-  // Write the outfits stuff.
+  /* Write the outfits stuff. */
   outfits_update(NULL);
 
   if(!has_visited(VISITED_OUTFITS)) {
-    // TODO: mission check.
+    /* TODO: mission check. */
     visited(VISITED_OUTFITS);
   }
 }
@@ -325,13 +325,13 @@ static void outfits_update(char* str) {
   else
     window_disableButton(secondary_wid, "btnBuyOutfit");
 
-  // Gray out sell button.
+  /* Gray out sell button. */
   if(outfit_canSell(outfit, 1, 0) > 0)
     window_enableButton(secondary_wid, "btnSellOutfit");
   else
     window_disableButton(secondary_wid, "btnSellOutfit");
 
-  // New text.
+  /* New text. */
   window_modifyText(secondary_wid, "txtDescription", outfit->description);
   credits2str(buf2, outfit->price,  2);
   credits2str(buf3, player->credits, 2);
@@ -359,7 +359,7 @@ static void outfits_update(char* str) {
 static int outfit_canBuy(Outfit* outfit, int q, int errmsg) {
   char buf[16];
 
-  // Can player actually fit the outfit?
+  /* Can player actually fit the outfit? */
   if((pilot_freeSpace(player) - outfit->mass) < 0) {
     if(errmsg != 0)
     dialogue_alert("No enough free space (you need %d more slots).",
@@ -367,7 +367,7 @@ static int outfit_canBuy(Outfit* outfit, int q, int errmsg) {
     return 0;
   }
   else if(player_outfitOwned(outfit->name) >= outfit->max) {
-    // Already has too many.
+    /* Already has too many. */
     if(errmsg != 0)
       dialogue_alert("You can only carry %d of this outfit.", outfit->max);
     return 0;
@@ -377,14 +377,14 @@ static int outfit_canBuy(Outfit* outfit, int q, int errmsg) {
       dialogue_alert("You can only have one afterburner.");
     return 0;
   }
-  // Takes away cargo space but you don't have any.
+  /* Takes away cargo space but you don't have any. */
   else if(outfit_isMod(outfit) && (outfit->u.mod.cargo < 0)
       && (pilot_cargoFree(player) < -outfit->u.mod.cargo)) {
     if(errmsg != 0)
       dialogue_alert("You need to empty your cargo first.");
     return 0;
   }
-  // Not enough $$.
+  /* Not enough $$. */
   else if(q*(int)outfit->price >= player->credits) {
     if(errmsg != 0) {
       credits2str(buf, q*outfit->price - player->credits, 2);
@@ -407,7 +407,7 @@ static void outfits_buy(char* str) {
 
   q = outfits_getMod();
 
-  // Can buy the outfit?
+  /* Can buy the outfit? */
   if(outfit_canBuy(outfit, q, 1) == 0) return;
 
   player->credits -= outfit->price * pilot_addOutfit(player, outfit,
@@ -416,13 +416,13 @@ static void outfits_buy(char* str) {
 }
 
 static int outfit_canSell(Outfit* outfit, int q, int errmsg) {
-  // No outfits to sell.
+  /* No outfits to sell. */
   if(player_outfitOwned(outfit->name) <= 0) {
     if(errmsg != 0)
       dialogue_alert("You can't sell something you don't have!");
     return 0;
   }
-  // Can't sell when you are using it.
+  /* Can't sell when you are using it. */
   else if(outfit_isMod(outfit) && (pilot_cargoFree(player) < outfit->u.mod.cargo * q)) {
     if(errmsg != 0)
       dialogue_alert("You currently have cargo in this modification.");
@@ -448,14 +448,14 @@ static void outfits_sell(char* str) {
 
   q = outfits_getMod();
 
-  // Has no outfits to sell.
+  /* Has no outfits to sell. */
   if(outfit_canSell(outfit, q, 1) == 0) return;
 
   player->credits += outfit->price * pilot_rmOutfit(player, outfit, q);
   outfits_update(NULL);
 }
 
-// Return the current modifier status.
+/* Return the current modifier status. */
 static int outfits_getMod(void) {
   SDLMod mods;
   int q;
@@ -531,17 +531,17 @@ static void shipyard(void) {
                  SHIPYARD_WIDTH-300, 200, 0, "txtDescription",
                  &gl_smallFont, NULL, NULL);
 
-  // Setup the ships to buy/sell.
+  /* Setup the ships to buy/sell. */
   ships = ship_getTech(&nships, land_planet->tech, PLANET_TECH_MAX);
   window_addList(secondary_wid, 20, 40,
                  200, SHIPYARD_HEIGHT-80, "lstShipyard",
                  ships, nships, 0, shipyard_update);
 
-  // Write the shipyard stuff.
+  /* Write the shipyard stuff. */
   shipyard_update(NULL);
 
   if(!has_visited(VISITED_SHIPYARD)) {
-    // TODO: mission check.
+    /* TODO: mission check. */
     visited(VISITED_SHIPYARD);
   }
 }
@@ -619,7 +619,7 @@ static void shipyard_buy(char* str) {
   player_newShip(ship, player->solid->pos.x, player->solid->pos.y,
                  0., 0., player->solid->dir);
 
-  player->credits -= ship->price; // Auch! Paying is hard!
+  player->credits -= ship->price; /* Auch! Paying is hard! */
 
   shipyard_update(NULL);
 }
@@ -698,7 +698,7 @@ static void shipyard_yoursUpdate(char* str) {
 
   shipname = toolkit_getList(terciary_wid, "lstYourShips");
   if(strcmp(shipname, "None")==0) {
-    // No ships.
+    /* No ships. */
     window_disableButton(terciary_wid, "btnChangeShip");
     window_disableButton(terciary_wid, "btnTransportShip");
     return;
@@ -707,13 +707,13 @@ static void shipyard_yoursUpdate(char* str) {
   loc = player_getLoc(ship->name);
   price = shipyard_yoursTransportPrice(shipname);
 
-  // Update the image.
+  /* Update the image. */
   window_modifyImage(terciary_wid, "imgTarget", ship->ship->gfx_target);
 
-  // Update text.
-  credits2str(buf2, price, 2); // Transport.
+  /* Update text. */
+  credits2str(buf2, price, 2); /* Transport. */
 
-  credits2str(buf3, 0, 2); // Sell price.
+  credits2str(buf3, 0, 2); /* Sell price. */
   snprintf(buf, 256,
       "%s\n"
       "%s\n"
@@ -740,9 +740,9 @@ static void shipyard_yoursUpdate(char* str) {
   window_modifyText(terciary_wid, "txtDOutfits", buf4);
   free(buf4);
 
-  // Button disabling.
+  /* Button disabling. */
   if(strcmp(land_planet->name, loc)) {
-    // Ship not here.
+    /* Ship not here. */
     window_disableButton(terciary_wid, "btnChangeShip");
     if(price > player->credits)
       window_disableButton(terciary_wid, "btnTransportShip");
@@ -761,7 +761,7 @@ static void shipyard_yoursChange(char* str) {
   shipname = toolkit_getList(terciary_wid, "lstYourShips");
   newship = player_getShip(shipname);
   if(strcmp(shipname, "None")==0) {
-    // No ships.
+    /* No ships. */
     dialogue_alert("You need another ship to change to!");
     return;
   }
@@ -780,7 +780,7 @@ static void shipyard_yoursChange(char* str) {
 
   player_swapShip(shipname);
 
-  // Recreate the window.
+  /* Recreate the window. */
   shipyard_yoursClose(NULL);
   shipyard_yours(NULL);
 }
@@ -791,30 +791,30 @@ static void shipyard_yoursTransport(char* str) {
   char* shipname, buf[16];
 
   shipname = toolkit_getList(terciary_wid, "lstYourShips");
-  if(strcmp(shipname, "None")==0) { // No ships.
+  if(strcmp(shipname, "None")==0) { /* No ships. */
     dialogue_alert("You can't transport nothing here!");
     return;
   }
 
   price = shipyard_yoursTransportPrice(shipname);
   if(price == 0) {
-    // Already here.
+    /* Already here. */
     dialogue_alert("Your ship '%s' is already here.", shipname);
     return;
   }
   else if(player->credits < price) {
-    // You are broke.
+    /* You are broke. */
     credits2str(buf, price-player->credits, 2);
     dialogue_alert("You need %d more credits to transport '%s' here.",
                   buf, shipname);
     return;
   }
 
-  // Success.
+  /* Success. */
   player->credits -= price;
   player_setLoc(shipname, land_planet->name);
 
-  // Update the window to reflect the change.
+  /* Update the window to reflect the change. */
   shipyard_yoursUpdate(NULL);
 }
 
@@ -825,7 +825,7 @@ static int shipyard_yoursTransportPrice(char* shipname) {
 
   ship = player_getShip(shipname);
   loc = player_getLoc(shipname);
-  if(strcmp(loc, land_planet->name)==0) // Already here.
+  if(strcmp(loc, land_planet->name)==0) /* Already here. */
     return 0;
 
   price = (int)ship->solid->mass*500;
@@ -833,7 +833,7 @@ static int shipyard_yoursTransportPrice(char* shipname) {
   return price;
 }
 
-// Spaceport bar.
+/* Spaceport bar. */
 static void spaceport_bar(void) {
   secondary_wid = window_create("SpacePort Bar", -1, -1, BAR_WIDTH, BAR_HEIGHT);
 
@@ -861,7 +861,7 @@ static void spaceport_bar_close(char* str) {
   secondary_wid = 0;
 }
 
-// Planet news reports.
+/* Planet news reports. */
 static void news(void) {
   terciary_wid = window_create("News Reports",
                            -1, -1, NEWS_WIDTH, NEWS_HEIGHT);
@@ -882,12 +882,12 @@ static void news_close(char* str) {
   terciary_wid = 0;
 }
 
-// Mission computer, cos' missions rule!
+/* Mission computer, cos' missions rule! */
 static void misn(void) {
   secondary_wid = window_create("Mission Computer",
       -1, -1, MISSION_WIDTH, MISSION_HEIGHT);
 
-  // Buttons.
+  /* Buttons. */
   window_addButton(secondary_wid, -20, 20,
                    BUTTON_WIDTH, BUTTON_HEIGHT, "btnCloseMission",
                    "Close", misn_close);
@@ -896,7 +896,7 @@ static void misn(void) {
                    BUTTON_WIDTH, BUTTON_HEIGHT, "btnAcceptMission",
                    "Accept", misn_accept);
 
-  // Text.
+  /* Text. */
   window_addText(secondary_wid, 300+40, -60,
                  300, 40, 0, "txtSReward",
                  &gl_smallFont, &cDConsole, "Reward:");
@@ -932,7 +932,7 @@ static void misn_accept(char* str) {
     pos = toolkit_getListPos(secondary_wid, "lstMission");
     misn = &mission_computer[pos];
     if(mission_accept(misn)) {
-      // Success is accepting the mission.
+      /* Success is accepting the mission. */
       memmove(misn, &mission_computer[pos+1],
           sizeof(Mission) * (mission_ncomputer-pos-1));
       mission_ncomputer--;
@@ -948,9 +948,9 @@ static void misn_genList(int first) {
   if(!first)
     window_destroyWidget(secondary_wid, "lstMission");
 
-  // List.
+  /* List. */
   if(mission_ncomputer != 0) {
-    // there are missions.
+    /* there are missions. */
     misn_names = malloc(sizeof(char*) * mission_ncomputer);
     j = 0;
     for(i = 0; i < mission_ncomputer; i++)
@@ -958,7 +958,7 @@ static void misn_genList(int first) {
         misn_names[j++] = strdup(mission_computer[i].title);
   } 
   if((mission_ncomputer == 0) || (j == 0)) {
-    // No missions.
+    /* No missions. */
     if(j == 0) free(misn_names);
     misn_names = malloc(sizeof(char*));
     misn_names[0] = strdup("No Missions");
@@ -992,17 +992,17 @@ static void misn_update(char* str) {
   window_enableButton(secondary_wid, "btnAcceptMission");
 }
 
-// Return how much it will cost to refuel the player.
+/* Return how much it will cost to refuel the player. */
 static int refuel_price(void) {
   return (player->fuel_max - player->fuel)*3;
 }
 
-// Refuel the player.
+/* Refuel the player. */
 static void spaceport_refuel(char* str) {
   (void)str;
 
   if(player->credits < refuel_price()) {
-    // Player is out of moniez after landing D:
+    /* Player is out of moniez after landing D: */
     dialogue_alert("You seem to not have enough scred to refuel your ship.");
     return;
   }
@@ -1012,23 +1012,23 @@ static void spaceport_refuel(char* str) {
   window_destroyWidget(land_wid, "btnRefuel");
 }
 
-// Land the player.
+/* Land the player. */
 void land(Planet* p) {
   char buf[32], cred[16];
 
   if(landed) return;
 
-  // Change music.
+  /* Change music. */
   music_choose("land");
 
   land_planet = p;
   land_wid = window_create(p->name, -1, -1, LAND_WIDTH, LAND_HEIGHT);
 
-  // Pretty display.
+  /* Pretty display. */
   window_addImage(land_wid, 20, -40, "imgPlanet", p->gfx_exterior, 1);
   window_addText(land_wid, 440, 80, LAND_WIDTH-460, 460, 0,
                  "txtPlanetDesc", &gl_smallFont, &cBlack, p->description);
-  // Buttons.
+  /* Buttons. */
   window_addButton(land_wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
                    "btnTakeoff", "Takeoff", (void(*)(char*))takeoff);
 
@@ -1047,7 +1047,7 @@ void land(Planet* p) {
                      BUTTON_WIDTH, BUTTON_HEIGHT, "btnOutfits",
                      "Outfits", (void(*)(char*))outfits);
 
-  // Third column.
+  /* Third column. */
   if(planet_hasService(land_planet, PLANET_SERVICE_BASIC)) {
     window_addButton(land_wid, 20, 20,
                      BUTTON_WIDTH, BUTTON_HEIGHT, "btnNews",
@@ -1063,7 +1063,7 @@ void land(Planet* p) {
       window_addButton(land_wid, -20, 20+2*(BUTTON_HEIGHT+20),
           BUTTON_WIDTH, BUTTON_HEIGHT, "btnRefuel",
           buf, spaceport_refuel);
-      if(player->credits < refuel_price()) // Not enough memory.
+      if(player->credits < refuel_price()) /* Not enough memory. */
         window_disableButton(land_wid, "btnRefuel");
     }
   }
@@ -1072,56 +1072,56 @@ void land(Planet* p) {
   landed = 1;
   hooks_run("land");
 
-  // Generate mission computer stuff.
+  /* Generate mission computer stuff. */
   mission_computer = missions_computer(&mission_ncomputer,
       land_planet->faction, land_planet->name, cur_system->name);
 
   if(!has_visited(VISITED_LAND)) {
-    // TODO: mission check.
+    /* TODO: mission check. */
     visited(VISITED_LAND);
   }
 }
 
-// Takeoff from the planet.
+/* Takeoff from the planet. */
 void takeoff(void) {
   int  sw, sh, i, h;
   char* lt;
 
   if(!landed) return;
 
-  // The music.
+  /* The music. */
   music_choose("takeoff");
 
   sw = land_planet->gfx_space->w;
   sh = land_planet->gfx_space->h;
 
-  // No longer authorized to land.
+  /* No longer authorized to land. */
   player_rmFlag(PLAYER_LANDACK);
 
-  // Set player to another position with random facing direction and no velocity.
+  /* Set player to another position with random facing direction and no velocity. */
   player_warp(land_planet->pos.x + RNG(-sw/2, sw/2),
       land_planet->pos.y + RNG(-sh/2, sh/2));
   vect_pset(&player->solid->vel, 0., 0.);
   player->solid->dir = RNG(0, 359) * M_PI/180.;
 
-  // Heal the player.
+  /* Heal the player. */
   player->armour = player->armour_max;
   player->shield = player->shield_max;
   player->energy = player->energy_max;
 
-  // Time goes by, triggers hook before takeoff.
+  /* Time goes by, triggers hook before takeoff. */
   ltime_inc(RNG(2*LTIME_UNIT_LENGTH, 3*LTIME_UNIT_LENGTH));
   lt = ltime_pretty(0);
   player_message("taking off from %s on %s", land_planet->name, lt);
   free(lt);
 
-  // Initialize the new space.
+  /* Initialize the new space. */
   h = hyperspace_target;
   space_init(NULL);
   hyperspace_target = h;
 
-  // Cleanup.
-  save_all(); // Must be before cleaning up planet. Duh!
+  /* Cleanup. */
+  save_all(); /* Must be before cleaning up planet. Duh! */
   land_planet = NULL;
   window_destroy(land_wid);
   landed = 0;
@@ -1129,7 +1129,7 @@ void takeoff(void) {
   hooks_run("takeoff");
   hooks_run("enter");
 
-  // Cleanup mission computer.
+  /* Cleanup mission computer. */
   for(i = 0; i < mission_ncomputer; i++)
     mission_cleanup(&mission_computer[i]);
   free(mission_computer);
diff --git a/src/lephisto.c b/src/lephisto.c
index 45d5bdd..e22e869 100644
--- a/src/lephisto.c
+++ b/src/lephisto.c
@@ -41,35 +41,35 @@
 #define FONT_SIZE       12
 #define FONT_SIZE_SMALL 10
 
-static int quit = 0; // Primary loop.
-unsigned int gtime = 0; // Calculate FPS and movement.
+static int quit = 0; /* Primary loop. */
+unsigned int gtime = 0; /* Calculate FPS and movement. */
 static char version[VERSION_LEN];
 
-// Just some default crap.
+/* Just some default crap. */
 char* data = NULL;
 char dataname[DATA_NAME_LEN] = "";
 int nosound = 0;
-int show_fps = 1; // Default - True.
+int show_fps = 1; /* Default - True. */
 int max_fps = 0;
 int indjoystick = -1;
 char* namjoystick = NULL;
 
-// Prototypes.
+/* Prototypes. */
 static void load_all(void);
 static void unload_all(void);
 void main_loop(void);
 static void display_fps(const double dt);
 static void window_caption(void);
 static void data_name(void);
-// Update.
+/* Update. */
 static void fps_control(void);
 static void update_all(void);
 static void render_all(void);
 
 
-// @brief The entry point of Lephisto.
-// @param[in] argc Number of arguments.
-// @param[in] argv Array of argc arguments.
+/* @brief The entry point of Lephisto. */
+/* @param[in] argc Number of arguments. */
+/* @param[in] argv Array of argc arguments. */
 #ifdef WIN32
 int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine,
                    int nCmdShow) {
@@ -81,42 +81,42 @@ int main(int argc, char** argv) {
 
   char buf[PATH_MAX];
 
-  // Print the version.
+  /* Print the version. */
   snprintf(version, VERSION_LEN, "%d.%d.%d", VMAJOR, VMINOR, VREV);
   LOG(" "APPNAME" v%s", version);
 
-  // Initialize SDL for possible warnings.
+  /* Initialize SDL for possible warnings. */
   SDL_Init(0);
 
-  // Input must be initialized for config to work.
+  /* Input must be initialized for config to work. */
   input_init();
 
-  // Create the home directory if needed.
+  /* Create the home directory if needed. */
   if(lfile_dirMakeExist("."))
     WARN("Unable to create lephisto directory '%s'", lfile_basePath());
 
-  // Set the configuration.
+  /* Set the configuration. */
   snprintf(buf, PATH_MAX, "%s"CONF_FILE, lfile_basePath());
-  conf_setDefaults(); // Default config values.
-  conf_loadConfig(buf); // Have Lua parse config.
-  conf_parseCLI(argc, argv); // Parse CLI arguments.
+  conf_setDefaults(); /* Default config values. */
+  conf_loadConfig(buf); /* Have Lua parse config. */
+  conf_parseCLI(argc, argv); /* Parse CLI arguments. */
 
-  // Load the data basics.
+  /* Load the data basics. */
   data_name();
   LOG(" %s", dataname);
   DEBUG();
 
-  // Random numbers.
+  /* Random numbers. */
   rng_init();
 
   if(gl_init()) {
-    // Initializes video output.
+    /* Initializes video output. */
     ERR("Initializing video output failed, exiting...");
     SDL_Quit();
     exit(EXIT_FAILURE);
   }
 
-  // See if the data file is valid.
+  /* See if the data file is valid. */
   if(pack_check(data)) {
     ERR("Data file '%s' not found", DATA);
     WARN("You can specify what data file you want to use with '-d'");
@@ -127,7 +127,7 @@ int main(int argc, char** argv) {
 
   window_caption();
 
-  // OpenAL sound.
+  /* OpenAL sound. */
   if(nosound)
     LOG("Sound is disabled!");
   else {
@@ -135,12 +135,12 @@ int main(int argc, char** argv) {
     music_choose("load");
   }
 
-  // Input.
+  /* Input. */
   if((indjoystick >= 0) || (namjoystick != NULL)) {
     if(joystick_init())
       WARN("Error initializing joystick input");
     if(namjoystick != NULL) {
-      // Use a joystick name to find joystick.
+      /* Use a joystick name to find joystick. */
       if(joystick_use(joystick_get(namjoystick))) {
         WARN("Failure to open any joystick, falling back to default keybinds");
         input_setDefault();
@@ -148,78 +148,78 @@ int main(int argc, char** argv) {
       free(namjoystick);
     }
     else if(indjoystick >= 0)
-      // Must be using an id instead.
+      /* Must be using an id instead. */
       if(joystick_use(indjoystick)) {
         WARN("Failure to open any joystick, falling back to default keybinds");
         input_setDefault();
       }
   }
 
-  // Misc.
+  /* Misc. */
   if(ai_init())
     WARN("Error initializing AI");
 
-  // Misc openGL init stuff.
-  gl_fontInit(NULL, NULL, FONT_SIZE); // Init default font size.
-  gl_fontInit(&gl_smallFont, NULL, FONT_SIZE_SMALL); // Small font.
-  gui_init(); // Init the GUI crap.
-  toolkit_init(); // Init the toolkit.
+  /* Misc openGL init stuff. */
+  gl_fontInit(NULL, NULL, FONT_SIZE); /* Init default font size. */
+  gl_fontInit(&gl_smallFont, NULL, FONT_SIZE_SMALL); /* Small font. */
+  gui_init(); /* Init the GUI crap. */
+  toolkit_init(); /* Init the toolkit. */
 
-  // Data loading.
+  /* Data loading. */
   load_all();
 
   menu_main();
 
-  gtime = SDL_GetTicks(); // Init the time.
+  gtime = SDL_GetTicks(); /* Init the time. */
 
-  // Main loop.
+  /* Main loop. */
   SDL_Event event;
-  // flushes the event loop, since I notices that when the joystick is loaded, it
-  // creates button events that results in the player starting out accelerating.
+  /* flushes the event loop, since I notices that when the joystick is loaded, it */
+  /* creates button events that results in the player starting out accelerating. */
   while(SDL_PollEvent(&event));
   while(!quit) {
-    // Event loop.
+    /* Event loop. */
     while(SDL_PollEvent(&event)) {
-      if(event.type == SDL_QUIT) quit = 1; // Handle quit.
+      if(event.type == SDL_QUIT) quit = 1; /* Handle quit. */
 
-      input_handle(&event); // handles all the events the player keybinds.
+      input_handle(&event); /* handles all the events the player keybinds. */
     }
     main_loop();
   }
 
-  // Clean up some stuff.
-  player_cleanup(); // Cleans up the player stuff.
-  gui_free();       // Free up the gui.
-  weapon_exit();    // Destroy all active weapons.
-  space_exit();     // Clean up the universe!!!
-  pilots_free();    // Free the pilots, they where locked up D:
-  space_exit();     // Cleans up the universe itself.
+  /* Clean up some stuff. */
+  player_cleanup(); /* Cleans up the player stuff. */
+  gui_free();       /* Free up the gui. */
+  weapon_exit();    /* Destroy all active weapons. */
+  space_exit();     /* Clean up the universe!!! */
+  pilots_free();    /* Free the pilots, they where locked up D: */
+  space_exit();     /* Cleans up the universe itself. */
 
-  // Unload data.
+  /* Unload data. */
   unload_all();
 
-  // Cleanup opengl fonts.
+  /* Cleanup opengl fonts. */
   gl_freeFont(NULL);
   gl_freeFont(&gl_smallFont);
 
-  // Exit subsystems.
-  toolkit_exit();   // Kill the toolkit.
-  ai_exit();        // Stop the Lua AI magicness.
-  joystick_exit();  // Release joystick.
-  input_exit();     // Clean up keybindings.
-  gl_exit();        // Kills video output.
-  sound_exit();     // Kills the sound.
-  SDL_Quit();       // Quits SDL.
+  /* Exit subsystems. */
+  toolkit_exit();   /* Kill the toolkit. */
+  ai_exit();        /* Stop the Lua AI magicness. */
+  joystick_exit();  /* Release joystick. */
+  input_exit();     /* Clean up keybindings. */
+  gl_exit();        /* Kills video output. */
+  sound_exit();     /* Kills the sound. */
+  SDL_Quit();       /* Quits SDL. */
 
-  // All is good.
+  /* All is good. */
   exit(EXIT_SUCCESS);
 }
 
 void load_all(void) {
-  // Ordering of these is very important as they are interdependent.
+  /* Ordering of these is very important as they are interdependent. */
   commodity_load();
-  factions_load(); // Dep for fleet, space, missions.
-  missions_load(); // No dep.
+  factions_load(); /* Dep for fleet, space, missions. */
+  missions_load(); /* No dep. */
   spfx_load();
   outfit_load();
   ships_load();
@@ -227,63 +227,63 @@ void load_all(void) {
   space_load();
 }
 
-// @brief Unloads all data, simplifies main().
+/* @brief Unloads all data, simplifies main(). */
 void unload_all(void) {
-  // Data unloading - order should not matter, but inverse load_all is good.
+  /* Data unloading - order should not matter, but inverse load_all is good. */
   fleet_free();
   ships_free();
   outfit_free();
-  spfx_free();      // Remove the special effects.
+  spfx_free();      /* Remove the special effects. */
   missions_free();
   factions_free();
   commodity_free();
 }
 
-// @brief Slip main loop from main() for secondary loop hack in toolkit.c.
+/* @brief Slip main loop from main() for secondary loop hack in toolkit.c. */
 void main_loop(void) {
-  sound_update(); // Do sound stuff.
+  sound_update(); /* Do sound stuff. */
 
   glClear(GL_COLOR_BUFFER_BIT);
 
-  fps_control(); // Everyone loves fps control..
-  if(toolkit) toolkit_update(); // To simulate key repetition.
+  fps_control(); /* Everyone loves fps control.. */
+  if(toolkit) toolkit_update(); /* To simulate key repetition. */
   if(!menu_isOpen(MENU_MAIN)) {
-    if(!paused) update_all(); // Update game.
+    if(!paused) update_all(); /* Update game. */
     render_all();
   }
   if(toolkit) toolkit_render();
 
-  gl_checkErr(); // Check error every loop.
+  gl_checkErr(); /* Check error every loop. */
 
   SDL_GL_SwapBuffers();
 }
 
 static double fps_dt = 1.;
 static double dt = 0.;
-// @brief Controls the FPS.
+/* @brief Controls the FPS. */
 static void fps_control(void) {
   unsigned int t;
 
-  // dt in ms/1000.
+  /* dt in ms/1000. */
   t = SDL_GetTicks();
   dt = (double)(t-gtime)/1000.;
   gtime = t;
 
-  if(paused) SDL_Delay(10); // Drop paused FPS to be nice to the CPU.
+  if(paused) SDL_Delay(10); /* Drop paused FPS to be nice to the CPU. */
 
-  // If the fps is limited..
+  /* If the fps is limited.. */
   if((max_fps != 0) && (dt < 1./max_fps)) {
     double delay = 1./max_fps - dt;
     SDL_Delay(delay);
-    fps_dt += delay; // Make sure it displays the propper FPS.
+    fps_dt += delay; /* Make sure it displays the propper FPS. */
   }
 }
 
-// @brief Updates the game itself (player flying around etc).
+/* @brief Updates the game itself (player flying around etc). */
 static void update_all(void) {
 #if 0
   if(dt > 1./30.) {
-    // Slow timers down and re-run calculations.
+    /* Slow timers down and re-run calculations. */
     pause_delay((unsigned int)dt*1000.);
     return;
   }
@@ -294,35 +294,35 @@ static void update_all(void) {
   pilots_update(dt);
 }
 
-// @brief == Renders the game. ===========================
-// Blitting order. (layers)
-//
-//    BG  | Stars and planets.
-//        | Background player stuff (planet targetting)
-//        | Background particles.
-//        | Back layer weapons.
-//        X
-//    N   | NPC ships.
-//        | Front layer weapons.
-//        | Normal layer particles (above ships).
-//        X
-//    FG  | Player.
-//        | Foreground particles.
-//        | Text and GUI.
-// ========================================================
+/* @brief == Renders the game. =========================== */
+/* Blitting order. (layers) */
+/* */
+/*    BG  | Stars and planets. */
+/*        | Background player stuff (planet targetting) */
+/*        | Background particles. */
+/*        | Back layer weapons. */
+/*        X */
+/*    N   | NPC ships. */
+/*        | Front layer weapons. */
+/*        | Normal layer particles (above ships). */
+/*        X */
+/*    FG  | Player. */
+/*        | Foreground particles. */
+/*        | Text and GUI. */
+/* ======================================================== */
 static void render_all(void) {
-  // Setup.
+  /* Setup. */
   spfx_start(dt);
-  // BG.
+  /* BG. */
   space_render(dt);
   planets_render();
   player_renderBG();
   weapons_render(WEAPON_LAYER_BG);
-  // N.
+  /* N. */
   pilots_render();
   weapons_render(WEAPON_LAYER_FG);
   spfx_render(SPFX_LAYER_BACK);
-  // FG.
+  /* FG. */
   player_render();
   spfx_render(SPFX_LAYER_FRONT);
   display_fps(dt);
@@ -331,13 +331,13 @@ static void render_all(void) {
 
 static double fps = 0.;
 static double fps_cur = 0.;
-// @brief Displays FPS on the screen.
+/* @brief Displays FPS on the screen. */
 static void display_fps(const double dt) {
   double x, y;
   fps_dt += dt;
   fps_cur += 1.;
   if(fps_dt > 1.) {
-    // Recalculate every second.
+    /* Recalculate every second. */
     fps = fps_cur / fps_dt;
     fps_dt = fps_cur = 0.;
   }
@@ -348,12 +348,12 @@ static void display_fps(const double dt) {
     gl_print(NULL, x, y, NULL, "%3.2f", fps);
 }
 
-// @brief Set the data module's name.
+/* @brief Set the data module's name. */
 static void data_name(void) {
   uint32_t bufsize;
   char* buf;
 
-  // Check if data file is valid.
+  /* Check if data file is valid. */
   if(pack_check(DATA)) {
     ERR("Data file '%s' not found", data);
     WARN("You should specify which data file to use with '-d'");
@@ -362,7 +362,7 @@ static void data_name(void) {
     exit(EXIT_FAILURE);
   }
 
-  // Check the version.
+  /* Check the version. */
   buf = pack_readfile(DATA, VERSION_FILE, &bufsize);
 
   if(strncmp(buf, version, bufsize) != 0) {
@@ -372,7 +372,7 @@ static void data_name(void) {
 
   free(buf);
 
-  // Load the datafiles name.
+  /* Load the datafiles name. */
   buf = pack_readfile(DATA, START_DATA, &bufsize);
 
   xmlNodePtr node;
@@ -384,7 +384,7 @@ static void data_name(void) {
     return;
   }
 
-  node = node->xmlChildrenNode; // First node.
+  node = node->xmlChildrenNode; /* First node. */
   if(node == NULL) {
     ERR("Malformed '"START_DATA"' file: does not contain elements");
     return;
@@ -401,7 +401,7 @@ static void data_name(void) {
   xmlCleanupParser();
 }
 
-// @brief Set the window caption.
+/* @brief Set the window caption. */
 static void window_caption(void) {
   char tmp[DATA_NAME_LEN+10];
 
diff --git a/src/lfile.c b/src/lfile.c
index 0e039fc..6ad6eda 100644
--- a/src/lfile.c
+++ b/src/lfile.c
@@ -14,7 +14,7 @@
 #include "log.h"
 #include "lfile.h"
 
-// Return lephisto's base path.
+/* Return lephisto's base path. */
 static char lephisto_base[128] = "\0";
 char* lfile_basePath(void) {
   char* home;
@@ -29,8 +29,8 @@ char* lfile_basePath(void) {
   return lephisto_base;
 }
 
-// Check if a directory exists, and create it if it doesn't.
-// Based on lephisto_base.
+/* Check if a directory exists, and create it if it doesn't. */
+/* Based on lephisto_base. */
 int lfile_dirMakeExist(char* path) {
   char file[PATH_MAX];
 
@@ -54,7 +54,7 @@ int lfile_dirMakeExist(char* path) {
   return 0;
 }
 
-// Check if a file exists.
+/* Check if a file exists. */
 int lfile_fileExists(char* path, ...) {
   char file[PATH_MAX], name[PATH_MAX];
   va_list ap;
@@ -62,7 +62,7 @@ int lfile_fileExists(char* path, ...) {
 
   l = 0;
   if(path == NULL) return -1;
-  else { // Get the message.
+  else { /* Get the message. */
     va_start(ap, path);
     vsnprintf(name, PATH_MAX-l, path, ap);
     l = strlen(name);
@@ -73,13 +73,13 @@ int lfile_fileExists(char* path, ...) {
 #ifdef LINUX
   struct stat buf;
 
-  if(stat(file, &buf)==0) // Stat worked, file must exist.
+  if(stat(file, &buf)==0) /* Stat worked, file must exist. */
     return 1;
 #endif
   return 0;
 }
 
-// List all the files in a dir (besides . and ..).
+/* List all the files in a dir (besides . and ..). */
 char** lfile_readDir(int* lfiles, char* path) {
   char file[PATH_MAX];
   char** files;
@@ -119,7 +119,7 @@ char** lfile_readDir(int* lfiles, char* path) {
   closedir(d);
 #endif
 
-  // What if we find nothing?
+  /* What if we find nothing? */
   if((*lfiles) == 0) {
     free(files);
     files = NULL;
diff --git a/src/llua.c b/src/llua.c
index 81af2a5..2a0812e 100644
--- a/src/llua.c
+++ b/src/llua.c
@@ -10,16 +10,16 @@
 #include "lluadef.h"
 #include "llua.h"
 
-// -- Libraries. --
+/* -- Libraries. -- */
 
-// Lephisto.
+/* Lephisto. */
 static int lephisto_lang(lua_State* L);
 static const luaL_reg lephisto_methods[] = {
   { "lang", lephisto_lang },
   { 0, 0 }
 };
 
-// Space.
+/* Space. */
 static int space_getPlanet(lua_State* L);
 static int space_getSystem(lua_State* L);
 static int space_landName(lua_State* L);
@@ -34,7 +34,7 @@ static const luaL_reg space_methods[] = {
   { 0, 0 }
 };
 
-// Time.
+/* Time. */
 static int time_get(lua_State* L);
 static int time_str(lua_State* L);
 static int time_units(lua_State* L);
@@ -45,14 +45,14 @@ static const luaL_reg time_methods[] = {
   {0, 0}
 };
 
-// RND.
+/* RND. */
 static int rnd_int(lua_State*L);
 static const luaL_reg rnd_methods[] = {
   { "int",    rnd_int },
   { 0, 0 }
 };
 
-// Toolkit.
+/* Toolkit. */
 static int tk_msg(lua_State* L);
 static int tk_yesno(lua_State* L);
 static int tk_input(lua_State* L);
@@ -63,7 +63,7 @@ static const luaL_reg tk_methods[] = {
   { 0, 0 }
 };
 
-// Individual libraries.
+/* Individual libraries. */
 int lua_loadLephisto(lua_State* L) {
   luaL_register(L, "lephisto", lephisto_methods);
   return 0;
@@ -91,14 +91,14 @@ int lua_loadTk(lua_State* L) {
   return 0;
 }
 
-// -- Lephisto. --
+/* -- Lephisto. -- */
 static int lephisto_lang(lua_State* L) {
-  // TODO: multilanguage stuff.
+  /* TODO: multilanguage stuff. */
   lua_pushstring(L, "en");
   return 1;
 }
 
-// -- Space. --
+/* -- Space. -- */
 static int space_getPlanet(lua_State* L) {
   int i;
   int *factions;
@@ -108,7 +108,7 @@ static int space_getPlanet(lua_State* L) {
   char* rndplanet;
 
   if(lua_gettop(L) == 0) {
-    // Get random planet.
+    /* Get random planet. */
     lua_pushstring(L, space_getRndPlanet());
     return 1;
   }
@@ -121,7 +121,7 @@ static int space_getPlanet(lua_State* L) {
     planets = space_getFactionPlanet(&nplanets, &i, 1);
   }
   else if(lua_istable(L, -1)) {
-    // Load up the table.
+    /* Load up the table. */
     lua_pushnil(L);
     nfactions = (int) lua_gettop(L);
     factions = malloc(sizeof(int) * nfactions);
@@ -130,15 +130,15 @@ static int space_getPlanet(lua_State* L) {
       factions[i++] = (int) lua_tonumber(L, -1);
       lua_pop(L, 1);
     }
-    // Get the planets.
+    /* Get the planets. */
     planets = space_getFactionPlanet(&nplanets, factions, nfactions);
     free(factions);
   }
-  else return 0; // Nothing useful.
+  else return 0; /* Nothing useful. */
 
-  // Choose random planet.
+  /* Choose random planet. */
   if(nplanets == 0) {
-    // No suitable planet.
+    /* No suitable planet. */
     free(planets);
     return 0;
   }
@@ -197,7 +197,7 @@ static int space_jumpDist(lua_State* L) {
   return 1;
 }
 
-// -- Time. --
+/* -- Time. -- */
 static int time_get(lua_State* L) {
   lua_pushnumber(L, ltime_get());
   return 1;
@@ -222,32 +222,32 @@ static int time_units(lua_State* L) {
   return 1;
 }
 
-// -- RND. --
+/* -- RND. -- */
 static int rnd_int(lua_State* L) {
   int o;
 
   o = lua_gettop(L);
 
-  if(o == 0) lua_pushnumber(L, RNGF()); // Random double o <= x <= 1.
+  if(o == 0) lua_pushnumber(L, RNGF()); /* Random double o <= x <= 1. */
   else if(o == 1) {
-    // Random int 0 <= x <= param.
+    /* Random int 0 <= x <= param. */
     if(lua_isnumber(L, -1))
       lua_pushnumber(L, RNG(0, (int)lua_tonumber(L, -1)));
     else return 0;
   }
   else if(o >= 2) {
-    // Random int param 1 <= x <= param 2.
+    /* Random int param 1 <= x <= param 2. */
     if(lua_isnumber(L, -1) && lua_isnumber(L, -2))
       lua_pushnumber(L, RNG((int)lua_tonumber(L, -2), (int)lua_tonumber(L, -1)));
     else return 0;
   }
   else return 0;
   
-  // Unless it's returned 0 already it'll always return param.
+  /* Unless it's returned 0 already it'll always return param. */
   return 1;
 }
 
-// -- Toolkit. --
+/* -- Toolkit. -- */
 
 static int tk_msg(lua_State* L) {
   char* title, *str;
diff --git a/src/ltime.c b/src/ltime.c
index 28d8d1a..25690d0 100644
--- a/src/ltime.c
+++ b/src/ltime.c
@@ -7,12 +7,12 @@
 
 static unsigned int lephisto_time = 0;
 
-// Get the current time.
+/* Get the current time. */
 unsigned int ltime_get(void) {
   return lephisto_time;
 }
 
-// Return the time in pretty text.
+/* Return the time in pretty text. */
 char* ltime_pretty(unsigned int t) {
   unsigned int lt;
   int maj, stu;
@@ -21,24 +21,24 @@ char* ltime_pretty(unsigned int t) {
   if(t == 0) lt = lephisto_time;
   else lt = t;
 
-  // UST (Universal Synchronized Time) - unit is STU (Syncronized Time Unit).
+  /* UST (Universal Synchronized Time) - unit is STU (Syncronized Time Unit). */
   maj = lt / (1000*LTIME_UNIT_LENGTH);
   stu = (lt / (LTIME_UNIT_LENGTH)) % 1000;
-  if(maj == 0) // Only STU.
+  if(maj == 0) /* Only STU. */
     snprintf(str, 128, "%03d STU", stu);
-  else // Full format.
+  else /* Full format. */
     snprintf(str, 128, "UST %d.%03d", maj, stu);
   ret = strdup(str);
 
   return ret;
 }
 
-// Set the time absolutely, does *not* generate an event, used at init.
+/* Set the time absolutely, does *not* generate an event, used at init. */
 void ltime_set(unsigned int t) {
   lephisto_time = t;
 }
 
-// Set the time relatively.
+/* Set the time relatively. */
 void ltime_inc(unsigned int t) {
   lephisto_time += t;
 
diff --git a/src/map.c b/src/map.c
index 271e06f..665918f 100644
--- a/src/map.c
+++ b/src/map.c
@@ -15,20 +15,20 @@
 #define BUTTON_HEIGHT  40
 
 static int   map_wid  = 0;
-static double map_zoom = 1.;          // Zoom of the map.
-static double map_xpos  = 0.;         // Map position.
+static double map_zoom = 1.;          /* Zoom of the map. */
+static double map_xpos  = 0.;         /* Map position. */
 static double map_ypos  = 0.;
 static int map_selected = -1;
-static StarSystem** map_path = NULL;  // The path to current selected system.
+static StarSystem** map_path = NULL;  /* The path to current selected system. */
 static int map_npath = 0;
 
-static int map_drag = 0;              // Is the user dragging the map?
+static int map_drag = 0;              /* Is the user dragging the map? */
 
-// Extern.
-// space.c
+/* Extern. */
+/* space.c */
 extern StarSystem* systems_stack;
 extern int systems_nstack;
-// player.c
+/* player.c */
 extern int planet_target;
 extern int hyperspace_target;
 
@@ -40,14 +40,14 @@ static void map_mouse(SDL_Event* event, double mx, double my);
 static void map_buttonZoom(char* str);
 static void map_selectCur(void);
 
-// Open the map window.
+/* Open the map window. */
 void map_open(void) {
   if(map_wid) {
     map_close(NULL);
     return;
   }
 
-  // Set the position to focus on current system.
+  /* Set the position to focus on current system. */
   map_xpos = cur_system->pos.x;
   map_ypos = cur_system->pos.y;
 
@@ -99,7 +99,7 @@ static void map_update(void) {
   window_modifyText(map_wid, "txtSysname", sys->name);
 
   if(sys->nplanets == 0)
-    // No planets -> no factions.
+    /* No planets -> no factions. */
     snprintf(buf, 100, "NA");
   else {
     f = -1;
@@ -108,13 +108,13 @@ static void map_update(void) {
         f = sys->planets[i].faction;
       else if(f != sys->planets[i].faction &&
           (sys->planets[i].faction!=0)) {
-        // TODO: more verbosity.
+        /* TODO: more verbosity. */
         snprintf(buf, 100, "Multiple");
         break;
       }
     }
     if(i == sys->nplanets)
-      // Saw them all, and all the same.
+      /* Saw them all, and all the same. */
       snprintf(buf, 100, "%s", faction_name(f));
   }
 
@@ -134,7 +134,7 @@ static void map_update(void) {
   window_modifyText(map_wid, "txtPlanets", buf);
 }
 
-// Return 1 if sys is part of the map_path.
+/* Return 1 if sys is part of the map_path. */
 static int map_inPath(StarSystem* sys) {
   int i, f;
 
@@ -148,7 +148,7 @@ static int map_inPath(StarSystem* sys) {
   return 0;
 }
 
-// Render the map as a custom widget.
+/* Render the map as a custom widget. */
 static void map_render(double bx, double by, double w, double h) {
   int i, j, n, m;
   double x, y, r, tx, ty;
@@ -158,7 +158,7 @@ static void map_render(double bx, double by, double w, double h) {
   r = 5.;
   x = (bx - map_xpos + w/2) * 1.;
   y = (by - map_ypos + h/2) * 1.;
-  // Background
+  /* Background */
   COLOUR(cBlack);
   glBegin(GL_QUADS);
   glVertex2d(bx,   by);
@@ -167,13 +167,13 @@ static void map_render(double bx, double by, double w, double h) {
   glVertex2d(bx+w, by);
   glEnd();
 
-  // Render the star systems.
+  /* Render the star systems. */
   for(i = 0; i < systems_nstack; i++) {
     sys = &systems_stack[i];
 
-    // Draw the system.
+    /* Draw the system. */
     if(sys == cur_system) COLOUR(cRadar_targ);
-    else if(sys->nplanets==0) COLOUR(cInert); // TODO: dependant on planet type.
+    else if(sys->nplanets==0) COLOUR(cInert); /* TODO: dependant on planet type. */
     else if(areEnemies(player->faction, sys->faction)) COLOUR(cRed);
     else COLOUR(cYellow);
 
@@ -181,28 +181,28 @@ static void map_render(double bx, double by, double w, double h) {
                         y + sys->pos.y*map_zoom,
                         r, bx, by, w, h);
 
-    // Draw the system name.
+    /* Draw the system name. */
     tx = x + 7. + sys->pos.x * map_zoom;
     ty = y - 5. + sys->pos.y * map_zoom;
     gl_print(&gl_smallFont,
         tx + SCREEN_W/2., ty + SCREEN_H/2.,
         &cWhite, sys->name);
 
-    // Draw the hyperspace paths.
+    /* Draw the hyperspace paths. */
     glShadeModel(GL_SMOOTH);
-    // Cheaply use transparency instead of actually
-    // calculating from x to y the line must go. :)
+    /* Cheaply use transparency instead of actually */
+    /* calculating from x to y the line must go. :) */
     for(j = 0; j < sys->njumps; j++) {
       n = map_inPath(&systems_stack[sys->jumps[j]]);
       m = map_inPath(sys);
-      // Set the colours, is the route the current one?
+      /* Set the colours, is the route the current one? */
       if((hyperspace_target != -1) &&
           (((cur_system == sys) && (j == hyperspace_target)) ||
            ((cur_system == &systems_stack[sys->jumps[j]]) &&
             (sys == &systems_stack[cur_system->jumps[hyperspace_target]]))))
         col = &cGreen;
       else if((n > 0) && (m > 0)) {
-        if((n == 2) || (m == 2)) // Out of fuel.
+        if((n == 2) || (m == 2)) /* Out of fuel. */
           col = &cRed;
         else
           col = &cYellow;
@@ -225,7 +225,7 @@ static void map_render(double bx, double by, double w, double h) {
     }
     glShadeModel(GL_FLAT);
   }
-  // Selected planet.
+  /* Selected planet. */
   if(map_selected != -1) {
     sys = &systems_stack[map_selected];
     COLOUR(cRed);
@@ -234,13 +234,13 @@ static void map_render(double bx, double by, double w, double h) {
   }
 }
 
-// Map event handling.
+/* Map event handling. */
 static void map_mouse(SDL_Event* event, double mx, double my) {
   int i, j;
   double x, y, t;
   StarSystem* sys;
 
-  t = 13.*15.; // Threshold.
+  t = 13.*15.; /* Threshold. */
 
   mx -= MAP_WIDTH/2 - map_xpos;
   my -= MAP_HEIGHT/2 - map_ypos;
@@ -252,17 +252,17 @@ static void map_mouse(SDL_Event* event, double mx, double my) {
     else if(event->button.button == SDL_BUTTON_WHEELDOWN)
       map_buttonZoom("btnZoomIn");
 
-    // Selecting star system.
+    /* Selecting star system. */
     else {
       for(i = 0; i < systems_nstack; i++) {
         sys = &systems_stack[i];
 
-        // Get position.
+        /* Get position. */
         x = systems_stack[i].pos.x * map_zoom;
         y = systems_stack[i].pos.y * map_zoom;
 
         if((pow2(mx-x)+pow2(my-y)) < t) {
-          // Select the current system and make a path to it.
+          /* Select the current system and make a path to it. */
           map_selected = i;
           if(map_path)
             free(map_path);
@@ -272,10 +272,10 @@ static void map_mouse(SDL_Event* event, double mx, double my) {
           if(map_npath == 0)
             hyperspace_target = -1;
           else
-            // See if it a valid hyperspace target.
+            /* See if it a valid hyperspace target. */
             for(j = 0; j < cur_system->njumps; j++) {
               if(map_path[0] == &systems_stack[cur_system->jumps[j]]) {
-                planet_target = -1; // Override planet_target.
+                planet_target = -1; /* Override planet_target. */
                 hyperspace_target = j;
                 break;
               }
@@ -294,7 +294,7 @@ static void map_mouse(SDL_Event* event, double mx, double my) {
 
   case SDL_MOUSEMOTION:
     if(map_drag) {
-      // Axis is inverted.
+      /* Axis is inverted. */
       map_xpos -= event->motion.xrel;
       map_ypos += event->motion.yrel;
     }
@@ -314,7 +314,7 @@ static void map_buttonZoom(char* str) {
   }
 }
 
-// Set the map to sane defaults.
+/* Set the map to sane defaults. */
 void map_clear(void) {
   map_zoom = 1.;
   if(cur_system != NULL) {
@@ -330,7 +330,7 @@ void map_clear(void) {
     map_npath = 0;
   }
 
-  // Default system is current system.
+  /* Default system is current system. */
   map_selectCur();
 }
 
@@ -344,37 +344,37 @@ static void map_selectCur(void) {
       }
     }
   } else {
-    // Probably going to seg fault now..
+    /* Probably going to seg fault now.. */
     map_selected = -1;
   }
 }
 
-// Update the map after a jump.
+/* Update the map after a jump. */
 void map_jump(void) {
   int j;
 
-  // Set selected system to self.
+  /* Set selected system to self. */
   map_selectCur();
 
   map_xpos = cur_system->pos.x;
   map_ypos = cur_system->pos.y;
 
-  // Update path if set.
+  /* Update path if set. */
   if(map_path != NULL) {
     map_npath--;
     if(map_npath == 0) {
-      // Path is empty.
+      /* Path is empty. */
       free(map_path);
       map_path = NULL;
     } else {
-      // Get rid of bottom of the path.
+      /* Get rid of bottom of the path. */
       memcpy(&map_path[0], &map_path[1], sizeof(StarSystem*) * map_npath);
       map_path = realloc(map_path, sizeof(StarSystem*) * map_npath);
 
-      // Set the next jump to be the next in path.
+      /* Set the next jump to be the next in path. */
       for(j = 0; j < cur_system->njumps; j++) {
         if(map_path[0] == &systems_stack[cur_system->jumps[j]]) {
-          planet_target = -1; // Override planet_target.
+          planet_target = -1; /* Override planet_target. */
           hyperspace_target = j;
           break;
         }
diff --git a/src/menu.c b/src/menu.c
index 1153eee..9eb7dac 100644
--- a/src/menu.c
+++ b/src/menu.c
@@ -41,27 +41,27 @@
 
 int menu_open = 0;
 
-// Main menu.
+/* Main menu. */
 void menu_main_close(void);
 static void menu_main_load(char* str);
 static void menu_main_new(char* str);
-// Small menu.
+/* Small menu. */
 static void menu_small_close(char* str);
 static void edit_options(char* str);
 static void menu_small_exit(char* str);
 static void exit_game(void);
-// Information menu.
+/* Information menu. */
 static void menu_info_close(char* str);
-// Outfits submenu.
+/* Outfits submenu. */
 static void info_outfits_menu(char* str);
-// Mission submenu.
+/* Mission submenu. */
 static void info_missions_menu(char* str);
 static void mission_menu_abort(char* str);
 static void mission_menu_genList(int first);
 static void mission_menu_update(char* str);
-// Death menu.
+/* Death menu. */
 static void menu_death_main(char* str);
-// Generic.
+/* Generic. */
 static void menu_generic_close(char* str);
 
 void menu_main(void) {
@@ -70,13 +70,13 @@ void menu_main(void) {
 
   tex = pf_genFractal(SCREEN_W, SCREEN_H, 5.);
 
-  // Create background image window.
+  /* Create background image window. */
   bwid = window_create("BG", -1, -1, SCREEN_W, SCREEN_H);
   window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);
   window_addImage(bwid, 0, 0, "imgBG", tex, 0);
   window_imgColour(bwid, "imgBG", &cPurple);
 
-  // Create menu window.
+  /* Create menu window. */
   wid = window_create("Main Menu", -1, -1, MAIN_WIDTH, MAIN_HEIGHT);
   window_addButton(wid, 20, 20 + (BUTTON_HEIGHT+20)*3,
                    BUTTON_WIDTH, BUTTON_HEIGHT,
@@ -115,13 +115,13 @@ static void menu_main_new(char* str) {
   player_new();
 }
 
-// Ze ingame menu.
-// Small ingame menu.
+/* Ze ingame menu. */
+/* Small ingame menu. */
 void menu_small(void) {
   if(menu_isOpen(MENU_MAIN) ||
      menu_isOpen(MENU_SMALL) ||
      menu_isOpen(MENU_DEATH))
-    return; // It's already open..
+    return; /* It's already open.. */
 
   unsigned int wid;
 
@@ -155,17 +155,17 @@ static void menu_small_exit(char* str) {
   menu_main();
 }
 
-// Edit the options.
+/* Edit the options. */
 static void edit_options(char* str) {
   (void)str;
-  // TODO
+  /* TODO */
 }
 
-// Exit the game.
+/* Exit the game. */
 static void exit_game(void) {
-  // If landed we must save anyways.
+  /* If landed we must save anyways. */
   if(landed) {
-    // Increment time to match takeoff.
+    /* Increment time to match takeoff. */
     ltime_inc(RNG(2*LTIME_UNIT_LENGTH, 3*LTIME_UNIT_LENGTH));
     save_all();
   }
@@ -174,7 +174,7 @@ static void exit_game(void) {
   SDL_PushEvent(&quit);
 }
 
-// Info menu.
+/* Info menu. */
 void menu_info(void) {
   if(menu_isOpen(MENU_INFO)) return;
 
@@ -183,7 +183,7 @@ void menu_info(void) {
   unsigned int wid;
   wid = window_create("Info", -1, -1, INFO_WIDTH, INFO_HEIGHT);
 
-  // Pilot generics.
+  /* Pilot generics. */
   lt = ltime_pretty(ltime_get());
   window_addText(wid, 20, 20, 120, INFO_HEIGHT-60,
                  0, "txtDPilot", &gl_smallFont, &cDConsole,
@@ -211,7 +211,7 @@ void menu_info(void) {
                  0, "txtPilot", &gl_smallFont, &cBlack, str);
   free(lt);
 
-  // Menu.
+  /* Menu. */
   window_addButton(wid, -20, (20 + BUTTON_HEIGHT)*4 + 20,
                    BUTTON_WIDTH, BUTTON_HEIGHT,
                    player->ship->name, "Ship", ship_view);
@@ -261,14 +261,14 @@ static void info_outfits_menu(char* str) {
                    "closeOutfits", "Close", menu_generic_close);
 }
 
-// Show the player's active missions.
+/* Show the player's active missions. */
 static void info_missions_menu(char* str) {
   (void)str;
   unsigned int wid;
 
   wid = window_create("Missions", -1, -1, MISSIONS_WIDTH, MISSIONS_HEIGHT);
 
-  // Buttons.
+  /* Buttons. */
   window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
                    "closeMissions", "Back", menu_generic_close);
 
@@ -276,7 +276,7 @@ static void info_missions_menu(char* str) {
                    BUTTON_WIDTH, BUTTON_HEIGHT, "btnAbortMission", "Abort",
                    mission_menu_abort);
 
-  // Text.
+  /* Text. */
   window_addText(wid, 300+40, -60,
                  200, 40, 0, "txtSReward",
                  &gl_smallFont, &cDConsole, "Reward:");
@@ -288,7 +288,7 @@ static void info_missions_menu(char* str) {
                  200, MISSIONS_HEIGHT - BUTTON_WIDTH - 120, 0,
                  "txtDesc", &gl_smallFont, &cBlack, NULL);
 
-  // List.
+  /* List. */
   mission_menu_genList(1);
 }
 
@@ -302,14 +302,14 @@ static void mission_menu_genList(int first) {
   if(!first)
     window_destroyWidget(wid, "lstMission");
 
-  // List.
+  /* List. */
   misn_names = malloc(sizeof(char*) * MISSION_MAX);
   j = 0;
   for(i = 0; i < MISSION_MAX; i++)
     if(player_missions[i].id != 0)
       misn_names[j++] = strdup(player_missions[i].title);
   if(j == 0) {
-    // No missions.
+    /* No missions. */
     free(misn_names);
     misn_names = malloc(sizeof(char*));
     misn_names[0] = strdup("No Missions");
@@ -366,7 +366,7 @@ static void mission_menu_abort(char* str) {
   }
 }
 
-// Pilot dead.
+/* Pilot dead. */
 void menu_death(void) {
   unsigned int wid;
   wid = window_create("Death", -1, -1, DEATH_WIDTH, DEATH_HEIGHT);
@@ -391,8 +391,8 @@ static void menu_death_main(char* str) {
   menu_main();
 }
 
-// Generic close approach.
+/* Generic close approach. */
 static void menu_generic_close(char* str) {
-  window_destroy(window_get(str+5)); // closeFoo -> Foo.
+  window_destroy(window_get(str+5)); /* closeFoo -> Foo. */
 }
 
diff --git a/src/misn_lua.c b/src/misn_lua.c
index 6f3e48a..444f3a6 100644
--- a/src/misn_lua.c
+++ b/src/misn_lua.c
@@ -22,7 +22,7 @@
 #include "xml.h"
 #include "misn_lua.h"
 
-// Similar to lua vars, but with less variety.
+/* Similar to lua vars, but with less variety. */
 #define MISN_VAR_NIL    0
 #define MISN_VAR_NUM    1
 #define MISN_VAR_BOOL   2
@@ -37,27 +37,27 @@ typedef struct misn_var_ {
   } d;
 } misn_var;
 
-// Variable stack.
+/* Variable stack. */
 static misn_var* var_stack = NULL;
 static int var_nstack = 0;
 static int var_mstack = 0;
 
-// Current mission.
+/* Current mission. */
 static Mission* cur_mission = NULL;
-static int misn_delete = 0; // If 1 delete current mission.
+static int misn_delete = 0; /* If 1 delete current mission. */
 
-// Static.
+/* Static. */
 static int var_add(misn_var* var);
 static void var_free(misn_var* var);
 static unsigned int  hook_generic(lua_State* L, char* stack);
-// Extern.
+/* Extern. */
 int misn_run(Mission* misn, char* func);
 int var_save(xmlTextWriterPtr writer);
 int var_load(xmlNodePtr parent);
 
-// -- Libraries. --
+/* -- Libraries. -- */
 
-// Mission.
+/* Mission. */
 static int misn_setTitle(lua_State* L);
 static int misn_setDesc(lua_State* L);
 static int misn_setReward(lua_State* L);
@@ -74,7 +74,7 @@ static const luaL_reg misn_methods[] = {
   { 0, 0 }
 };
 
-// Var.
+/* Var. */
 static int var_peek(lua_State* L);
 static int var_pop(lua_State* L);
 static int var_push(lua_State* L);
@@ -85,13 +85,13 @@ static const luaL_reg var_methods[] = {
   {0, 0}
 };
 
-// Only conditional.
+/* Only conditional. */
 static const luaL_reg var_cond_methods[] = {
   { "peek", var_peek },
   {0, 0 }
 };
 
-// Player.
+/* Player. */
 static int player_getname(lua_State* L);
 static int player_shipname(lua_State* L);
 static int player_freeSpace(lua_State* L);
@@ -114,7 +114,7 @@ static const luaL_reg player_methods[] = {
   { 0, 0 }
 };
 
-// Hooks.
+/* Hooks. */
 static int hook_land(lua_State* L);
 static int hook_takeoff(lua_State* L);
 static int hook_time(lua_State* L);
@@ -129,7 +129,7 @@ static const luaL_reg hook_methods[] = {
   { 0, 0 }
 };
 
-// Pilots.
+/* Pilots. */
 static int pilot_addFleet(lua_State* L);
 static int pilot_rename(lua_State* L);
 static const luaL_reg pilot_methods[] = {
@@ -138,7 +138,7 @@ static const luaL_reg pilot_methods[] = {
   { 0, 0 }
 };
 
-// Register all the libaries.
+/* Register all the libaries. */
 int misn_loadLibs(lua_State* L) {
   lua_loadLephisto(L);
   lua_loadMisn(L);
@@ -159,7 +159,7 @@ int misn_loadCondLibs(lua_State* L) {
   return 0;
 }
 
-// Individual libarary loading.
+/* Individual libarary loading. */
 int lua_loadMisn(lua_State* L) {
   luaL_register(L, "misn",      misn_methods);
   return 0;
@@ -188,9 +188,9 @@ int lua_loadPilot(lua_State* L) {
   return 0;
 }
 
-// Run a mission function.
-//
-// -1 on error, 1 on misn.finish() call and 0 normally.
+/* Run a mission function. */
+/* */
+/* -1 on error, 1 on misn.finish() call and 0 normally. */
 int misn_run(Mission* misn, char* func) {
   int i, ret;
   char* err;
@@ -200,7 +200,7 @@ int misn_run(Mission* misn, char* func) {
 
   lua_getglobal(misn->L, func);
   if((ret = lua_pcall(misn->L, 0, 0, 0))) {
-    // Did an oops.
+    /* Did an oops. */
     err = (lua_isstring(misn->L, -1)) ? (char*) lua_tostring(misn->L, -1) : NULL;
     if(strcmp(err, "Mission Done"))
       WARN("Mission '%s' -> '%s' : %s",
@@ -208,7 +208,7 @@ int misn_run(Mission* misn, char* func) {
     else ret = 1;
   }
 
-  // Mission is finished.
+  /* Mission is finished. */
   if(misn_delete) {
     mission_cleanup(cur_mission);
     for(i = 0; i < MISSION_MAX; i++)
@@ -223,7 +223,7 @@ int misn_run(Mission* misn, char* func) {
   return ret;
 }
 
-// Save the mission variables.
+/* Save the mission variables. */
 int var_save(xmlTextWriterPtr writer) {
   int i;
 
@@ -251,14 +251,14 @@ int var_save(xmlTextWriterPtr writer) {
         xmlw_str(writer, var_stack[i].d.str);
         break;
     }
-    xmlw_endElem(writer); // var.
+    xmlw_endElem(writer); /* var. */
   }
-  xmlw_endElem(writer); // vars.
+  xmlw_endElem(writer); /* vars. */
 
   return 0;
 }
 
-// Load the vars.
+/* Load the vars. */
 int var_load(xmlNodePtr parent) {
   char* str;
   xmlNodePtr node, cur;
@@ -290,7 +290,7 @@ int var_load(xmlNodePtr parent) {
             var.type = MISN_VAR_STR;
             var.d.str = atoi(xml_get(cur));
           } else {
-            // Supeh error checking.
+            /* Supeh error checking. */
             WARN("Unknown var type '%s'", str);
             free(var.name);
             continue;
@@ -305,17 +305,17 @@ int var_load(xmlNodePtr parent) {
   return 0;
 }
 
-// Add a var to the stack, strings will be SHARED, don't free!!!
+/* Add a var to the stack, strings will be SHARED, don't free!!! */
 static int var_add(misn_var* new_var) {
   int i;
 
   if(var_nstack+1 > var_mstack) {
-    // More memory.
-    var_mstack += 64; // Overkill much??
+    /* More memory. */
+    var_mstack += 64; /* Overkill much?? */
     var_stack = realloc(var_stack, var_mstack * sizeof(misn_var));
   }
 
-  // Check if already exists.
+  /* Check if already exists. */
   for(i = 0; i < var_nstack; i++)
     if(strcmp(new_var->name, var_stack[i].name)==0) {
       var_free(&var_stack[i]);
@@ -329,13 +329,13 @@ static int var_add(misn_var* new_var) {
   return 0;
 }
 
-// -- Mission. --
+/* -- Mission. -- */
 
 static int misn_setTitle(lua_State* L) {
   LLUA_MIN_ARGS(1);
   if(lua_isstring(L, -1)) {
     if(cur_mission->title)
-      // Cleanup the old title.
+      /* Cleanup the old title. */
       free(cur_mission->title);
     cur_mission->title = strdup((char*)lua_tostring(L, -1));
   }
@@ -346,7 +346,7 @@ static int misn_setDesc(lua_State* L) {
   LLUA_MIN_ARGS(1);
   if(lua_isstring(L, -1)) {
     if(cur_mission->desc)
-      // Cleanup the old description.
+      /* Cleanup the old description. */
       free(cur_mission->desc);
     cur_mission->desc = strdup((char*)lua_tostring(L, -1));
   }
@@ -357,7 +357,7 @@ static int misn_setReward(lua_State* L) {
   LLUA_MIN_ARGS(1);
   if(lua_isstring(L, -1)) {
     if(cur_mission->reward)
-      // Cleanup the old reward.
+      /* Cleanup the old reward. */
       free(cur_mission->reward);
     cur_mission->reward = strdup((char*)lua_tostring(L, -1));
   }
@@ -370,12 +370,12 @@ static int misn_factions(lua_State* L) {
 
   dat = cur_mission->data;
 
-  // We'll push all the factions in table form.
+  /* We'll push all the factions in table form. */
   lua_newtable(L);
   for(i = 0; i < dat->avail.nfactions; i++) {
-    lua_pushnumber(L, i+1);   // Index, starts with 1.
-    lua_pushnumber(L, dat->avail.factions[i]); // Value.
-    lua_rawset(L, -3);  // Store the value in the table.
+    lua_pushnumber(L, i+1);   /* Index, starts with 1. */
+    lua_pushnumber(L, dat->avail.factions[i]); /* Value. */
+    lua_rawset(L, -3);  /* Store the value in the table. */
   }
   return 1;
 }
@@ -385,18 +385,18 @@ static int misn_accept(lua_State* L) {
 
   ret = 0;
 
-  // Find the last mission.
+  /* Find the last mission. */
   for(i = 0; i < MISSION_MAX; i++)
     if(player_missions[i].data == NULL) break;
 
-  // No missions left.
+  /* No missions left. */
   if(i >= MISSION_MAX) ret = 1;
   else {
     memcpy(&player_missions[i], cur_mission, sizeof(Mission));
     memset(cur_mission, 0, sizeof(Mission));
     cur_mission = &player_missions[i];
   }
-  lua_pushboolean(L, !ret); // We'll convert C style return to lua.
+  lua_pushboolean(L, !ret); /* We'll convert C style return to lua. */
   return 1;
 }
 
@@ -406,7 +406,7 @@ static int misn_finish(lua_State* L) {
   if(lua_isboolean(L, -1)) b = lua_toboolean(L, -1);
   else {
     lua_pushstring(L, "Mission Done");
-    lua_error(L); // THERE IS NO RETURN!
+    lua_error(L); /* THERE IS NO RETURN! */
     return 0;
   }
   
@@ -416,14 +416,14 @@ static int misn_finish(lua_State* L) {
     player_missionFinished(mission_getID(cur_mission->data->name));
 
   lua_pushstring(L, "Mission Done");
-  lua_error(L); // Should not return..
+  lua_error(L); /* Should not return.. */
 
   return 0;
 }
 
-// -- Var. --
+/* -- Var. -- */
 
-// Check if a variable exists.
+/* Check if a variable exists. */
 int var_checkflag(char* str) {
   int i;
   for(i = 0; i < var_nstack; i++)
@@ -500,7 +500,7 @@ static int var_push(lua_State* L) {
 
   var.name = strdup(str);
 
-  // Store appropriate data.
+  /* Store appropriate data. */
   if(lua_isnil(L, -1))
     var.type = MISN_VAR_NIL;
   else if(lua_isnumber(L, -1)) {
@@ -554,7 +554,7 @@ void var_cleanup(void) {
   var_mstack = 0;
 }
 
-// -- Player. --
+/* -- Player. -- */
 
 static int player_getname(lua_State* L) {
   lua_pushstring(L, player_name);
@@ -655,14 +655,14 @@ static int player_getFaction(lua_State* L) {
   return 1;
 }
 
-// -- HOOK --
+/* -- HOOK -- */
 static unsigned int hook_generic(lua_State* L, char* stack) {
   int i;
   char* func;
   
   LLUA_MIN_ARGS(1);
   
-  // Make sure mission is a player mission.
+  /* Make sure mission is a player mission. */
   for(i = 0; i < MISSION_MAX; i++)
     if(player_missions[i].id == cur_mission->id)
       break;
@@ -707,13 +707,13 @@ static int hook_pilotDeath(lua_State* L) {
   if(lua_isnumber(L, -2)) p = (unsigned int) lua_tonumber(L, -2);
   else LLUA_INVALID_PARAMETER();
 
-  h = hook_generic(L, "death"); // We won't actually call the death stack directly.
+  h = hook_generic(L, "death"); /* We won't actually call the death stack directly. */
   pilot_addHook(pilot_get(p), PILOT_HOOK_DEATH, h);
 
   return 0;
 }
 
-// -- Pilot. --
+/* -- Pilot. -- */
 static int pilot_addFleet(lua_State* L) {
   LLUA_MIN_ARGS(1);
   Fleet* flt;
@@ -726,23 +726,23 @@ static int pilot_addFleet(lua_State* L) {
   if(lua_isstring(L, -1)) fltname = (char*) lua_tostring(L, -1);
   else LLUA_INVALID_PARAMETER();
 
-  // Pull the fleet.
+  /* Pull the fleet. */
   flt = fleet_get(fltname);
   if(flt == NULL) {
     LLUA_DEBUG("Fleet not found!");
     return 0;
   }
 
-  // This should probably be done better..
+  /* This should probably be done better.. */
   vect_pset(&vp, RNG(MIN_HYPERSPACE_DIST, MIN_HYPERSPACE_DIST*1.5),
       RNG(0, 360)*M_PI/180.);
   vectnull(&vn);
 
-  // Now we start adding pilots and toss ids into the table we return.
+  /* Now we start adding pilots and toss ids into the table we return. */
   j = 0;
   for(i = 0; i < flt->npilots; i++) {
     if(RNG(0, 100) <= flt->pilots[i].chance) {
-      // Fleet displacement.
+      /* Fleet displacement. */
       vect_cadd(&vp, RNG(75, 150) & (RNG(0, 1) ? 1: -1),
           RNG(75, 150) * (RNG(0, 1) ? 1 : -1));
 
@@ -757,10 +757,10 @@ static int pilot_addFleet(lua_State* L) {
           &vv,
           0);
 
-      // We push each pilot created into a table and return it.
-      lua_pushnumber(L, ++j); // Index start with 1.
-      lua_pushnumber(L, p);   // value = pilot id.
-      lua_rawset(L, -3);      // Store the value in the table.
+      /* We push each pilot created into a table and return it. */
+      lua_pushnumber(L, ++j); /* Index start with 1. */
+      lua_pushnumber(L, p);   /* value = pilot id. */
+      lua_rawset(L, -3);      /* Store the value in the table. */
     }
   }
   return 1;
diff --git a/src/mission.c b/src/mission.c
index 682bd79..c4d0b34 100644
--- a/src/mission.c
+++ b/src/mission.c
@@ -14,24 +14,24 @@
 #include "player.h"
 #include "mission.h"
 
-#define XML_MISSION_ID    "Missions"  // XML section identifier.
+#define XML_MISSION_ID    "Missions"  /* XML section identifier. */
 #define XML_MISSION_TAG   "mission"
 
 #define MISSION_DATA      "../dat/mission.xml"
 #define MISSION_LUA_PATH  "../dat/missions/"
 
-// Current player missions.
+/* Current player missions. */
 static unsigned int mission_id = 0;
 Mission player_missions[MISSION_MAX];
 
-// Mission stack.
-static MissionData* mission_stack = NULL; // Unmuteable after creation.
+/* Mission stack. */
+static MissionData* mission_stack = NULL; /* Unmuteable after creation. */
 static int mission_nstack = 0;
 
-// Extern.
+/* Extern. */
 extern int misn_run(Mission* misn, char* func);
 
-// Static.
+/* Static. */
 static unsigned int mission_genID(void);
 static int  mission_init(Mission* mission, MissionData* misn, int load);
 static void mission_freeData(MissionData* mission);
@@ -44,24 +44,24 @@ static MissionData* mission_parse(const xmlNodePtr parent);
 static int  missions_parseActive(xmlNodePtr parent);
 static int  mission_persistData(lua_State* L, xmlTextWriterPtr writer);
 static int  mission_unpersistData(lua_State* L, xmlNodePtr parent);
-// Extern.
+/* Extern. */
 int missions_saveActive(xmlTextWriterPtr writer);
 int missions_loadActive(xmlNodePtr parent);
 
-// Generate a new id for the mission.
+/* Generate a new id for the mission. */
 static unsigned int mission_genID(void) {
   unsigned int id;
   int i;
-  id = ++mission_id; // Default id, not safe if loading.
+  id = ++mission_id; /* Default id, not safe if loading. */
 
-  // We save mission id's, so check for collisions with players missions.
+  /* We save mission id's, so check for collisions with players missions. */
   for(i = 0; i < MISSION_MAX; i++)
-    if(id == player_missions[i].id)   // Mission id was loaded from save.
-      return mission_genID();         // Recursive try again.
+    if(id == player_missions[i].id)   /* Mission id was loaded from save. */
+      return mission_genID();         /* Recursive try again. */
   return id;
 }
 
-// Gets the ID from mission name.
+/* Gets the ID from mission name. */
 int mission_getID(char* name) {
   int i;
   for(i = 0; i < mission_nstack; i++)
@@ -72,13 +72,13 @@ int mission_getID(char* name) {
   return -1;
 }
 
-// Get a MissionData based on ID.
+/* Get a MissionData based on ID. */
 MissionData* mission_get(int id) {
   if((id <= 0) || (mission_nstack < id)) return NULL;
   return &mission_stack[id];
 }
 
-// Initialize a mission.
+/* Initialize a mission. */
 static int mission_init(Mission* mission, MissionData* misn, int load) {
   char* buf;
   uint32_t bufsize;
@@ -90,23 +90,23 @@ static int mission_init(Mission* mission, MissionData* misn, int load) {
 
   mission->data = misn;
 
-  // Sane defaults.
+  /* Sane defaults. */
   mission->title    = NULL;
   mission->desc     = NULL;
   mission->reward   = NULL;
   mission->cargo    = NULL;
   mission->ncargo   = 0;
 
-  // Init lua.
+  /* Init lua. */
   mission->L = luaL_newstate();
   if(mission->L == NULL) {
     ERR("Unable to create a new lua state.");
     return -1;
   }
   
-  //luaopen_base(mission->L);   // Can be useful.
-  luaopen_string(mission->L); // string.format can be very useful.
-  misn_loadLibs(mission->L);  // Load our custom libraries.
+  /*luaopen_base(mission->L);   // Can be useful. */
+  luaopen_string(mission->L); /* string.format can be very useful. */
+  misn_loadLibs(mission->L);  /* Load our custom libraries. */
 
   buf = pack_readfile(DATA, misn->lua, &bufsize);
   if(luaL_dobuffer(mission->L, buf, bufsize, misn->lua) != 0) {
@@ -117,14 +117,14 @@ static int mission_init(Mission* mission, MissionData* misn, int load) {
   }
   free(buf);
 
-  // Run create function.
-  if(load == 0) // Never run when loading.
+  /* Run create function. */
+  if(load == 0) /* Never run when loading. */
     misn_run(mission, "create");
 
   return mission->id;
 }
 
-// Small wrapper for misn_run.
+/* Small wrapper for misn_run. */
 int mission_accept(Mission* mission) {
   int ret;
   ret = misn_run(mission, "accept");
@@ -132,7 +132,7 @@ int mission_accept(Mission* mission) {
   return 0;
 }
 
-// Check to see if mission is already running.
+/* Check to see if mission is already running. */
 static int mission_alreadyRunning(MissionData* misn) {
   int i;
   for (i = 0; i < MISSION_MAX; i++)
@@ -142,14 +142,14 @@ static int mission_alreadyRunning(MissionData* misn) {
   return 0;
 }
 
-// Is the lua condition for misn met?
+/* Is the lua condition for misn met? */
 static lua_State* mission_cond_L = NULL;
 static int mission_meetCond(MissionData* misn) {
   int ret;
   char buf[256];
 
   if(mission_cond_L == NULL) {
-    // Must create the conditional environment.
+    /* Must create the conditional environment. */
     mission_cond_L = luaL_newstate();
     misn_loadCondLibs(mission_cond_L);
   }
@@ -196,31 +196,31 @@ static int mission_meetCond(MissionData* misn) {
   return 0;
 }
 
-// Does the mission meet the minimum requirements?
+/* Does the mission meet the minimum requirements? */
 static int mission_meetReq(int mission, int faction, char* planet, char* system) {
   MissionData* misn;
 
   misn = &mission_stack[mission];
   
-  // Must match planet, system or faction.
+  /* Must match planet, system or faction. */
   if(!(((misn->avail.planet && strcmp(misn->avail.planet, planet)==0)) ||
         (misn->avail.system && (strcmp(misn->avail.system, system)==0)) ||
       mission_matchFaction(misn, faction)))
     return 0;
 
-  if(mis_isFlag(misn, MISSION_UNIQUE) && // Mission done, or running.
+  if(mis_isFlag(misn, MISSION_UNIQUE) && /* Mission done, or running. */
       (player_missionAlreadyDone(mission) ||
        mission_alreadyRunning(misn)))
     return 0;
 
-  if((misn->avail.cond != NULL) && // Mission doesn't meet the requirement.
+  if((misn->avail.cond != NULL) && /* Mission doesn't meet the requirement. */
       !mission_meetCond(misn))
     return 0;
 
   return 1;
 }
 
-// Runs bar missions, all lua side and one-shot.
+/* Runs bar missions, all lua side and one-shot. */
 void missions_bar(int faction, char* planet, char* system) {
   MissionData* misn;
   Mission mission;
@@ -237,20 +237,20 @@ void missions_bar(int faction, char* planet, char* system) {
 
       if(RNGF() < chance) {
         mission_init(&mission, misn, 0);
-        mission_cleanup(&mission); // It better clean up for itself or we do it.
+        mission_cleanup(&mission); /* It better clean up for itself or we do it. */
       }
     }
   }
 }
 
-// Links cargo to the mission for posterior cleanup.
+/* Links cargo to the mission for posterior cleanup. */
 void mission_linkCargo(Mission* misn, unsigned int cargo_id) {
   misn->ncargo++;
   misn->cargo = realloc(misn->cargo, sizeof(unsigned int) * misn->ncargo);
   misn->cargo[misn->ncargo-1] = cargo_id;
 }
 
-// Unlink cargo from the mission, removes it from the player.
+/* Unlink cargo from the mission, removes it from the player. */
 void mission_unlinkCargo(Mission* misn, unsigned int cargo_id) {
   int i;
 
@@ -258,13 +258,13 @@ void mission_unlinkCargo(Mission* misn, unsigned int cargo_id) {
     if(misn->cargo[i] == cargo_id)
       break;
 
-  if(i >= misn->ncargo) { // Not found.
+  if(i >= misn->ncargo) { /* Not found. */
     DEBUG("Mission '%s' attempting to unlink in existant cargo %d.",
         misn->title, cargo_id);
     return;
   }
 
-  // Shrink cargo size - No need to realloc.
+  /* Shrink cargo size - No need to realloc. */
   memmove(&misn->cargo[i], &misn->cargo[i+1],
       sizeof(unsigned int) * (misn->ncargo-i-1));
 
@@ -272,11 +272,11 @@ void mission_unlinkCargo(Mission* misn, unsigned int cargo_id) {
   player_rmMissionCargo(cargo_id);
 }
 
-// Clean up a mission.
+/* Clean up a mission. */
 void mission_cleanup(Mission* misn) {
   int i;
   if(misn->id != 0) {
-    hook_rmParent(misn->id); // Remove existing hooks.
+    hook_rmParent(misn->id); /* Remove existing hooks. */
     misn->id = 0;
   }
   if(misn->title != NULL) {
@@ -304,7 +304,7 @@ void mission_cleanup(Mission* misn) {
   }
 }
 
-// Free a mission.
+/* Free a mission. */
 static void mission_freeData(MissionData* mission) {
   if(mission->name)           free(mission->name);
   if(mission->lua)            free(mission->lua);
@@ -314,7 +314,7 @@ static void mission_freeData(MissionData* mission) {
   memset(mission, 0, sizeof(MissionData));
 }
 
-// Does mission match faction requirement?
+/* Does mission match faction requirement? */
 static int mission_matchFaction(MissionData* misn, int faction) {
   int i;
 
@@ -328,7 +328,7 @@ static int mission_matchFaction(MissionData* misn, int faction) {
   return 0;
 }
 
-// Generate missions for the computer - special case.
+/* Generate missions for the computer - special case. */
 Mission* missions_computer(int* n, int faction, char* planet, char* system) {
   int i, j, m;
   double chance;
@@ -348,7 +348,7 @@ Mission* missions_computer(int* n, int faction, char* planet, char* system) {
       rep = misn->avail.chance/100;
 
       for(j = 0; j < rep; j++)
-        // Random chance of rep appearances.
+        /* Random chance of rep appearances. */
         if(RNGF() < chance) {
           tmp = realloc(tmp, sizeof(Mission) * ++m);
           mission_init(&tmp[m-1], misn, 0);
@@ -359,7 +359,7 @@ Mission* missions_computer(int* n, int faction, char* planet, char* system) {
   return tmp;
 }
 
-// Return location based on string.
+/* Return location based on string. */
 static int mission_location(char* loc) {
   if(strcmp(loc,      "None")==0)       return MIS_AVAIL_NONE;
   else if(strcmp(loc, "Computer")==0)   return MIS_AVAIL_COMPUTER;
@@ -371,7 +371,7 @@ static int mission_location(char* loc) {
   return -1;
 }
 
-// Parse a node of a mission.
+/* Parse a node of a mission. */
 static MissionData* mission_parse(const xmlNodePtr parent) {
   MissionData* tmp;
   xmlNodePtr cur, node;
@@ -379,7 +379,7 @@ static MissionData* mission_parse(const xmlNodePtr parent) {
   tmp = malloc(sizeof(MissionData));
   memset(tmp, 0, sizeof(MissionData));
 
-  // Get the name.
+  /* Get the name. */
   tmp->name = xml_nodeProp(parent, "name");
   if(tmp->name == NULL) WARN("Mission in "MISSION_DATA" has invalid or no name");
 
@@ -387,21 +387,21 @@ static MissionData* mission_parse(const xmlNodePtr parent) {
 
   char str[PATH_MAX] = "\0";
 
-  // Load all the data.
+  /* Load all the data. */
   do {
     if(xml_isNode(node, "lua")) {
       snprintf(str, PATH_MAX, MISSION_LUA_PATH"%s.lua", xml_get(node));
       tmp->lua = strdup(str);
       str[0] = '\0';
     }
-    else if(xml_isNode(node, "flags")) { // Set the various flags.
+    else if(xml_isNode(node, "flags")) { /* Set the various flags. */
       cur = node->children;
       do {
         if(xml_isNode(cur, "unique"))
           mis_setFlag(tmp, MISSION_UNIQUE);
       } while(xml_nextNode(cur));
     }
-    else if(xml_isNode(node, "avail")) { // Mission availability.
+    else if(xml_isNode(node, "avail")) { /* Mission availability. */
       cur = node->children;
       do {
         if(xml_isNode(cur, "location"))
@@ -438,7 +438,7 @@ static MissionData* mission_parse(const xmlNodePtr parent) {
   return tmp;
 }
 
-// Load/Free.
+/* Load/Free. */
 int missions_load(void) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, MISSION_DATA, &bufsize);
@@ -455,7 +455,7 @@ int missions_load(void) {
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First mission node.
+  node = node->xmlChildrenNode; /* First mission node. */
   if(node == NULL) {
     ERR("Malformed '"MISSION_DATA"' file: does not contain elements");
     return -1;
@@ -483,7 +483,7 @@ int missions_load(void) {
 void missions_free(void) {
   int i;
 
-  // Free the mission data.
+  /* Free the mission data. */
   for(i = 0; i < mission_nstack; i++)
     mission_freeData(&mission_stack[i]);
   free(mission_stack);
@@ -503,7 +503,7 @@ void missions_cleanup(void) {
     mission_cleanup(&player_missions[i]);
 }
 
-// Persists partial lua data.
+/* Persists partial lua data. */
 static int mission_saveData(xmlTextWriterPtr writer, char* type,
     char* name, char* value) {
 
@@ -513,16 +513,16 @@ static int mission_saveData(xmlTextWriterPtr writer, char* type,
   xmlw_attr(writer, "name", name);
   xmlw_str(writer, "%s", value);
   
-  xmlw_endElem(writer); // data.
+  xmlw_endElem(writer); /* data. */
 
   return 0;
 }
 
 static int mission_persistData(lua_State* L, xmlTextWriterPtr writer) {
   lua_pushnil(L);
-  // nil.
+  /* nil. */
   while(lua_next(L, LUA_GLOBALSINDEX) != 0) {
-    // key, value.
+    /* key, value. */
     switch(lua_type(L, -1)) {
       case LUA_TNUMBER:
         mission_saveData(writer, "number",
@@ -540,12 +540,12 @@ static int mission_persistData(lua_State* L, xmlTextWriterPtr writer) {
         break;
     }
     lua_pop(L, 1);
-    // Key.
+    /* Key. */
   }
   return 0;
 }
 
-// Unpersist lua data.
+/* Unpersist lua data. */
 static int mission_unpersistData(lua_State* L, xmlNodePtr parent) {
   xmlNodePtr node;
   char* name, *type;
@@ -556,7 +556,7 @@ static int mission_unpersistData(lua_State* L, xmlNodePtr parent) {
       xmlr_attr(node, "name", name);
       xmlr_attr(node, "type", type);
 
-      // Handle data types.
+      /* Handle data types. */
       if(strcmp(type, "number")==0)
         lua_pushnumber(L, xml_getFloat(node));
       else if(strcmp(type, "bool")==0)
@@ -587,7 +587,7 @@ int missions_saveActive(xmlTextWriterPtr writer) {
     if(player_missions[i].id != 0) {
       xmlw_startElem(writer, "mission");
 
-      // Data and id are attributes because they must be loaded first.
+      /* Data and id are attributes because they must be loaded first. */
       xmlw_attr(writer, "data", player_missions[i].data->name);
       xmlw_attr(writer, "id", "%u", player_missions[i].id);
 
@@ -598,20 +598,20 @@ int missions_saveActive(xmlTextWriterPtr writer) {
       xmlw_startElem(writer, "cargos");
       for(j = 0; j < player_missions[i].ncargo; j++)
         xmlw_elem(writer, "cargo", "%u", player_missions[i].cargo[j]);
-      xmlw_endElem(writer); // Cargo.
+      xmlw_endElem(writer); /* Cargo. */
 
-      // Write lua magic.
+      /* Write lua magic. */
       xmlw_startElem(writer, "lua");
 
-      // Prepare the data.
+      /* Prepare the data. */
       mission_persistData(player_missions[i].L, writer);
 
-      xmlw_endElem(writer); // Lua.
+      xmlw_endElem(writer); /* Lua. */
       
-      xmlw_endElem(writer); // Mission.
+      xmlw_endElem(writer); /* Mission. */
     }
   }
-  xmlw_endElem(writer); // Missions.
+  xmlw_endElem(writer); /* Missions. */
 
   return 0;
 }
@@ -619,7 +619,7 @@ int missions_saveActive(xmlTextWriterPtr writer) {
 int missions_loadActive(xmlNodePtr parent) {
   xmlNodePtr node;
 
-  // Cleanup old missions.
+  /* Cleanup old missions. */
   missions_cleanup();
 
   node = parent->xmlChildrenNode;
@@ -638,18 +638,18 @@ static int missions_parseActive(xmlNodePtr parent) {
 
   xmlNodePtr node, cur, nest;
 
-  m = 0; // Start with mission 0.
+  m = 0; /* Start with mission 0. */
   node = parent->xmlChildrenNode;
   do {
     if(xml_isNode(node, "mission")) {
       misn = &player_missions[m];
 
-      // Process the attributes to create the mission.
+      /* Process the attributes to create the mission. */
       xmlr_attr(node, "data", buf);
       mission_init(misn, mission_get(mission_getID(buf)), 1);
       free(buf);
 
-      // This will orphan an identifier.
+      /* This will orphan an identifier. */
       xmlr_attr(node, "id", buf);
       misn->id = atol(buf);
       free(buf);
@@ -669,12 +669,12 @@ static int missions_parseActive(xmlNodePtr parent) {
         }
 
         if(xml_isNode(cur, "lua"))
-          // Start the unpersist routine.
+          /* Start the unpersist routine. */
           mission_unpersistData(misn->L, cur);
       } while(xml_nextNode(cur));
 
       m++;
-      if(m >= MISSION_MAX) break; // Full of missions, must be an error.
+      if(m >= MISSION_MAX) break; /* Full of missions, must be an error. */
     }
   } while(xml_nextNode(node));
 
diff --git a/src/music.c b/src/music.c
index aaa65c7..e2c4bf8 100644
--- a/src/music.c
+++ b/src/music.c
@@ -32,12 +32,12 @@
 
 #define MUSIC_LUA_PATH  "../snd/music.lua"
 
-// Gobal sound mutex.
+/* Gobal sound mutex. */
 extern SDL_mutex* sound_lock;
 
-// Global music lua.
+/* Global music lua. */
 static lua_State* music_lua = NULL;
-// Functions.
+/* Functions. */
 static int musicL_load(lua_State* L);
 static int musicL_play(lua_State* L);
 static int musicL_stop(lua_State* L);
@@ -50,36 +50,36 @@ static const luaL_reg music_methods[] = {
   {0, 0}
 };
 
-// Saves the music to ram in this structure.
+/* Saves the music to ram in this structure. */
 typedef struct alMusic_ {
-  char name[64]; // Name.
+  char name[64]; /* Name. */
   Packfile file;
   OggVorbis_File stream;
   vorbis_info* info;
   ALenum format;
 } alMusic;
 
-// Song currently playing.
+/* Song currently playing. */
 static SDL_mutex* music_vorbis_lock;
 static alMusic music_vorbis;
-static ALuint music_buffer[2]; // Front and back buffer.
+static ALuint music_buffer[2]; /* Front and back buffer. */
 static ALuint music_source = 0;
 
-// What is available?
+/* What is available? */
 static char** music_selection = NULL;
 static int nmusic_selection = 0;
 
-// Volume
+/* Volume */
 static ALfloat mvolume = 1.;
 
-// Vorbis suff.
+/* Vorbis suff. */
 static size_t ovpack_read(void* ptr, size_t size,
                           size_t nmemb, void* datasource) {
   return (ssize_t) pack_read(datasource, ptr, size*nmemb);
 }
 
-static int ovpack_retneg(void) { return -1; } // Must return -1.
-static int ovpack_retzero(void) { return 0; } // Must return 0.
+static int ovpack_retneg(void) { return -1; } /* Must return -1. */
+static int ovpack_retzero(void) { return 0; } /* Must return 0. */
 ov_callbacks ovcall = {
   .read_func  = ovpack_read,
   .seek_func  = (int(*)(void*, ogg_int64_t, int)) ovpack_retneg,
@@ -87,24 +87,24 @@ ov_callbacks ovcall = {
   .tell_func = (long(*)(void*))ovpack_retneg
 };
 
-// Music stuff.
+/* Music stuff. */
 static int stream_loadBuffer(ALuint buffer);
 static int music_find(void);
 static int music_loadOGG(const char* filename);
 static void music_free(void);
-// Lua stuff.
+/* Lua stuff. */
 static int music_luaInit(void);
 static void music_luaQuit(void);
 
-// The thread.
+/* The thread. */
 static unsigned int music_state = 0;
 int music_thread(void* unused) {
   (void)unused;
 
-  int active; // Active buffer.
+  int active; /* Active buffer. */
   ALint stat;
 
-  // Main loop.
+  /* Main loop. */
   while(!music_is(MUSIC_KILL)) {
     if(music_is(MUSIC_PLAYING)) {
       if(music_vorbis.file.end == 0)
@@ -112,18 +112,18 @@ int music_thread(void* unused) {
       else {
         music_rm(MUSIC_STOPPED);
 
-        musicLock(); // Lock the mutex.
+        musicLock(); /* Lock the mutex. */
         soundLock();
 
-        // Start playing current song.
-        active = 0; // Load first buffer.
+        /* Start playing current song. */
+        active = 0; /* Load first buffer. */
         if(stream_loadBuffer(music_buffer[active])) music_rm(MUSIC_PLAYING);
         alSourceQueueBuffers(music_source, 1, &music_buffer[active]);
 
-        // Start playing with buffer laoaded.
+        /* Start playing with buffer laoaded. */
         alSourcePlay(music_source);
 
-        active = 1; // Load the second buffer.
+        active = 1; /* Load the second buffer. */
         if(stream_loadBuffer(music_buffer[active])) music_rm(MUSIC_PLAYING);
         alSourceQueueBuffers(music_source, 1, &music_buffer[active]);
 
@@ -136,7 +136,7 @@ int music_thread(void* unused) {
 
         alGetSourcei(music_source, AL_BUFFERS_PROCESSED, &stat);
         if(stat > 0) {
-          // Refill active buffer.
+          /* Refill active buffer. */
           alSourceUnqueueBuffers(music_source, 1, &music_buffer[active]);
           if(stream_loadBuffer(music_buffer[active])) music_rm(MUSIC_PLAYING);
           alSourceQueueBuffers(music_source, 1, &music_buffer[active]);
@@ -156,26 +156,26 @@ int music_thread(void* unused) {
       musicUnlock();
     }
     music_set(MUSIC_STOPPED);
-    SDL_Delay(0); // We must not kill resources.
+    SDL_Delay(0); /* We must not kill resources. */
   }
   return 0;
 }
 
 static int stream_loadBuffer(ALuint buffer) {
   int size, section, result;
-  char data[BUFFER_SIZE]; // Buffer to hold the data.
+  char data[BUFFER_SIZE]; /* Buffer to hold the data. */
 
   size = 0;
   while(size < BUFFER_SIZE) {
-    // Fill up the entire data buffer.
+    /* Fill up the entire data buffer. */
     result = ov_read(
-          &music_vorbis.stream,  // Stream.
-          data + size,      // Data.
-          BUFFER_SIZE - size,   // Amount to read.
-          0,           // Big endian?.
-          2,           // 16 bit.
-          1,           // Signed.
-          &section);       // Current bitstream.
+          &music_vorbis.stream,  /* Stream. */
+          data + size,      /* Data. */
+          BUFFER_SIZE - size,   /* Amount to read. */
+          0,           /* Big endian?. */
+          2,           /* 16 bit. */
+          1,           /* Signed. */
+          &section);       /* Current bitstream. */
 
     if(result == 0) return 1;
     else if(result == OV_HOLE) {
@@ -188,19 +188,19 @@ static int stream_loadBuffer(ALuint buffer) {
     }
 
     size += result;
-    if(size == BUFFER_SIZE) break; // Buffer is full.
+    if(size == BUFFER_SIZE) break; /* Buffer is full. */
   }
-  // Load the buffer.
+  /* Load the buffer. */
   alBufferData(buffer, music_vorbis.format, data, BUFFER_SIZE,
                music_vorbis.info->rate);
 
   return 0;
 }
 
-// Init/Exit.
+/* Init/Exit. */
 int music_init(void) {
   music_vorbis_lock = SDL_CreateMutex();
-  music_vorbis.file.end = 0; // Indication that it's not loaded..
+  music_vorbis.file.end = 0; /* Indication that it's not loaded.. */
 
   soundLock();
 
@@ -210,7 +210,7 @@ int music_init(void) {
   alSourcef(music_source, AL_ROLLOFF_FACTOR, 0.);
   alSourcei(music_source, AL_SOURCE_RELATIVE, AL_FALSE);
 
-  // Start the lua music stuff.
+  /* Start the lua music stuff. */
   music_luaInit();
 
   soundUnlock();
@@ -225,34 +225,34 @@ int music_makeList(void) {
 void music_exit(void) {
   int i;
 
-  // Free the music.
+  /* Free the music. */
   alDeleteBuffers(2, music_buffer);
   alDeleteSources(1, &music_source);
   music_free();
 
-  // Free selection
+  /* Free selection */
   for(i = 0; i < nmusic_selection; i++)
     free(music_selection[i]);
   free(music_selection);
 
-  // Bye bye Lua.
+  /* Bye bye Lua. */
   music_luaQuit();
 
   SDL_DestroyMutex(music_vorbis_lock);
 }
 
-// Internal music loading ruitines.
+/* Internal music loading ruitines. */
 static int music_loadOGG(const char* filename) {
-  // Free currently loaded ogg.
+  /* Free currently loaded ogg. */
   music_free();
 
   musicLock();
 
-  // Set the new name.
+  /* Set the new name. */
   strncpy(music_vorbis.name, filename, 64);
   music_vorbis.name[64-1] = '\0';
 
-  // Load the new ogg.
+  /* Load the new ogg. */
   pack_open(&music_vorbis.file, DATA, filename);
   ov_open_callbacks(&music_vorbis.file, &music_vorbis.stream, NULL, 0, ovcall);
   music_vorbis.info = ov_info(&music_vorbis.stream, -1);
@@ -271,26 +271,26 @@ static int music_find(void) {
   char tmp[64];
   int len;
 
-  // Get the file list.
+  /* Get the file list. */
   files = pack_listfiles(data, &nfiles);
 
-  // Load the profiles.
+  /* Load the profiles. */
   for(i = 0; i < nfiles; i++)
     if((strncmp(files[i], MUSIC_PREFIX, strlen(MUSIC_PREFIX))==0) &&
        (strncmp(files[i] + strlen(files[i]) - strlen(MUSIC_SUFFIX),
                 MUSIC_SUFFIX, strlen(MUSIC_SUFFIX))==0)) {
 
-      // Grow the selection size.
+      /* Grow the selection size. */
       music_selection = realloc(music_selection,++nmusic_selection*sizeof(char*));
 
-      // Remove the prefix and suffix.
+      /* Remove the prefix and suffix. */
       len = strlen(files[i]) - strlen(MUSIC_SUFFIX MUSIC_PREFIX);
       strncpy(tmp, files[i]  + strlen(MUSIC_PREFIX), len);
       tmp[MIN(len, 64-1)] = '\0';
 
       music_selection[nmusic_selection-1] = strdup(tmp);
     }
-  // Free the char* allocated by pack.
+  /* Free the char* allocated by pack. */
   for(i = 0; i < nfiles; i++)
     free(files[i]);
   free(files);
@@ -306,7 +306,7 @@ static void music_free(void) {
   if(music_vorbis.file.end != 0) {
     ov_clear(&music_vorbis.stream);
     pack_close(&music_vorbis.file);
-    music_vorbis.file.end = 0; // Somewhat ended.
+    music_vorbis.file.end = 0; /* Somewhat ended. */
   }
 
   musicUnlock();
@@ -315,13 +315,13 @@ static void music_free(void) {
 void music_volume(const double vol) {
   if(sound_lock == NULL) return;
 
-  // Sanity check!
+  /* Sanity check! */
   ALfloat fvol = ABS(vol);
   if(fvol > 1.) fvol = 1.;
 
   mvolume = fvol;
 
-  // Only needed if playing!
+  /* Only needed if playing! */
   if(music_set(MUSIC_PLAYING)) {
     soundLock();
     alSourcef(music_source, AL_GAIN, fvol);
@@ -329,7 +329,7 @@ void music_volume(const double vol) {
   }
 }
 
-// Music control functions.
+/* Music control functions. */
 void music_load(const char* name) {
   if(sound_lock == NULL) return;
 
@@ -360,9 +360,9 @@ void music_kill(void) {
   if(!music_is(MUSIC_KILL)) music_set(MUSIC_KILL);
 }
 
-// Music lua stuff.
+/* Music lua stuff. */
 
-// Initialize.
+/* Initialize. */
 static int music_luaInit(void) {
   char* buf;
   uint32_t bufsize;
@@ -372,15 +372,15 @@ static int music_luaInit(void) {
 
   music_lua = luaL_newstate();
 
-  //luaL_openlibs(music_lua);
+  /*luaL_openlibs(music_lua); */
 
-  lua_loadSpace(music_lua, 1);  // Space and time are readonly.
+  lua_loadSpace(music_lua, 1);  /* Space and time are readonly. */
   lua_loadTime(music_lua, 1);
   lua_loadRnd(music_lua);
-  lua_loadVar(music_lua, 1);    // Also read only.
-  lua_loadMusic(music_lua, 0);  // Write it.
+  lua_loadVar(music_lua, 1);    /* Also read only. */
+  lua_loadMusic(music_lua, 0);  /* Write it. */
 
-  // Load the actual lua music code.
+  /* Load the actual lua music code. */
   buf = pack_readfile(DATA, MUSIC_LUA_PATH, &bufsize);
   if(luaL_dobuffer(music_lua, buf, bufsize, MUSIC_LUA_PATH) != 0) {
     ERR("Error loading music file: %s" MUSIC_LUA_PATH);
@@ -393,7 +393,7 @@ static int music_luaInit(void) {
   return 0;
 }
 
-// Destroy.
+/* Destroy. */
 static void music_luaQuit(void) {
   if(music_lua == NULL)
     return;
@@ -403,7 +403,7 @@ static void music_luaQuit(void) {
 }
 
 int lua_loadMusic(lua_State* L, int read_only) {
-  (void)read_only; // Future proof.
+  (void)read_only; /* Future proof. */
   luaL_register(L, "music", music_methods);
   return 0;
 }
@@ -414,18 +414,18 @@ int music_choose(char* situation) {
   lua_getglobal(music_lua, "choose");
   lua_pushstring(music_lua, situation);
   if(lua_pcall(music_lua, 1, 0, 0)) {
-    // Error occured.
+    /* Error occured. */
     WARN("Error while choosing music: %s", (char*)lua_tostring(music_lua, -1));
     return -1;
   }
   return 0;
 }
 
-// The music lua functions.
+/* The music lua functions. */
 static int musicL_load(lua_State* L) {
   char* str;
 
-  // Check parameters.
+  /* Check parameters. */
   LLUA_MIN_ARGS(1);
   if(lua_isstring(L, 1)) str = (char*)lua_tostring(L, 1);
   else LLUA_INVALID_PARAMETER();
diff --git a/src/opengl.c b/src/opengl.c
index fafe87d..9bc15f7 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -14,39 +14,39 @@
 #include "pack.h"
 #include "opengl.h"
 
-// offsets to Adjust the pilot's place onscreen
-//to be in the middle, even with the GUI.
+/* offsets to Adjust the pilot's place onscreen */
+/*to be in the middle, even with the GUI. */
 extern double gui_xoff;
 extern double gui_yoff;
 
-// The screen info, gives data of current opengl settings.
+/* The screen info, gives data of current opengl settings. */
 glInfo gl_screen;
 
-// Our precious camera.
+/* Our precious camera. */
 Vec2* gl_camera;
 
-// Misc.
+/* Misc. */
 static int SDL_VFlipSurface(SDL_Surface* surface);
 static int SDL_IsTrans(SDL_Surface* s, int x, int y);
 static uint8_t* SDL_MapTrans(SDL_Surface* s);
 static int pot(int n);
-// glTexture.
+/* glTexture. */
 static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh);
 static void gl_blitTexture(const glTexture* texture,
     const double x, const double y,
     const double tx, const double ty, const glColour* c);
 
-// PNG.
+/* PNG. */
 int write_png(const char* file_name, png_bytep* rows, int w, int h,
               int colourtype, int bitdepth);
-// Global.
+/* Global. */
 static GLboolean gl_hasExt(char* name);
 
-// ================
-// MISC!
-// ================
+/* ================ */
+/* MISC! */
+/* ================ */
 
-// Get the closest power of two.
+/* Get the closest power of two. */
 static int pot(int n) {
   int i = 1;
   while(i < n)
@@ -54,9 +54,9 @@ static int pot(int n) {
   return i;
 }
 
-// Flips the surface vertically. Return 0 on success.
+/* Flips the surface vertically. Return 0 on success. */
 static int SDL_VFlipSurface(SDL_Surface* surface) {
-  // Flip the image.
+  /* Flip the image. */
   Uint8* rowhi, *rowlo, *tmpbuf;
   int y;
 
@@ -76,14 +76,14 @@ static int SDL_VFlipSurface(SDL_Surface* surface) {
     rowlo -= surface->pitch;
   }
   free(tmpbuf);
-  // Might be obvious, but I'm done flipping.
+  /* Might be obvious, but I'm done flipping. */
   return 0;
 }
 
-// Return true if position (x,y) of s is transparent.
+/* Return true if position (x,y) of s is transparent. */
 static int SDL_IsTrans(SDL_Surface* s, int x, int y) {
   int bpp = s->format->BytesPerPixel;
-  // p is the address to the pixel we want to retrieve.
+  /* p is the address to the pixel we want to retrieve. */
   Uint8* p = (Uint8*)s->pixels + y * s->pitch + x*bpp;
 
   Uint32 pixelcolour = 0;
@@ -105,18 +105,18 @@ static int SDL_IsTrans(SDL_Surface* s, int x, int y) {
     pixelcolour = *(Uint32*)p;
     break;
   }
-  // Test whetehr the pixels color is equal to color of
-  //transparent pixels for that surface.
+  /* Test whetehr the pixels color is equal to color of */
+  /*transparent pixels for that surface. */
   return (pixelcolour == s->format->colorkey);
 }
 
-// Map the surface transparancy.
-// Return 0 on success.
+/* Map the surface transparancy. */
+/* Return 0 on success. */
 static uint8_t* SDL_MapTrans(SDL_Surface* s) {
-  // Allocate memory for just enough bits to hold all the data we need.
+  /* Allocate memory for just enough bits to hold all the data we need. */
   int size = s->w*s->h/8 + ((s->w*s->h%8)?1:0);
   uint8_t* t = malloc(size);
-  memset(t, 0, size); // *must* be set to zero.
+  memset(t, 0, size); /* *must* be set to zero. */
 
   if(t == NULL) {
     WARN("Out of memeory");
@@ -125,13 +125,13 @@ static uint8_t* SDL_MapTrans(SDL_Surface* s) {
 
   int i, j;
   for(i = 0; i < s->h; i++)
-    for(j = 0; j < s->w; j++) // Set each bit to be 1 if not transparent or 0 if it is.
+    for(j = 0; j < s->w; j++) /* Set each bit to be 1 if not transparent or 0 if it is. */
       t[(i*s->w+j)/8] |= (SDL_IsTrans(s,j,i)) ? 0 : (1<<((i*s->w+j)%8));
 
   return t;
 }
 
-// Take a screenshot.
+/* Take a screenshot. */
 void gl_screenshot(const char* filename) {
   SDL_Surface* screen = SDL_GetVideoSurface();
   unsigned rowbytes = screen->w * 3;
@@ -146,12 +146,12 @@ void gl_screenshot(const char* filename) {
   gl_checkErr();
 }
 
-// ================
-// TEXTURE!
-// ================
+/* ================ */
+/* TEXTURE! */
+/* ================ */
 
-// Returns the texture ID.
-// Stores real sizes in rw/rh (from POT padding).
+/* Returns the texture ID. */
+/* Stores real sizes in rw/rh (from POT padding). */
 static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
   GLuint texture;
   SDL_Surface* tmp;
@@ -160,7 +160,7 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
   int potw, poth;
   SDL_Rect rtemp;
 
-  // Make size power of two.
+  /* Make size power of two. */
   potw = pot(surface->w);
   poth = pot(surface->h);
   if(rw)*rw = potw;
@@ -170,7 +170,7 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
   rtemp.w = surface->w;
   rtemp.h = surface->h;
 
-  // Save alpha.
+  /* Save alpha. */
   saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
   saved_alpha = surface->format->alpha;
   if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
@@ -178,7 +178,7 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
   if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
     SDL_SetColorKey(surface, 0, surface->format->colorkey);
 
-  // Create the temp POT surface.
+  /* Create the temp POT surface. */
   tmp = SDL_CreateRGBSurface(SDL_SRCCOLORKEY,
       potw, poth, surface->format->BytesPerPixel*8, RGBMASK);
   if(tmp == NULL) {
@@ -191,30 +191,30 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
     return 0;
   }
 
-  // Change the surface to the new blitted one.
+  /* Change the surface to the new blitted one. */
   SDL_BlitSurface(surface, &rtemp, tmp, &rtemp);
   SDL_FreeSurface(surface);
   surface = tmp;
 
-  // Set saved alpha.
+  /* Set saved alpha. */
   if((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) 
     SDL_SetAlpha(surface, 0, 0);
 
-  // Opengl texture binding.
-  glGenTextures(1, &texture); // Create the texure.
-  glBindTexture(GL_TEXTURE_2D, texture); // Load the texture.
+  /* Opengl texture binding. */
+  glGenTextures(1, &texture); /* Create the texure. */
+  glBindTexture(GL_TEXTURE_2D, texture); /* Load the texture. */
 
-  // Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR
-  // also seems to create a bit of artifacts around the edges.
+  /* Filtering, LINEAR is better for scaling, nearest looks nicer, LINEAR */
+  /* also seems to create a bit of artifacts around the edges. */
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
-  // Now lead the texture data up.
+  /* Now lead the texture data up. */
   SDL_LockSurface(surface);
   glTexImage2D(GL_TEXTURE_2D, 0, surface->format->BytesPerPixel,
                surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
 
-  // Cleanup.
+  /* Cleanup. */
   SDL_UnlockSurface(surface);
   SDL_FreeSurface(surface);
 
@@ -223,11 +223,11 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) {
   return texture;
 }
 
-// Load the SDL_Surface to an openGL texture.
+/* Load the SDL_Surface to an openGL texture. */
 glTexture* gl_loadImage(SDL_Surface* surface) {
   int rw, rh;
 
-  // Set up the texture defaults.
+  /* Set up the texture defaults. */
   glTexture* texture = MALLOC_L(glTexture);
   texture->w = (double)surface->w;
   texture->h = (double)surface->h;
@@ -246,7 +246,7 @@ glTexture* gl_loadImage(SDL_Surface* surface) {
   return texture;
 }
 
-// Load the image directly as an opengl texture.
+/* Load the image directly as an opengl texture. */
 glTexture* gl_newImage(const char* path) {
   SDL_Surface* tmp, *surface;
   glTexture* t;
@@ -266,21 +266,21 @@ glTexture* gl_newImage(const char* path) {
     return NULL;
   }
 
-  surface = SDL_DisplayFormatAlpha(tmp); // Sets the surface to what we use.
+  surface = SDL_DisplayFormatAlpha(tmp); /* Sets the surface to what we use. */
   if(surface == 0) {
     WARN("Error converting image to screen format: %s", SDL_GetError());
     return NULL;
   }
 
-  SDL_FreeSurface(tmp); // Free the temp surface.
+  SDL_FreeSurface(tmp); /* Free the temp surface. */
 
-  // We have to flip our surfaces to match the ortho.
+  /* We have to flip our surfaces to match the ortho. */
   if(SDL_VFlipSurface(surface)) {
     WARN("Error flipping surface");
     return NULL;
   }
 
-  // Do after flipping for collision detection.
+  /* Do after flipping for collision detection. */
   SDL_LockSurface(surface);
   trans = SDL_MapTrans(surface);
   SDL_UnlockSurface(surface);
@@ -290,7 +290,7 @@ glTexture* gl_newImage(const char* path) {
   return t;
 }
 
-// Load the texture immediately, but also set is as a sprite.
+/* Load the texture immediately, but also set is as a sprite. */
 glTexture* gl_newSprite(const char* path, const int sx, const int sy) {
   glTexture* texture;
   if((texture = gl_newImage(path)) == NULL)
@@ -302,45 +302,45 @@ glTexture* gl_newSprite(const char* path, const int sx, const int sy) {
   return texture;
 }
 
-// Free the texture.
+/* Free the texture. */
 void gl_freeTexture(glTexture* texture) {
   glDeleteTextures(1, &texture->texture);
   if(texture->trans) free(texture->trans);
   free(texture);
 }
 
-// Return true if pixel at pos (x,y) is transparent.
+/* Return true if pixel at pos (x,y) is transparent. */
 int gl_isTrans(const glTexture* t, const int x, const int y) {
   return !(t->trans[(y*(int)(t->w)+x)/8] & (1<<((y*(int)(t->w)+x)%8)));
 }
 
-// Set x and y to be the appropriate sprite for glTexture using dir.
+/* Set x and y to be the appropriate sprite for glTexture using dir. */
 void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir) {
   int s, sx, sy;
 
   double shard, rdir;
 
-  // What each image represents in angle.
+  /* What each image represents in angle. */
   shard = 2.0*M_PI / (t->sy*t->sx);
 
   rdir = dir + shard/2.;
   if(rdir < 0.) rdir = 0.;
 
-  // Now calculate the sprite we need.
+  /* Now calculate the sprite we need. */
   s = (int)(rdir / shard);
   sx = t->sx;
   sy = t->sy;
 
-  // Make sure the sprite is "in range".
+  /* Make sure the sprite is "in range". */
   if(s > (sy*sx-1)) s = s % (sy*sx);
 
   (*x) = s % sx;
   (*y) = s / sx;
 }
 
-// ================
-// BLITTING!
-// ================
+/* ================ */
+/* BLITTING! */
+/* ================ */
 
 static void gl_blitTexture(const glTexture* texture,
     const double x, const double y,
@@ -348,14 +348,14 @@ static void gl_blitTexture(const glTexture* texture,
 
   double tw, th;
 
-  // Texture dimensions.
+  /* Texture dimensions. */
   tw = texture->sw / texture->rw;
   th = texture->sh / texture->rh;
 
   glEnable(GL_TEXTURE_2D);
   glBindTexture(GL_TEXTURE_2D, texture->texture);
   glBegin(GL_QUADS);
-    // Set colour or default if not set.
+    /* Set colour or default if not set. */
     if(c == NULL) glColor4d(1., 1., 1., 1.);
     else COLOUR(*c);
 
@@ -373,46 +373,46 @@ static void gl_blitTexture(const glTexture* texture,
   glEnd();
   glDisable(GL_TEXTURE_2D);
 
-  // Did anything fail?
+  /* Did anything fail? */
   gl_checkErr();
 }
 
-// Blit the sprite at given position.
+/* Blit the sprite at given position. */
 void gl_blitSprite(const glTexture* sprite, const double bx, const double by,
                    const int sx, const int sy, const glColour* c) {
 
   double x, y, tx, ty;
 
-  // Calculate position - we'll use relative coords to player.
+  /* Calculate position - we'll use relative coords to player. */
   x = bx - VX(*gl_camera) - sprite->sw/2. + gui_xoff;
   y = by - VY(*gl_camera) - sprite->sh/2. + gui_yoff;
 
-  // Don't draw if offscreen.
+  /* Don't draw if offscreen. */
   if((fabs(x) > SCREEN_W/2 + sprite->sw) ||
       (fabs(y) > SCREEN_H/2 + sprite->sh))
     return;
 
-  // Texture coords.
+  /* Texture coords. */
   tx = sprite->sw * (double)(sx)/sprite->rw;
   ty = sprite->sh * (sprite->sy-(double)sy-1)/sprite->rh;
 
-  // Actual blitting.
+  /* Actual blitting. */
   gl_blitTexture(sprite, x, y, tx, ty, c);
 }
 
-// Like gl_blitSprite but will use the actual direction, for things that
-// can just rotate around.
+/* Like gl_blitSprite but will use the actual direction, for things that */
+/* can just rotate around. */
 void gl_blitRotate(const glTexture* texture,
     const double bx, const double by,
     const double dir, const glColour* c) {
 
   double x, y;
 
-  // Calculate position - we'll use relative coords to player.
+  /* Calculate position - we'll use relative coords to player. */
   x = bx - VX(*gl_camera) - texture->sw/2. + gui_xoff;
   y = by - VY(*gl_camera) - texture->sh/2. + gui_yoff;
 
-  // Don't draw if offscreen.
+  /* Don't draw if offscreen. */
   if((fabs(x) > SCREEN_W/2 + texture->sw) ||
       (fabs(y) > SCREEN_H/2 + texture->sh))
     return;
@@ -421,31 +421,31 @@ void gl_blitRotate(const glTexture* texture,
   glPushMatrix();
   glRotated(dir, 0., 0., 1.);
 
-  // Blit.
+  /* Blit. */
   gl_blitTexture(texture, x, y, 0, 0, c);
 
-  glPopMatrix(); // GL_PROJECTION.
+  glPopMatrix(); /* GL_PROJECTION. */
 }
 
-// Just straight out blit the thing at position.
+/* Just straight out blit the thing at position. */
 void gl_blitStatic(const glTexture* texture, const double bx, const double by,
                    const glColour* c) {
   double x, y;
 
-  // Here we use absolute coords.
+  /* Here we use absolute coords. */
   x = bx - (double)SCREEN_W/2.;
   y = by - (double)SCREEN_H/2.;
 
-  // Actual blitting..
+  /* Actual blitting.. */
   gl_blitTexture(texture, x, y, 0, 0, c);
 }
 
-// Bind our precious camera to a vector.
+/* Bind our precious camera to a vector. */
 void gl_bindCamera(const Vec2* pos) {
   gl_camera = (Vec2*)pos;
 }
 
-// Draw circles.
+/* Draw circles. */
 void gl_drawCircle(const double cx, const double cy, const double r) {
   double x, y, p;
 
@@ -492,7 +492,7 @@ void gl_drawCircle(const double cx, const double cy, const double r) {
   gl_checkErr();
 }
 
-// Draw a cirlce in a rect.
+/* Draw a cirlce in a rect. */
 #define PIXEL(x,y) \
   if((x>rx) && (y>ry) && (x<rxw) && (y<ryh)) \
   glVertex2d(x,y)
@@ -505,10 +505,10 @@ void gl_drawCircleInRect(const double cx, const double cy, const double r,
   rxw = rx+rw;
   ryh = ry+rh;
 
-  // Are we offscreen?
+  /* Are we offscreen? */
   if((cx+r < rx) || (cy+r < ry) || (cx-r > rxw) || (cy-r > ryh))
     return;
-  // Can be drawn normally.
+  /* Can be drawn normally. */
   else if((cx-r > rx) && (cy-r > ry) && (cx+r < rxw) && (cy+r < ryh)) {
     gl_drawCircle(cx, cy, r);
     return;
@@ -558,18 +558,18 @@ void gl_drawCircleInRect(const double cx, const double cy, const double r,
 }
 #undef PIXEL
 
-// ================
-// GLOBAL.
-// ================
+/* ================ */
+/* GLOBAL. */
+/* ================ */
 
-// Check for extensions.
+/* Check for extensions. */
 static GLboolean gl_hasExt(char* name) {
-  // ======================================================
-  // Search for name in the extensions string. Use of strstr()
-  // is not sufficient because extensions names can be prefixes of
-  // other extension names. Could use strtol() but the constant
-  // string returned by glGetString can be in read-only memory.
-  // ======================================================
+  /* ====================================================== */
+  /* Search for name in the extensions string. Use of strstr() */
+  /* is not sufficient because extensions names can be prefixes of */
+  /* other extension names. Could use strtol() but the constant */
+  /* string returned by glGetString can be in read-only memory. */
+  /* ====================================================== */
 
   char* p, *end;
   size_t len, n;
@@ -588,8 +588,8 @@ static GLboolean gl_hasExt(char* name) {
   return GL_FALSE;
 }
 
-// Check and report if there's been an error.
-//#ifndef gl_checkErr // I know, I know, it's a little hackish.
+/* Check and report if there's been an error. */
+/*#ifndef gl_checkErr // I know, I know, it's a little hackish. */
 void gl_checkErr(void) {
 #ifdef DEBUG
   GLenum err;
@@ -597,7 +597,7 @@ void gl_checkErr(void) {
 
   err = glGetError();
 
-  if(err == GL_NO_ERROR) return; // No error.
+  if(err == GL_NO_ERROR) return; /* No error. */
 
   switch(err) {
     case GL_INVALID_ENUM:
@@ -628,9 +628,9 @@ void gl_checkErr(void) {
   WARN("OpenGL error: %s", errstr);
 #endif
 }
-//#endif
+/*#endif */
 
-// Initialize SDL/OpenGL etc.
+/* Initialize SDL/OpenGL etc. */
 int gl_init(void) {
   int doublebuf, depth, i, j, off, toff, supported;
   SDL_Rect** modes;
@@ -639,16 +639,16 @@ int gl_init(void) {
 
   supported  = 0;
 
-  // Initializes video.
+  /* Initializes video. */
   if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
     WARN("Unable to initialize SDL Video: %s", SDL_GetError());
     return -1;
   }
 
-  // Get available fullscreen modes.
+  /* Get available fullscreen modes. */
   if(gl_has(OPENGL_FULLSCREEN)) {
     modes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
-    if(modes == NULL) { // Could happen, but rare.
+    if(modes == NULL) { /* Could happen, but rare. */
       WARN("No fullscreen modes available");
       if(flags & SDL_FULLSCREEN) {
         WARN("Disabling fullscreen mode");
@@ -663,13 +663,13 @@ int gl_init(void) {
         DEBUG("\t%dx%d", modes[i]->w, modes[i]->h);
         if((flags & SDL_FULLSCREEN) && (modes[i]->w == SCREEN_W) &&
            (modes[i]->h == SCREEN_H))
-          supported = 1; // Mode we asked for is supported.
+          supported = 1; /* Mode we asked for is supported. */
       }
     }
 
-    // Make sure fullscreen mode is supported.
+    /* Make sure fullscreen mode is supported. */
     if((flags & SDL_FULLSCREEN) && !supported) {
-      // Try to get the closest aproximation to mode we asked for.
+      /* Try to get the closest aproximation to mode we asked for. */
       off = -1;
       j = 0;
       for(i = 0; modes[i]; i++) {
@@ -689,7 +689,7 @@ int gl_init(void) {
     }
   }
 
-  // Test the setup - aim for 32.
+  /* Test the setup - aim for 32. */
   depth = SDL_VideoModeOK(SCREEN_W, SCREEN_H, gl_screen.depth, flags);
   if(depth == 0)
      WARN("Video mode %dx%d @ %d bpp not supported"
@@ -700,13 +700,13 @@ int gl_init(void) {
 
   gl_screen.depth = depth;
 
-  // Actually creating the screen.
+  /* Actually creating the screen. */
   if(SDL_SetVideoMode(SCREEN_W, SCREEN_H, gl_screen.depth, flags) == NULL) {
     ERR("Unable to create OpenGL window: %s", SDL_GetError());
     return -1;
   }
 
-  // Grab some info.
+  /* Grab some info. */
   SDL_GL_GetAttribute(SDL_GL_RED_SIZE,      &gl_screen.r);
   SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE,    &gl_screen.g);
   SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE,     &gl_screen.b);
@@ -715,16 +715,16 @@ int gl_init(void) {
   if(doublebuf) gl_screen.flags |= OPENGL_DOUBLEBUF;
   gl_screen.depth = gl_screen.r + gl_screen.g + gl_screen.b + gl_screen.a;
 
-  // Get info about some extensions.
+  /* Get info about some extensions. */
   if(gl_hasExt("GL_ARB_vertex_shader")==GL_TRUE)
     gl_screen.flags |= OPENGL_VERT_SHADER;
   if(gl_hasExt("GL_ARB_fragment_shader")==GL_TRUE)
     gl_screen.flags |= OPENGL_FRAG_SHADER;
 
-  // Max texture size.
+  /* Max texture size. */
   glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_screen.tex_max);
 
-  // Debug heaven.
+  /* Debug heaven. */
   DEBUG("OpenGL Window Created: %dx%d@%dbpp %s", SCREEN_W, SCREEN_H,
         gl_screen.depth, (gl_has(OPENGL_FULLSCREEN)) ? "fullscreen" : "window");
 
@@ -739,43 +739,43 @@ int gl_init(void) {
     DEBUG("No fragment shader extension detected");
   DEBUG("");
 
-  // Some openGL options.
+  /* Some openGL options. */
   glClearColor(0., 0., 0., 1.);
 
-  // Enable/Disable.
-  glDisable(GL_DEPTH_TEST);   // Set for doing 2D shidazles.
-  //glEnable(GL_TEXTURE_2D);  // Don't enable globally, it will break non-texture blits.
-  glDisable(GL_LIGHTING);     // No lighting, it is done when rendered.
-  glEnable(GL_BLEND);         // Alpha blending ftw.
+  /* Enable/Disable. */
+  glDisable(GL_DEPTH_TEST);   /* Set for doing 2D shidazles. */
+  /*glEnable(GL_TEXTURE_2D);  // Don't enable globally, it will break non-texture blits. */
+  glDisable(GL_LIGHTING);     /* No lighting, it is done when rendered. */
+  glEnable(GL_BLEND);         /* Alpha blending ftw. */
 
-  // Models.
-  glShadeModel(GL_FLAT);      // Default shade model. Functions should keep this when done..
-  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Good blend model.
+  /* Models. */
+  glShadeModel(GL_FLAT);      /* Default shade model. Functions should keep this when done.. */
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /* Good blend model. */
 
-  // Set up the matrix.
+  /* Set up the matrix. */
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
-  glOrtho(-SCREEN_W /2,   // Left edge.
-          SCREEN_W  /2,   // Right edge.
-          -SCREEN_H /2,   // Bottom edge.
-          SCREEN_H  /2,   // Top edge.
-          -1.,            // Near.
-          1.);            // Far.
+  glOrtho(-SCREEN_W /2,   /* Left edge. */
+          SCREEN_W  /2,   /* Right edge. */
+          -SCREEN_H /2,   /* Bottom edge. */
+          SCREEN_H  /2,   /* Top edge. */
+          -1.,            /* Near. */
+          1.);            /* Far. */
 
 
-  // Finishing touches.
-  glClear(GL_COLOR_BUFFER_BIT); // Must clear the buffer first.
+  /* Finishing touches. */
+  glClear(GL_COLOR_BUFFER_BIT); /* Must clear the buffer first. */
   gl_checkErr();
 
   return 0;
 }
 
-// Clean up our mess.
+/* Clean up our mess. */
 void gl_exit(void) {
   SDL_QuitSubSystem(SDL_INIT_VIDEO);
 }
 
-// Saves a png.
+/* Saves a png. */
 int write_png(const char* file_name, png_bytep* rows, int w, int h,
               int colourtype, int bitdepth) {
   png_structp png_ptr;
diff --git a/src/outfit.c b/src/outfit.c
index cdf106e..fe4bf46 100644
--- a/src/outfit.c
+++ b/src/outfit.c
@@ -18,15 +18,15 @@
 #define OUTFIT_DATA     "../dat/outfit.xml"
 #define OUTFIT_GFX      "../gfx/outfit/"
 
-extern SDL_mutex* sound_lock; // Sound.c
+extern SDL_mutex* sound_lock; /* Sound.c */
 
-// The Stack.
+/* The Stack. */
 static Outfit* outfit_stack = NULL;
 static int outfits = 0;
 
-// Misc.
+/* Misc. */
 static DamageType outfit_strToDamageType(char* buf);
-// Parsing.
+/* Parsing. */
 static int outfit_parseDamage(DamageType* dtype, double* dmg, xmlNodePtr node);
 static Outfit* outfit_parse(const xmlNodePtr parent);
 static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent);
@@ -35,7 +35,7 @@ static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent);
 static void outfit_parseSMod(Outfit* tmp, const xmlNodePtr parent);
 static void outfit_parseSAfterburner(Outfit* tmp, const xmlNodePtr parent);
 
-// Return an outfit.
+/* Return an outfit. */
 Outfit* outfit_get(const char* name) {
   int i;
   for(i = 0; i < outfits; i++)
@@ -44,7 +44,7 @@ Outfit* outfit_get(const char* name) {
   return NULL;
 }
 
-// Return all the outfits.
+/* Return all the outfits. */
 char** outfit_getTech(int* n, const int* tech, const int techmax) {
   int i, j;
   char** outfitnames = malloc(sizeof(Outfit*) * outfits);
@@ -62,7 +62,7 @@ char** outfit_getTech(int* n, const int* tech, const int techmax) {
         }
     }
 
-  // Actual size is bigger, but it'll just get freed ;).
+  /* Actual size is bigger, but it'll just get freed ;). */
   return outfitnames;
 }
 
@@ -84,12 +84,12 @@ defualt:
   }
 }
 
-// Return 1 if outfit is a weapon (beam/bolt).
+/* Return 1 if outfit is a weapon (beam/bolt). */
 int outfit_isWeapon(const Outfit* o) {
   return ((o->type == OUTFIT_TYPE_BOLT) || (o->type == OUTFIT_TYPE_BEAM));
 }
 
-// Return 1 if outfit is a launcher.
+/* Return 1 if outfit is a launcher. */
 int outfit_isLauncher(const Outfit* o) {
   return((o->type == OUTFIT_TYPE_MISSILE_DUMB) ||
          (o->type == OUTFIT_TYPE_MISSILE_SEEK) ||
@@ -98,7 +98,7 @@ int outfit_isLauncher(const Outfit* o) {
          (o->type == OUTFIT_TYPE_MISSILE_SWARM_SMART));
 }
 
-// Return 1 if outfit is weapon ammunition.
+/* Return 1 if outfit is weapon ammunition. */
 int outfit_isAmmo(const Outfit* o) {
   return((o->type == OUTFIT_TYPE_MISSILE_DUMB_AMMO) ||
          (o->type == OUTFIT_TYPE_MISSILE_SEEK_AMMO) ||
@@ -113,17 +113,17 @@ int outfit_isTurret(const Outfit* o) {
           (o->type == OUTFIT_TYPE_TURRET_BEAM));
 }
 
-// Return 1 if o is a modification.
+/* Return 1 if o is a modification. */
 int outfit_isMod(const Outfit* o) {
   return (o->type == OUTFIT_TYPE_MODIFICATION);
 }
 
-// Return 1 if o is an afterburner.
+/* Return 1 if o is an afterburner. */
 int outfit_isAfterburner(const Outfit* o) {
   return (o->type == OUTFIT_TYPE_AFTERBURNER);
 }
 
-// Get the outfit graphics.
+/* Get the outfit graphics. */
 glTexture* outfit_gfx(const Outfit* o) {
   if(outfit_isWeapon(o)) return o->u.blt.gfx_space;
   else if(outfit_isAmmo(o)) return o->u.amm.gfx_space;
@@ -131,7 +131,7 @@ glTexture* outfit_gfx(const Outfit* o) {
   return NULL;
 }
 
-// Get the outfit spfx if applicable.
+/* Get the outfit spfx if applicable. */
 int outfit_spfx(const Outfit* o) {
   if(outfit_isWeapon(o)) return o->u.blt.spfx;
   else if(outfit_isAmmo(o)) return o->u.amm.spfx;
@@ -191,7 +191,7 @@ const char* outfit_getType(const Outfit* o) {
   return outfit_typename[o->type];
 }
 
-// Return the broad outfit type.
+/* Return the broad outfit type. */
 const char* outfit_typenamebroad[] = {
   "NULL",
   "Weapon",
@@ -214,7 +214,7 @@ const char* outfit_getTypeBroad(const Outfit* o) {
   return outfit_typenamebroad[i];
 }
 
-// Return the damage type from a str.
+/* Return the damage type from a str. */
 static DamageType outfit_strToDamageType(char* buf) {
   if(strcmp(buf, "energy")==0)        return DAMAGE_TYPE_ENERGY;
   else if(strcmp(buf, "kinetic")==0)  return DAMAGE_TYPE_KINETIC;
@@ -241,14 +241,14 @@ static int outfit_parseDamage(DamageType* dtype, double* dmg, xmlNodePtr node) {
   return 1;
 }
 
-// Parses the specific area for a weapon and loads it into outfit.
+/* Parses the specific area for a weapon and loads it into outfit. */
 static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
   xmlNodePtr node;
   char str[PATH_MAX] = "\0";
 
   node = parent->xmlChildrenNode;
   do {
-    // Load all the things.
+    /* Load all the things. */
     xmlr_float(node, "speed",     tmp->u.blt.speed);
     xmlr_float(node, "delay",     tmp->u.blt.delay);
     xmlr_float(node, "range",     tmp->u.blt.range);
@@ -280,13 +280,13 @@ static void outfit_parseSWeapon(Outfit* tmp, const xmlNodePtr parent) {
 #undef MELEMENT
 }
 
-// Parse the specific area for a launcher and loads it into Outfit.
+/* Parse the specific area for a launcher and loads it into Outfit. */
 static void outfit_parseSLauncher(Outfit* tmp, const xmlNodePtr parent) {
   xmlNodePtr node;
   node = parent->xmlChildrenNode;
 
   do {
-    // Load the dataz.
+    /* Load the dataz. */
     if(xml_isNode(node, "delay")) tmp->u.lau.delay = xml_getInt(node);
     else if(xml_isNode(node, "ammo")) tmp->u.lau.ammo = strdup(xml_get(node));
   } while((node = node->next));
@@ -297,7 +297,7 @@ static void outfit_parseSLauncher(Outfit* tmp, const xmlNodePtr parent) {
 #undef MELEMENT
 }
 
-// Parse the specific area for a weapon and load it into Outfit.
+/* Parse the specific area for a weapon and load it into Outfit. */
 static void outfit_parseSAmmo(Outfit* tmp, const xmlNodePtr parent) {
   xmlNodePtr node;
   node = parent->xmlChildrenNode;
@@ -341,13 +341,13 @@ static void outfit_parseSMod(Outfit* tmp, const xmlNodePtr parent) {
   xmlNodePtr node;
   node = parent->children;
 
-  // Load all the data.
+  /* Load all the data. */
   do {
-    // Movement.
+    /* Movement. */
     xmlr_float(node, "thrust", tmp->u.mod.thrust);
     xmlr_float(node, "turn", tmp->u.mod.turn);
     xmlr_float(node, "speed", tmp->u.mod.speed);
-    // Health.
+    /* Health. */
     xmlr_float(node, "armour", tmp->u.mod.armour);
     xmlr_float(node, "shield", tmp->u.mod.shield);
     xmlr_float(node, "energy", tmp->u.mod.energy);
@@ -359,18 +359,18 @@ static void outfit_parseSMod(Outfit* tmp, const xmlNodePtr parent) {
     else if(xml_isNode(node, "energy_regen"))
       tmp->u.mod.energy_regen = xml_getFloat(node)/60.0;
 
-    // Misc.
+    /* Misc. */
     xmlr_int(node, "cargo", tmp->u.mod.cargo);
 
   } while((node = node->next));
 }
 
-// Parses the afterburner tidbits of the outfit.
+/* Parses the afterburner tidbits of the outfit. */
 static void outfit_parseSAfterburner(Outfit* tmp, const xmlNodePtr parent) {
   xmlNodePtr node;
   node = parent->children;
 
-  // Must be >= 1.
+  /* Must be >= 1. */
   tmp->u.afb.thrust_perc  = 1.;
   tmp->u.afb.speed_perc  = 1.;
 
@@ -388,19 +388,19 @@ static void outfit_parseSAfterburner(Outfit* tmp, const xmlNodePtr parent) {
   } while((node = node->next));
 }
 
-// Parse and return Outfits from parent node.
+/* Parse and return Outfits from parent node. */
 static Outfit* outfit_parse(const xmlNodePtr parent) {
   Outfit* tmp = CALLOC_L(Outfit);
   xmlNodePtr cur, node;
   char* prop;
   char str[PATH_MAX] = "\0";
 
-  tmp->name = xml_nodeProp(parent, "name"); // Already malloced.
+  tmp->name = xml_nodeProp(parent, "name"); /* Already malloced. */
   if(tmp->name == NULL) WARN("Outfit in "OUTFIT_DATA" has invalid or no name");
 
   node = parent->xmlChildrenNode;
   do {
-    // Load all the things.
+    /* Load all the things. */
     if(xml_isNode(node, "general")) {
       cur = node->children;
       do {
@@ -417,16 +417,16 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
       } while((cur = cur->next));
     }
     else if(xml_isNode(node, "specific")) {
-      // Has to be processed seperately.
+      /* Has to be processed seperately. */
 
-      // Get the type.
+      /* Get the type. */
       prop = xml_nodeProp(node, "type");
       if(prop == NULL)
         ERR("Outfit '%s' element 'specific' missing property 'type'", tmp->name);
       tmp->type = atoi(prop);
       free(prop);
 
-      // Is this the secondary weapon?
+      /* Is this the secondary weapon? */
       prop = xml_nodeProp(node, "secondary");
       if(prop != NULL) {
         if((int)atoi(prop)) outfit_setProp(tmp, OUTFIT_PROP_WEAP_SECONDARY);
@@ -453,7 +453,7 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
   MELEMENT(tmp->max==0,        "max");
   MELEMENT(tmp->tech==0,       "tech");
   MELEMENT(tmp->gfx_store==NULL,  "gfx_store");
-  //MELEMENT(tmp->mass==0,      "mass");
+  /*MELEMENT(tmp->mass==0,      "mass"); */
   MELEMENT(tmp->type==0,       "type");
   MELEMENT(tmp->price==0,      "price");
   MELEMENT(tmp->description==NULL,  "description");
@@ -462,7 +462,7 @@ static Outfit* outfit_parse(const xmlNodePtr parent) {
   return tmp;
 }
 
-// Load all the outfits into the outfit stack.
+/* Load all the outfits into the outfit stack. */
 int outfit_load(void) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, OUTFIT_DATA, &bufsize);
@@ -478,7 +478,7 @@ int outfit_load(void) {
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First system node.
+  node = node->xmlChildrenNode; /* First system node. */
   if(node == NULL) {
     ERR("Malformed "OUTFIT_DATA" file: does not contain elements");
     return -1;
@@ -502,15 +502,15 @@ int outfit_load(void) {
   return 0;
 }
 
-// Frees the outfit stack.
+/* Frees the outfit stack. */
 void outfit_free(void) {
   int i;
   for(i = 0; i < outfits; i++) {
-    // Free graphics.
+    /* Free graphics. */
     if(outfit_gfx(&outfit_stack[i]))
       gl_freeTexture(outfit_gfx(&outfit_stack[i]));
 
-    // Strings.
+    /* Strings. */
     if(outfit_isLauncher(&outfit_stack[i]) && outfit_stack[i].u.lau.ammo)
       free(outfit_stack[i].u.lau.ammo);
 
diff --git a/src/pack.c b/src/pack.c
index 0d5d002..93a7072 100644
--- a/src/pack.c
+++ b/src/pack.c
@@ -1,5 +1,5 @@
 #include <stdio.h>
-#include <sys/stat.h> // S_IRUSR
+#include <sys/stat.h> /* S_IRUSR */
 #include <unistd.h>
 #include <errno.h>
 #include <string.h>
@@ -9,39 +9,39 @@
 #include "log.h"
 #include "md5.h"
 
-// == Store data in a funky format. =======================
-// Format:
-//  -- Index.
-//    -- Magic number (16 bytes).
-//    -- Number of files (uint32_t).
-//    -- Files in format name/location.
-//      -- File name (128 bytes max, ending in \0).
-//      -- File location (uint32_t).
-//  -- File data in format Size/Data.
-//    -- File size (uint32_t).
-//    -- File data (char*).
-//    -- File MD5 (16 byte char*).
-//  -- EOF
-//
-// -- Write magic number and number of files.
-// -- Write the index.
-// -- Pack the files.
-// ========================================================
+/* == Store data in a funky format. ======================= */
+/* Format: */
+/*  -- Index. */
+/*    -- Magic number (16 bytes). */
+/*    -- Number of files (uint32_t). */
+/*    -- Files in format name/location. */
+/*      -- File name (128 bytes max, ending in \0). */
+/*      -- File location (uint32_t). */
+/*  -- File data in format Size/Data. */
+/*    -- File size (uint32_t). */
+/*    -- File data (char*). */
+/*    -- File MD5 (16 byte char*). */
+/*  -- EOF */
+/* */
+/* -- Write magic number and number of files. */
+/* -- Write the index. */
+/* -- Pack the files. */
+/* ======================================================== */
 
-#undef DEBUG // this will be spammy.
+#undef DEBUG /* this will be spammy. */
 #define DEBUG(str, args...) do{;} while(0)
 
-// The read/write block size.
+/* The read/write block size. */
 #define BLOCKSIZE 128*1024
 
-// Max filename length.
+/* Max filename length. */
 #define MAX_FILENAME 100
 
 #define PERMS S_IRUSR | S_IWUSR | S_IRGRP | S_IWGRP | S_IROTH
 
-const uint64_t magic = 0x25524573; // sER%
+const uint64_t magic = 0x25524573; /* sER% */
 
-// Grab the filesize.
+/* Grab the filesize. */
 static off_t getfilesize(const char* filename) {
 #ifdef _POSIX_SOURCE
   struct stat file;
@@ -65,7 +65,7 @@ static off_t getfilesize(const char* filename) {
 #endif
 }
 
-// Return true if filename is a Packfile.
+/* Return true if filename is a Packfile. */
 int pack_check(const char* filename) {
   int ret;
   char* buf;
@@ -108,7 +108,7 @@ int pack_check(const char* filename) {
   return ret;
 }
 
-// Pack nfiles, infiles into outfile.
+/* Pack nfiles, infiles into outfile. */
 #ifdef _POSIX_SOURCE
 #define WRITE(b,n) if(write(outfd, b, n)==-1) { \
   ERR("Error writing to file: %s", strerror(errno)); \
@@ -133,7 +133,7 @@ int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles)
   const uint8_t b = '\0';
 
   for(namesize = 0, i = 0; i < nfiles; i++) {
-    // Make sure file exists before writing.
+    /* Make sure file exists before writing. */
 #ifdef _POSIX_SOURCE
     if(stat(infiles[i], &file)) {
 #else
@@ -150,12 +150,12 @@ int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles)
     namesize += strlen(infiles[i]);
   }
 
-  indexsize = (sizeof(magic) + 4 + // Magic number and number of files.
-               namesize + // Total length of file names.
-               (1+4)*nfiles);  // File size and extra end of string char '\0'.
+  indexsize = (sizeof(magic) + 4 + /* Magic number and number of files. */
+               namesize + /* Total length of file names. */
+               (1+4)*nfiles);  /* File size and extra end of string char '\0'. */
   DEBUG("Index size is %d", indexsize);
 
-  // Create the output file.
+  /* Create the output file. */
 #ifdef _POSIX_SOURCE
   outfd = creat(outfile, PERMS);
   if(outfd == -1) {
@@ -167,31 +167,31 @@ int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles)
     return -1;
   }
 
-  // Index!
+  /* Index! */
   buf = malloc(BLOCKSIZE);
 
-  // Magic number.
+  /* Magic number. */
   WRITE(&magic, sizeof(magic));
   DEBUG("Wrote magic number");
-  // Number of files.
+  /* Number of files. */
   WRITE(&nfiles, sizeof(nfiles));
   DEBUG("Wrote number of files: %d", nfiles);
-  // Create file dependent index part.
+  /* Create file dependent index part. */
   pointer = indexsize;
   for(i = 0; i < nfiles; i++) {
     WRITE(infiles[i], strlen(infiles[i]));
     DEBUG("File: '%s' at %d", infiles[i], pointer);
     WRITE(&b, 1);
     WRITE(&pointer, 4);
-    pointer += 4 + getfilesize(infiles[i]) + 16; // Set pointer to be next file pos.
+    pointer += 4 + getfilesize(infiles[i]) + 16; /* Set pointer to be next file pos. */
   }
 
-  // Data!
+  /* Data! */
   md5_state_t md5;
   md5_byte_t* md5val = malloc(16);
   for(i = 0; i < nfiles; i++) {
     bytes = (uint32_t)getfilesize(infiles[i]);
-    WRITE(&bytes, 4); // filesize.
+    WRITE(&bytes, 4); /* filesize. */
     DEBUG("About to write '%s' of %d bytes", infiles[i], bytes);
     md5_init(&md5);
 #ifdef _POSIX_SOURCE
@@ -201,7 +201,7 @@ int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles)
     inf = fopen(infiles[i], "rb");
     while((bytes = fread(buf, 1, BLOCKSIZE, inf))) {
 #endif
-      WRITE(buf, bytes); // Data.
+      WRITE(buf, bytes); /* Data. */
       md5_append(&md5, buf, bytes);
     }
     md5_finish(&md5, md5val);
@@ -228,7 +228,7 @@ int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles)
 }
 #undef WRITE
 
-// Opens the filename in packfile for reading.
+/* Opens the filename in packfile for reading. */
 #ifdef _POSIX_SOURCE
 #define READ(b,n) if(read(file->fd, (b), (n))!=(n)) { \
   ERR("Too few bytes read. Expected more."); \
@@ -256,7 +256,7 @@ int pack_open(Packfile* file, const char* packfile, const char* filename) {
     return -1;
   }
 
-  READ(buf, sizeof(magic)); // Make sure it's a packfile.
+  READ(buf, sizeof(magic)); /* Make sure it's a packfile. */
   if(memcmp(buf, &magic, sizeof(magic))) {
     ERR("File %s is not a valid packfile", filename);
     return -1;
@@ -264,20 +264,20 @@ int pack_open(Packfile* file, const char* packfile, const char* filename) {
 
   READ(&nfiles, 4);
   for(i = 0; i < nfiles; i++) {
-    // Start to search files.
+    /* Start to search files. */
     j = 0;
-    READ(&buf[j], 1); // Get the name.
+    READ(&buf[j], 1); /* Get the name. */
     while(buf[j++] != '\0')
       READ(&buf[j], 1);
 
     if(strcmp(filename, buf) == 0) {
-      // We found the file.
+      /* We found the file. */
       READ(&file->start, 4);
       DEBUG("'%s' found at %d", filename, file->start);
       break;
     }
 #ifdef _POSIX_SOURCE
-    lseek(file->fd, 4, SEEK_CUR); // Ignore the file location.
+    lseek(file->fd, 4, SEEK_CUR); /* Ignore the file location. */
 #else
     fseek(file->fp, 4, SEEK_CUR);
 #endif
@@ -285,7 +285,7 @@ int pack_open(Packfile* file, const char* packfile, const char* filename) {
   free(buf);
 
   if(file->start) {
-    // Go to the beginning of the file.
+    /* Go to the beginning of the file. */
 #ifdef _POSIX_SOURCE
     if((uint32_t)lseek(file->fd, file->start, SEEK_SET) != file->start) {
 #else
@@ -307,10 +307,10 @@ int pack_open(Packfile* file, const char* packfile, const char* filename) {
 }
 #undef READ
 
-// Read count bytes from file and put them into buf.
+/* Read count bytes from file and put them into buf. */
 ssize_t pack_read(Packfile* file, void* buf, size_t count) {
   if(file->pos + count > file->end)
-    count = file->end - file->pos; // Can't go past the end!
+    count = file->end - file->pos; /* Can't go past the end! */
   if(count == 0) return 0;
 
   int bytes;
@@ -328,7 +328,7 @@ ssize_t pack_read(Packfile* file, void* buf, size_t count) {
   return bytes;
 }
 
-// Seek in the packfile.
+/* Seek in the packfile. */
 off_t pack_seek(Packfile* file, off_t offset, int whence) {
   DEBUG("Attempting to seek offset: %d, whence: %d", offset, whence);
   off_t ret;
@@ -373,12 +373,12 @@ off_t pack_seek(Packfile* file, off_t offset, int whence) {
   return ret - file->start;
 }
 
-// Return current pointer position.
+/* Return current pointer position. */
 long pack_tell(Packfile* file) {
   return file->pos - file->start;
 }
 
-// Loads an entire file into memory and returns a pointer to it.
+/* Loads an entire file into memory and returns a pointer to it. */
 void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesize) {
   Packfile* file = (Packfile*)malloc(sizeof(Packfile));
   void* buf;
@@ -393,7 +393,7 @@ void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesi
   }
   DEBUG("Opened file '%s' from '%s'", filename, packfile);
 
-  // Read the entire file.
+  /* Read the entire file. */
   size = file->end - file->start;
   buf = malloc(size+1);
   if((bytes = pack_read(file, buf, size)) != size) {
@@ -404,9 +404,9 @@ void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesi
     return NULL;
   }
   DEBUG("Read %d bytes from '%s'", bytes, filename);
-  memset(buf+size, 0, 1); // Append size '\0' for it to validate as a string.
+  memset(buf+size, 0, 1); /* Append size '\0' for it to validate as a string. */
 
-  // Check the md5.
+  /* Check the md5. */
   md5_state_t md5;
   md5_byte_t* md5val = malloc(16);
   md5_byte_t* md5fd = malloc(16);
@@ -424,7 +424,7 @@ void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesi
   free(md5val);
   free(md5fd);
 
-  // Cleanup.
+  /* Cleanup. */
   if(pack_close(file) == -1) {
     ERR("Closing packfile");
     free(file);
@@ -438,9 +438,9 @@ void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesi
   return buf;
 }
 
-// Load the filenames int the packfile to filenames.
-// filenames should be freed after use
-// On error if filenames is (char**)-1.
+/* Load the filenames int the packfile to filenames. */
+/* filenames should be freed after use */
+/* On error if filenames is (char**)-1. */
 #ifdef _POSIX_SOURCE
 #define READ(b,n) if(read(fd, (b), (n))!=(n)) { \
   ERR("Too few bytes read"); \
@@ -473,7 +473,7 @@ char** pack_listfiles(const char* packfile, uint32_t* nfiles) {
     ERR("opening %s: %s", packfile, strerror(errno));
     return NULL;
   }
-  READ(buf, sizeof(magic)); // Make sure it is a packfile.
+  READ(buf, sizeof(magic)); /* Make sure it is a packfile. */
   if(memcmp(buf, &magic, sizeof(magic))) {
     ERR("File %s is not a valid packfile", packfile);
     return NULL;
@@ -482,13 +482,13 @@ char** pack_listfiles(const char* packfile, uint32_t* nfiles) {
   READ(nfiles, 4);
   filenames = malloc(((*nfiles)+1)*sizeof(char*));
   for(i = 0; i < *nfiles; i++) {
-    // Start searching files.
+    /* Start searching files. */
     j = 0;
     filenames[i] = malloc(MAX_FILENAME * sizeof(char));
-    READ(&filenames[i][j], 1); // Get the name.
+    READ(&filenames[i][j], 1); /* Get the name. */
     while(filenames[i][j++] != '\0')
       READ(&filenames[i][j], 1);
-    READ(buf, 4); // skip the location.
+    READ(buf, 4); /* skip the location. */
   }
   free(buf);
 
@@ -502,7 +502,7 @@ char** pack_listfiles(const char* packfile, uint32_t* nfiles) {
 }
 #undef READ
 
-// Close the packfile.
+/* Close the packfile. */
 int pack_close(Packfile* file) {
   int i;
 #ifdef _POSIX_SOURCE
diff --git a/src/pause.c b/src/pause.c
index 0a9d518..b7242a8 100644
--- a/src/pause.c
+++ b/src/pause.c
@@ -3,37 +3,37 @@
 #include "spfx.h"
 #include "pause.h"
 
-// Main thing with pausing is to allow things based on time to
-// work properly when the toolkit opens a window.
+/* Main thing with pausing is to allow things based on time to */
+/* work properly when the toolkit opens a window. */
 
-int paused = 0; // Are we paused.
+int paused = 0; /* Are we paused. */
 
-// From pilot.c
+/* From pilot.c */
 extern Pilot** pilot_stack;
 extern int pilots;
-// From space.c
+/* From space.c */
 extern unsigned int spawn_timer;
-// From main.c
+/* From main.c */
 extern unsigned int gtime;
 
 static void pilots_pause(void);
 static void pilots_unpause(void);
 static void pilots_delay(unsigned int delay);
 
-// Pause the game.
+/* Pause the game. */
 void pause_game(void) {
-  if(paused) return; // Well well.. We are paused already.
+  if(paused) return; /* Well well.. We are paused already. */
 
   pilots_pause();
   weapons_pause();
   spfx_pause();
   spawn_timer -= SDL_GetTicks();
 
-  paused = 1; // We should unpause it.
+  paused = 1; /* We should unpause it. */
 }
 
 void unpause_game(void) {
-  if(!paused) return; // We are unpaused already.
+  if(!paused) return; /* We are unpaused already. */
 
   pilots_unpause();
   weapons_unpause();
@@ -43,7 +43,7 @@ void unpause_game(void) {
   paused = 0;
 }
 
-// Set the timers back.
+/* Set the timers back. */
 void pause_delay(unsigned int delay) {
   pilots_delay(delay);
   weapons_delay(delay);
diff --git a/src/physics.c b/src/physics.c
index 3899eea..8cd3035 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -6,9 +6,9 @@
 #include "log.h"
 #include "physics.h"
 
-// ================
-// MISC
-// ================
+/* ================ */
+/* MISC */
+/* ================ */
 double angle_diff(const double ref, double a) {
   double d;
   if(a < M_PI) a += 2*M_PI;
@@ -19,15 +19,15 @@ double angle_diff(const double ref, double a) {
 void limit_speed(Vec2* vel, const double speed, const double dt) {
   double vmod;
   vmod = VMOD(*vel);
-  if(vmod > speed) // Should not go faster.
+  if(vmod > speed) /* Should not go faster. */
     vect_pset(vel, (vmod-speed)*(1.-dt*3.) + speed, VANGLE(*vel));
 }
 
-// ================
-// VEC2
-// ================
+/* ================ */
+/* VEC2 */
+/* ================ */
 
-// Set the vector value using cartesian coords.
+/* Set the vector value using cartesian coords. */
 void vect_cset(Vec2* v, const double x, const double y) {
   v->x = x;
   v->y = y;
@@ -35,13 +35,13 @@ void vect_cset(Vec2* v, const double x, const double y) {
   v->angle = ANGLE(x, y);
 }
 
-// Create a minimal vector, only valid for blitting.
+/* Create a minimal vector, only valid for blitting. */
 void vect_csetmin(Vec2* v, const double x, const double y) {
   v->x = x;
   v->y = y;
 }
 
-// Set the vector value using polar coords.
+/* Set the vector value using polar coords. */
 void vect_pset(Vec2* v, const double mod, const double angle) {
   v->mod = mod;
   v->angle = angle;
@@ -49,7 +49,7 @@ void vect_pset(Vec2* v, const double mod, const double angle) {
   v->y = v->mod*sin(v->angle);
 }
 
-// Copy vector source to destination.
+/* Copy vector source to destination. */
 void vectcpy(Vec2* dest, const Vec2* src) {
   dest->x = src->x;
   dest->y = src->y;
@@ -57,12 +57,12 @@ void vectcpy(Vec2* dest, const Vec2* src) {
   dest->angle = src->angle;
 }
 
-// Null a vector.
+/* Null a vector. */
 void vectnull(Vec2* v) {
   v->x = v->y = v->mod = v->angle = 0.;
 }
 
-// Get the direction pointed to by two vectors (from ref to v).
+/* Get the direction pointed to by two vectors (from ref to v). */
 double vect_angle(const Vec2* ref, const Vec2* v) {
   return ANGLE(v->x - ref->x, v->y - ref->y);
 }
@@ -75,23 +75,23 @@ void vect_cadd(Vec2* v, const double x, const double y) {
 }
 
 
-// ================
-// SOLID!
-// ================
+/* ================ */
+/* SOLID! */
+/* ================ */
 
-// ==Update method.========================================
-// d^2 x(t) / d t^2 = a, a = constant (acceleration)
-// x'(0) = v, x(0) = p
-//
-// d x(t) / d t = a*t + v, v = constant (initial velocity)
-// x(t) = a/2*t + v*t + p, p = constant (initial position)
-//
-// Since dt isn't actually differential this gives us an
-// error, so watch out with big values for dt.
-// ========================================================
-#if 0 // Simply commenting this out to avoid silly warnings.
+/* ==Update method.======================================== */
+/* d^2 x(t) / d t^2 = a, a = constant (acceleration) */
+/* x'(0) = v, x(0) = p */
+/* */
+/* d x(t) / d t = a*t + v, v = constant (initial velocity) */
+/* x(t) = a/2*t + v*t + p, p = constant (initial position) */
+/* */
+/* Since dt isn't actually differential this gives us an */
+/* error, so watch out with big values for dt. */
+/* ======================================================== */
+#if 0 /* Simply commenting this out to avoid silly warnings. */
 static void simple_update(Solid* obj, const double dt) {
-  // Make sure angle doesn't flip.
+  /* Make sure angle doesn't flip. */
   obj->dir += M_PI/360.*obj->dir_vel*dt;
   if(obj->dir > 2*M_PI)   obj->dir -= 2*M_PI;
   if(obj->dir < 0.)      obj->dir += 2*M_PI;
@@ -102,7 +102,7 @@ static void simple_update(Solid* obj, const double dt) {
   vx = obj->vel->x;
   vy = obj->vel->y;
 
-  if(obj->force.mod) { // Force applied on an object.
+  if(obj->force.mod) { /* Force applied on an object. */
     double ax, ay;
     ax = obj->force->x/obj->mass;
     ay = obj->force->y/obj->mass;
@@ -124,46 +124,46 @@ static void simple_update(Solid* obj, const double dt) {
 }
 #endif
 
-// ==Runge-Kutta 4th method.===============================
-// d^2 x(t) / d t^2 = a, a = constant(acceleration)
-// x'(0) = v, x(0) = p
-// x'' = f(t, x, x') = (x', a)
-//
-// x_ {n+1} = x_n + h/6 (k1 + 2*k2 + 3*k3 + k4)
-//  h = (b-a)/2
-//  k1 = f(t_n, X_n), X_n = (x_n, x'_n)
-//  k2 = f(t_n + h/2, X_n + h/2*k1)
-//  k3 = f(t_n + h/2, X_n + h/2*k2)
-//  k4 = f(t_n + h,   X_n + h*k3)
-//
-// x_{n+1} = x_n + h/6x'_n + 3*h*a, 4*a)
-// ========================================================
+/* ==Runge-Kutta 4th method.=============================== */
+/* d^2 x(t) / d t^2 = a, a = constant(acceleration) */
+/* x'(0) = v, x(0) = p */
+/* x'' = f(t, x, x') = (x', a) */
+/* */
+/* x_ {n+1} = x_n + h/6 (k1 + 2*k2 + 3*k3 + k4) */
+/*  h = (b-a)/2 */
+/*  k1 = f(t_n, X_n), X_n = (x_n, x'_n) */
+/*  k2 = f(t_n + h/2, X_n + h/2*k1) */
+/*  k3 = f(t_n + h/2, X_n + h/2*k2) */
+/*  k4 = f(t_n + h,   X_n + h*k3) */
+/* */
+/* x_{n+1} = x_n + h/6x'_n + 3*h*a, 4*a) */
+/* ======================================================== */
 
-#define RK4_MIN_H 0.01 // Minimal pass we want.
+#define RK4_MIN_H 0.01 /* Minimal pass we want. */
 static void rk4_update(Solid* obj, const double dt) {
-  int i, N;                       // For iteration and pass calculation.
-  double h, px, py, vx, vy;       // Pass and position/velocity values.
-  double ix, iy, tx, ty, ax, ay;  // Initial and temp cartesian vector values.
-  // Make sure angle doesn't flip.
+  int i, N;                       /* For iteration and pass calculation. */
+  double h, px, py, vx, vy;       /* Pass and position/velocity values. */
+  double ix, iy, tx, ty, ax, ay;  /* Initial and temp cartesian vector values. */
+  /* Make sure angle doesn't flip. */
   obj->dir += M_PI/180.*obj->dir_vel*dt;
   if(obj->dir >= 2.*M_PI) obj->dir -= 2*M_PI;
   else if(obj->dir < 0.)  obj->dir += 2*M_PI;
 
   N = (dt > RK4_MIN_H) ? (int)(dt/RK4_MIN_H) : 1;
-  h = dt / (double)N; // Step.
+  h = dt / (double)N; /* Step. */
 
   px = obj->pos.x;
   py = obj->pos.y;
   vx = obj->vel.x;
   vy = obj->vel.y;
 
-  if(obj->force.mod) {  // Force applied on object.
-    // Movement quantity theorem : m*a = \sum f.
+  if(obj->force.mod) {  /* Force applied on object. */
+    /* Movement quantity theorem : m*a = \sum f. */
     ax = obj->force.x / obj->mass;
     ay = obj->force.y / obj->mass;
     
     for(i = 0; i < N; i++) {
-      // X component.
+      /* X component. */
       tx = ix = vx;
       tx += 2.*ix + h*tx;
       tx += 2.*ix + h*tx;
@@ -173,7 +173,7 @@ static void rk4_update(Solid* obj, const double dt) {
       px += tx;
       vx += ax*h;
 
-      // Y component.
+      /* Y component. */
       ty = iy = vy;
       ty += 2.*(iy + h/2.*ty);
       ty += 2.*(iy + h/2.*ty);
@@ -185,14 +185,14 @@ static void rk4_update(Solid* obj, const double dt) {
     }
     vect_cset(&obj->vel, vx, vy);
   } else {
-    // Euler method -> p = v*t + 0.5*a*t^2 (no accel, so no error).
+    /* Euler method -> p = v*t + 0.5*a*t^2 (no accel, so no error). */
     px += dt*vx;
     py += dt*vy;
   }
   vect_cset(&obj->pos, px, py);
 }
 
-// Initialize a new solid.
+/* Initialize a new solid. */
 void solid_init(Solid* dest, const double mass, const double dir,
                 const Vec2* pos, const Vec2* vel) {
   dest->mass = mass;
@@ -213,7 +213,7 @@ void solid_init(Solid* dest, const double mass, const double dir,
   dest->update = rk4_update;
 }
 
-// Create a new solid.
+/* Create a new solid. */
 Solid* solid_create(const double mass, const double dir,
                     const Vec2* pos, const Vec2* vel) {
   Solid* dyn = MALLOC_L(Solid);
@@ -222,7 +222,7 @@ Solid* solid_create(const double mass, const double dir,
   return dyn;
 }
 
-// Free an existing solid.
+/* Free an existing solid. */
 void solid_free(Solid* src) {
   free(src);
   src = NULL;
diff --git a/src/pilot.c b/src/pilot.c
index 5e07b0d..a55fc96 100644
--- a/src/pilot.c
+++ b/src/pilot.c
@@ -12,44 +12,44 @@
 #include "hook.h"
 #include "pilot.h"
 
-#define XML_ID    "Fleets" // XML section identifier.
+#define XML_ID    "Fleets" /* XML section identifier. */
 #define XML_FLEET "fleet"
 
 #define FLEET_DATA  "../dat/fleet.xml"
 
-#define PILOT_CHUNK 32     // Chunks to increment pilot_stack by.
+#define PILOT_CHUNK 32     /* Chunks to increment pilot_stack by. */
 
-// Stack of pilot id's to assure uniqueness.
+/* Stack of pilot id's to assure uniqueness. */
 static unsigned int pilot_id = PLAYER_ID;
 
-// id for special mission cargo.
+/* id for special mission cargo. */
 static unsigned int mission_cargo_id = 0;
 
-// Stack of pilots - yes, they come in stacks now.
-Pilot** pilot_stack = NULL; // Not static, it is used in player.c and weapon.c and ai.c
+/* Stack of pilots - yes, they come in stacks now. */
+Pilot** pilot_stack = NULL; /* Not static, it is used in player.c and weapon.c and ai.c */
 int pilots = 0;
 static int mpilots = 0;
 
 extern Pilot* player;
 extern unsigned int player_crating;
 
-// Stack of fleets.
+/* Stack of fleets. */
 static Fleet* fleet_stack = NULL;
 static int nfleets = 0;
 
-// External.
-// AI.
+/* External. */
+/* AI. */
 extern void ai_destroy(Pilot* p);
 extern void ai_think(Pilot* pilot);
 extern void ai_create(Pilot* pilot);
-// Player.
+/* Player. */
 extern void player_think(Pilot* pilot);
 extern void player_brokeHyperspace(void);
 extern double player_faceHyperspace(void);
 extern void player_dead(void);
 extern void player_destroyed(void);
 extern int gui_load(const char* name);
-// Internal.
+/* Internal. */
 static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t);
 static void pilot_update(Pilot* pilot, const double dt);
 static void pilot_hyperspace(Pilot* pilot);
@@ -60,9 +60,9 @@ static Fleet* fleet_parse(const xmlNodePtr parent);
 static void pilot_dead(Pilot* p);
 static int pilot_oquantity(Pilot* p, PilotOutfit* w);
 
-// Get the next pilot based on id.
+/* Get the next pilot based on id. */
 unsigned int pilot_getNext(const unsigned int id) {
-  // Binary search.
+  /* Binary search. */
   int l, m, h;
   l = 0;
   h = pilots-1;
@@ -77,7 +77,7 @@ unsigned int pilot_getNext(const unsigned int id) {
   else return pilot_stack[m+1]->id;
 }
 
-// Get the nearest enemy to the pilot -- Tamir's (insightful) request.
+/* Get the nearest enemy to the pilot -- Tamir's (insightful) request. */
 unsigned int pilot_getNearest(const Pilot* p) {
   unsigned int tp;
   int i;
@@ -94,7 +94,7 @@ unsigned int pilot_getNearest(const Pilot* p) {
   return tp;
 }
 
-// Get the nearest hostile enemy to the player.
+/* Get the nearest hostile enemy to the player. */
 unsigned pilot_getHostile(void) {
   unsigned int tp;
   int i;
@@ -110,11 +110,11 @@ unsigned pilot_getHostile(void) {
   return tp;
 }
 
-// Pull a pilot out of the pilot_stack based on id.
+/* Pull a pilot out of the pilot_stack based on id. */
 Pilot* pilot_get(const unsigned int id) {
-  if(id == PLAYER_ID) return player; // Special case player.
+  if(id == PLAYER_ID) return player; /* Special case player. */
 
-  // Binary search.
+  /* Binary search. */
   int l, m, h;
   l = 0;
   h = pilots-1;
@@ -127,7 +127,7 @@ Pilot* pilot_get(const unsigned int id) {
   return NULL;
 }
 
-// Grab a fleet out of the stack.
+/* Grab a fleet out of the stack. */
 Fleet* fleet_get(const char* name) {
   int i;
   for(i = 0; i < nfleets; i++)
@@ -138,7 +138,7 @@ Fleet* fleet_get(const char* name) {
   return NULL;
 }
 
-// Attempt to turn the pilot to face dir.
+/* Attempt to turn the pilot to face dir. */
 double pilot_face(Pilot* p, const float dir) {
   double diff, turn;
 
@@ -155,18 +155,18 @@ double pilot_face(Pilot* p, const float dir) {
   return diff;
 }
 
-// Get the amount of jumps the pilot has left.
+/* Get the amount of jumps the pilot has left. */
 int pilot_getJumps(const Pilot* p) {
   return (int)(p->fuel) / HYPERSPACE_FUEL;
 }
 
-// Return quantity of a pilot outfit.
+/* Return quantity of a pilot outfit. */
 static int pilot_oquantity(Pilot* p, PilotOutfit* w) {
   return (outfit_isAmmo(w->outfit) && p->secondary) ?
         p->secondary->quantity : w->quantity;
 }
 
-// Get pilot's free weapon space.
+/* Get pilot's free weapon space. */
 int pilot_freeSpace(Pilot* p) {
   int i, s;
 
@@ -177,76 +177,76 @@ int pilot_freeSpace(Pilot* p) {
   return s;
 }
 
-// Mkay, this is how we shoot. Listen up.
+/* Mkay, this is how we shoot. Listen up. */
 void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
   int i;
 
-  if(!p->outfits) return; // No outfits.
+  if(!p->outfits) return; /* No outfits. */
 
   if(!secondary) {
-    // Primary weapons.
+    /* Primary weapons. */
     for(i = 0; i < p->noutfits; i++)
-      // Cycle through outfits to find primary weapons.
+      /* Cycle through outfits to find primary weapons. */
       if(!outfit_isProp(p->outfits[i].outfit, OUTFIT_PROP_WEAP_SECONDARY))
         pilot_shootWeapon(p, &p->outfits[i], target);
   } else {
-    if(!p->secondary) return; // No secondary weapon.
+    if(!p->secondary) return; /* No secondary weapon. */
     pilot_shootWeapon(p, p->secondary, target);
   }
 }
 
 static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
   int quantity, delay;
-  // WElll... Trying to shoot when you have no ammo?? FUUU
+  /* WElll... Trying to shoot when you have no ammo?? FUUU */
   quantity = pilot_oquantity(p,w);
   delay = outfit_delay(w->outfit);
 
-  // Check to see if weapon is ready.
+  /* Check to see if weapon is ready. */
   if((SDL_GetTicks() - w->timer) < (unsigned int)(delay/quantity)) return;
-  // Regular weapons.
+  /* Regular weapons. */
   if(outfit_isWeapon(w->outfit) || (outfit_isTurret(w->outfit))) {
-    // Different weapons.
+    /* Different weapons. */
     switch(w->outfit->type) {
     case OUTFIT_TYPE_TURRET_BOLT:
     case OUTFIT_TYPE_BOLT:
-      // Enough energy?
+      /* Enough energy? */
       if(outfit_energy(w->outfit) > p->energy) return;
 
       p->energy -= outfit_energy(w->outfit);
       weapon_add(w->outfit, p->solid->dir, &p->solid->pos,
                  &p->solid->vel, p->id, t);
 
-      // Can't shoot for a while.
+      /* Can't shoot for a while. */
       w->timer = SDL_GetTicks();
       break;
     default:
       break;
     }
   }
-  // Missile launchers.
-  // Must be secondary weapon, Shooter can't be the target.
+  /* Missile launchers. */
+  /* Must be secondary weapon, Shooter can't be the target. */
   else if(outfit_isLauncher(w->outfit) && (w == p->secondary) && (p->id != t)) {
     if(p->ammo && (p->ammo->quantity > 0)) {
-      // Enough energy?
+      /* Enough energy? */
       if(outfit_energy(w->outfit) > p->energy) return;
 
       p->energy -= outfit_energy(w->outfit);
       weapon_add(p->ammo->outfit, p->solid->dir, &p->solid->pos,
                  &p->solid->vel, p->id, t);
 
-      w->timer = SDL_GetTicks(); // Can't shoot for a while.
-      p->ammo->quantity -= 1; // There's no getting this one back.
+      w->timer = SDL_GetTicks(); /* Can't shoot for a while. */
+      p->ammo->quantity -= 1; /* There's no getting this one back. */
     }
   }
 }
 
-// Damage the pilot.
+/* Damage the pilot. */
 void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
     const DamageType dtype, const double damage) {
 
   double damage_shield, damage_armour, dam_mod;
 
-  // Calculate the damage.
+  /* Calculate the damage. */
   outfit_calcDamage(&damage_shield, &damage_armour, dtype, damage);
 
   if(p->shield - damage_shield > 0.) {
@@ -254,7 +254,7 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
     dam_mod = damage_shield/p->shield_max;
   }
   else if(p->shield > 0.) {
-    // Shields can take part of the blow.
+    /* Shields can take part of the blow. */
     p->armour -= p->shield/damage_shield*damage_armour;
     p->shield = 0.;
     dam_mod = (damage_shield+damage_armour) / (p->shield_max + p->armour_max);
@@ -263,18 +263,18 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
     p->armour -= damage_armour;
     dam_mod = damage_armour/p->armour_max;
 
-    // Shake us up a bit.
+    /* Shake us up a bit. */
     if(p->id == PLAYER_ID)
       spfx_shake(dam_mod*100.);
   }
   else {
-    // We are officially dead.
+    /* We are officially dead. */
     p->armour = 0.;
     dam_mod = 0.;
 
     if(!pilot_isFlag(p, PILOT_DEAD)) {
       pilot_dead(p);
-      // Adjust the combat rating based on pilot mass and ditto faction.
+      /* Adjust the combat rating based on pilot mass and ditto faction. */
       if(shooter == PLAYER_ID) {
         player_crating += MAX(1, p->ship->mass/50);
         faction_modPlayer(p->faction, -(p->ship->mass/10));
@@ -282,30 +282,30 @@ void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
     }
   }
 
-  // Knock back effect is dependent on both damage and mass of the weapon.
-  // should probably turn it into a partial conservative collision..
+  /* Knock back effect is dependent on both damage and mass of the weapon. */
+  /* should probably turn it into a partial conservative collision.. */
   vect_cadd(&p->solid->vel,
             w->vel.x * (dam_mod/6. + w->mass/p->solid->mass/6.),
             w->vel.y * (dam_mod/6. + w->mass/p->solid->mass/6.));
 }
 
 void pilot_dead(Pilot* p) {
-  if(pilot_isFlag(p, PILOT_DEAD)) return; // She's already dead.
-  // Basically just set the timers..
+  if(pilot_isFlag(p, PILOT_DEAD)) return; /* She's already dead. */
+  /* Basically just set the timers.. */
   if(p->id == PLAYER_ID) player_dead();
-  p->timer[0] = SDL_GetTicks(); // No need for AI anymore.
+  p->timer[0] = SDL_GetTicks(); /* No need for AI anymore. */
   p->ptimer = p->timer[0] + 1000 + (unsigned int)sqrt(10*p->armour_max*p->shield_max);
-  p->timer[1] = p->timer[0]; // Explosion timer.
+  p->timer[1] = p->timer[0]; /* Explosion timer. */
 
-  // Flag cleanup - fixes some issues.
+  /* Flag cleanup - fixes some issues. */
   if(pilot_isFlag(p, PILOT_HYP_PREP))   pilot_rmFlag(p, PILOT_HYP_PREP);
   if(pilot_isFlag(p, PILOT_HYP_BEGIN))  pilot_rmFlag(p, PILOT_HYP_BEGIN);
   if(pilot_isFlag(p, PILOT_HYPERSPACE)) pilot_rmFlag(p, PILOT_HYPERSPACE);
 
-  // Our pilot is now deadz.
+  /* Our pilot is now deadz. */
   pilot_setFlag(p, PILOT_DEAD);
 
-  // Run hook if pilot has a death hook.
+  /* Run hook if pilot has a death hook. */
   if(p->hook_type == PILOT_HOOK_DEATH)
     hook_runID(p->hook);
 }
@@ -313,14 +313,14 @@ void pilot_dead(Pilot* p) {
 void pilot_setSecondary(Pilot* p, const char* secondary) {
   int i;
 
-  // No need for ammo if there is no secondary.
+  /* No need for ammo if there is no secondary. */
   if(secondary == NULL) {
     p->secondary = NULL;
     p->ammo = NULL;
     return;
   }
 
-  // Find the secondary and set ammo appropriately.
+  /* Find the secondary and set ammo appropriately. */
   for(i = 0; i < p->noutfits; i++) {
     if(strcmp(secondary, p->outfits[i].outfit->name)==0) {
       p->secondary = &p->outfits[i];;
@@ -334,18 +334,18 @@ void pilot_setSecondary(Pilot* p, const char* secondary) {
   p->ammo = NULL;
 }
 
-// Set the pilot's ammo based on their secondary weapon.
+/* Set the pilot's ammo based on their secondary weapon. */
 void pilot_setAmmo(Pilot* p) {
   int i;
   char* name;
 
-  // Only launchers use ammo.
+  /* Only launchers use ammo. */
   if((p->secondary == NULL) || !outfit_isLauncher(p->secondary->outfit)) {
     p->ammo = NULL;
     return;
   }
 
-  // Find the ammo and set it.
+  /* Find the ammo and set it. */
   name = p->secondary->outfit->u.lau.ammo;
 
   for(i = 0; i < p->noutfits; i++)
@@ -354,11 +354,11 @@ void pilot_setAmmo(Pilot* p) {
       return;
     }
 
-  // None found, so we assume if doesn't need ammo.
+  /* None found, so we assume if doesn't need ammo. */
   p->ammo = NULL;
 }
 
-// Set the pilots afterburner.
+/* Set the pilots afterburner. */
 void pilot_setAfterburner(Pilot* p) {
   int i;
 
@@ -370,43 +370,43 @@ void pilot_setAfterburner(Pilot* p) {
   p->afterburner = NULL;
 }
 
-// Render the pilot.
+/* Render the pilot. */
 void pilot_render(Pilot* p) {
   gl_blitSprite(p->ship->gfx_space,
                 p->solid->pos.x, p->solid->pos.y,
                 p->tsx, p->tsy, NULL);
 }
 
-// Update the pilot.
+/* Update the pilot. */
 static void pilot_update(Pilot* pilot, const double dt) {
   unsigned int t, l;
   double a, px, py, vx, vy;
 
-  // She's dead D:
+  /* She's dead D: */
   if(pilot_isFlag(pilot, PILOT_DEAD)) {
     t = SDL_GetTicks();
 
-    if(t > pilot->ptimer) { // Completely destroyed with final explosion.
-      if(pilot->id == PLAYER_ID) // Player handled differently.
+    if(t > pilot->ptimer) { /* Completely destroyed with final explosion. */
+      if(pilot->id == PLAYER_ID) /* Player handled differently. */
         player_destroyed();
-      pilot_setFlag(pilot, PILOT_DELETE); // It'll get deleted next frame.
+      pilot_setFlag(pilot, PILOT_DELETE); /* It'll get deleted next frame. */
       return;
     }
 
-    // Final explosion.
+    /* Final explosion. */
     if(!pilot_isFlag(pilot, PILOT_EXPLODED) && (t > pilot->ptimer - 200)) {
       spfx_add(spfx_get("ExpL"),
                VX(pilot->solid->pos), VY(pilot->solid->pos),
                VX(pilot->solid->vel), VY(pilot->solid->vel), SPFX_LAYER_BACK);
       pilot_setFlag(pilot, PILOT_EXPLODED);
     }
-    // Reset random explosion time.
+    /* Reset random explosion time. */
     else if(t > pilot->timer[1]) {
       pilot->timer[1] = t +
           (unsigned int)(100*(double)(pilot->ptimer - pilot->timer[1]) /
                          (double)(pilot->ptimer - pilot->timer[0]));
 
-      // Random position on ship.
+      /* Random position on ship. */
       a = RNGF()*2.*M_PI;
       px = VX(pilot->solid->pos) + cos(a)*RNGF()*pilot->ship->gfx_space->sw/2.;
       py = VY(pilot->solid->pos) + sin(a)*RNGF()*pilot->ship->gfx_space->sh/2.;
@@ -414,111 +414,111 @@ static void pilot_update(Pilot* pilot, const double dt) {
       vx = VX(pilot->solid->vel);
       vy = VY(pilot->solid->vel);
 
-      // Set explosions.
+      /* Set explosions. */
       l = (pilot->id == PLAYER_ID) ? SPFX_LAYER_FRONT : SPFX_LAYER_BACK;
       if(RNGF() > 0.8) spfx_add(spfx_get("ExpM"), px, py, vx, vy, l);
       else spfx_add(spfx_get("ExpS"), px, py, vx, vy, l);
     }
   }
-  else if(pilot->armour <= 0.) // PWNED!
-    pilot_dead(pilot); // Start death stuff.
+  else if(pilot->armour <= 0.) /* PWNED! */
+    pilot_dead(pilot); /* Start death stuff. */
 
-  // Pupose fallthrough to get the movement similar to disabled.
+  /* Pupose fallthrough to get the movement similar to disabled. */
   if(pilot != player && pilot->armour < PILOT_DISABLED_ARMOUR * pilot->armour_max) {
-    // We are disabled.
+    /* We are disabled. */
     pilot_setFlag(pilot, PILOT_DISABLED);
-    // Come to a halt slowly.
+    /* Come to a halt slowly. */
     vect_pset(&pilot->solid->vel,
               VMOD(pilot->solid->vel) * (1. - dt*0.10), VANGLE(pilot->solid->vel));
-    vectnull(&pilot->solid->force); // No more accel.
-    pilot->solid->dir_vel = 0.; // Stop it from turning.
+    vectnull(&pilot->solid->force); /* No more accel. */
+    pilot->solid->dir_vel = 0.; /* Stop it from turning. */
 
-    // Update the solid.
+    /* Update the solid. */
     pilot->solid->update(pilot->solid, dt);
     gl_getSpriteFromDir(&pilot->tsx, &pilot->tsy,
                         pilot->ship->gfx_space, pilot->solid->dir);
     return;
   }
-  // We are still alive.
+  /* We are still alive. */
   else if(pilot->armour < pilot->armour_max) {
-    // Regen armour.
+    /* Regen armour. */
     pilot->armour += pilot->armour_regen*dt;
     pilot->energy += pilot->energy_regen*dt;
   } else {
-    // And shields.
+    /* And shields. */
     pilot->shield += pilot->shield_regen*dt;
     pilot->energy += pilot->energy_regen*dt;
   }
 
-  // Check limits.
+  /* Check limits. */
   if(pilot->armour > pilot->armour_max) pilot->armour = pilot->armour_max;
   if(pilot->shield > pilot->shield_max) pilot->shield = pilot->shield_max;
   if(pilot->energy > pilot->energy_max) pilot->energy = pilot->energy_max;
 
-  // Update the solid.
+  /* Update the solid. */
   (*pilot->solid->update)(pilot->solid, dt);
   gl_getSpriteFromDir(&pilot->tsx, &pilot->tsy,
                       pilot->ship->gfx_space, pilot->solid->dir);
 
-  if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { // Limit the speed.
+  if(!pilot_isFlag(pilot, PILOT_HYPERSPACE)) { /* Limit the speed. */
 
-    // Pilot is afterburning.
-    if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && // Must have enough energy.
+    /* Pilot is afterburning. */
+    if(pilot_isFlag(pilot, PILOT_AFTERBURNER) && /* Must have enough energy. */
        (player->energy > pilot->afterburner->outfit->u.afb.energy * dt)) {
-      limit_speed(&pilot->solid->vel, // Limit is higher.
+      limit_speed(&pilot->solid->vel, /* Limit is higher. */
                   pilot->speed * pilot->afterburner->outfit->u.afb.speed_perc +
                   pilot->afterburner->outfit->u.afb.speed_abs, dt);
-    spfx_shake(SHAKE_DECAY/2. * dt); // Shake goes down at half speed.
-    pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; // Energy loss.
-    } else // Normal limit.
+    spfx_shake(SHAKE_DECAY/2. * dt); /* Shake goes down at half speed. */
+    pilot->energy -= pilot->afterburner->outfit->u.afb.energy * dt; /* Energy loss. */
+    } else /* Normal limit. */
       limit_speed(&pilot->solid->vel, pilot->speed, dt);
   }
 }
 
-// Pilot is getting ready or is in, hyperspace.
+/* Pilot is getting ready or is in, hyperspace. */
 static void pilot_hyperspace(Pilot* p) {
   double diff;
 
-  // Pilot is actually in hyperspace.
+  /* Pilot is actually in hyperspace. */
   if(pilot_isFlag(p, PILOT_HYPERSPACE)) {
 
-    // Has the jump happened?
+    /* Has the jump happened? */
     if(SDL_GetTicks() > p->ptimer) {
       if(p == player) {
         player_brokeHyperspace();
       } else
-        pilot_setFlag(p, PILOT_DELETE); // Set flag to delete pilot.
+        pilot_setFlag(p, PILOT_DELETE); /* Set flag to delete pilot. */
       return;
     }
-    // Keep accelerating - hyperspace uses much bigger accel.
+    /* Keep accelerating - hyperspace uses much bigger accel. */
     vect_pset(&p->solid->force, p->thrust * 5., p->solid->dir);
   }
-  // Engines getting ready for the jump.
+  /* Engines getting ready for the jump. */
   else if(pilot_isFlag(p, PILOT_HYP_BEGIN)) {
     if(SDL_GetTicks() > p->ptimer) {
-      // Engines are ready.
+      /* Engines are ready. */
       p->ptimer = SDL_GetTicks() + HYPERSPACE_FLY_DELAY;
       pilot_setFlag(p, PILOT_HYPERSPACE);
     }
   } else {
-    // Pilot is getting ready for hyperspace.
+    /* Pilot is getting ready for hyperspace. */
 
-    // Brake.
+    /* Brake. */
     if(VMOD(p->solid->vel) > MIN_VEL_ERR) {
       diff = pilot_face(p, VANGLE(p->solid->vel) + M_PI);
 
       if(ABS(diff) < MAX_DIR_ERR)
         vect_pset(&p->solid->force, p->thrust, p->solid->dir);
     } else {
-      // Face target.
-      vectnull(&p->solid->force); // Stop accelerating.
+      /* Face target. */
+      vectnull(&p->solid->force); /* Stop accelerating. */
 
-      // Player should actually face the system she's headed to.
+      /* Player should actually face the system she's headed to. */
       if(p == player) diff = player_faceHyperspace();
       else diff = pilot_face(p, VANGLE(p->solid->pos));
 
       if(ABS(diff) < MAX_DIR_ERR) {
-        // We should prepare for the jump now.
+        /* We should prepare for the jump now. */
         p->solid->dir_vel = 0.;
         p->ptimer = SDL_GetTicks() + HYPERSPACE_ENGINE_DELAY;
         pilot_setFlag(p, PILOT_HYP_BEGIN);
@@ -533,43 +533,43 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
 
   q = quantity;
 
-  // Does outfit already exist?
+  /* Does outfit already exist? */
   for(i = 0; i < pilot->noutfits; i++)
     if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
       pilot->outfits[i].quantity += quantity;
-      // Can't be over max.
+      /* Can't be over max. */
       if(pilot->outfits[i].quantity > outfit->max) {
         q -= pilot->outfits[i].quantity - outfit->max;
         pilot->outfits[i].quantity = outfit->max;
       }
-      // Recalculate the stats.
+      /* Recalculate the stats. */
       pilot_calcStats(pilot);
       return q;
     }
 
-  // Hacks in case it reallocs.
+  /* Hacks in case it reallocs. */
   osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
-  // No need for ammo since it's already handled in setSecondary,
-  // since pilot has only one afterburner it's handled at the end.
+  /* No need for ammo since it's already handled in setSecondary, */
+  /* since pilot has only one afterburner it's handled at the end. */
 
-  // Grow the outfits.
+  /* Grow the outfits. */
   pilot->outfits = realloc(pilot->outfits, (pilot->noutfits+1)*sizeof(PilotOutfit));
   pilot->outfits[pilot->noutfits].outfit   = outfit;
   pilot->outfits[pilot->noutfits].quantity  = quantity;
 
-  // Can't be over max.
+  /* Can't be over max. */
   if(pilot->outfits[pilot->noutfits].quantity > outfit->max) {
     q -= pilot->outfits[pilot->noutfits].quantity - outfit->max;
     pilot->outfits[i].quantity = outfit->max;
   }
-  pilot->outfits[pilot->noutfits].timer = 0; // Reset time.
+  pilot->outfits[pilot->noutfits].timer = 0; /* Reset time. */
   (pilot->noutfits)++;
 
   if(outfit_isTurret(outfit))
-    // Used to speed up AI.
+    /* Used to speed up AI. */
     pilot_setFlag(pilot, PILOT_HASTURRET);
 
-  // Hack due to realloc possibility.
+  /* Hack due to realloc possibility. */
   pilot_setSecondary(pilot, osec);
   pilot_setAfterburner(pilot);
 
@@ -577,7 +577,7 @@ int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
   return q;
 }
 
-// Remove an outfit from the pilot.
+/* Remove an outfit from the pilot. */
 int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
   int i, q, c;
   char* osec;
@@ -589,24 +589,24 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
     if(strcmp(outfit->name, pilot->outfits[i].outfit->name)==0) {
       pilot->outfits[i].quantity -= quantity;
       if(pilot->outfits[i].quantity <= 0) {
-        // We didn't actually remove the full amount.
+        /* We didn't actually remove the full amount. */
         q += pilot->outfits[i].quantity;
 
-        // Hack in case it reallocs - Can happen even when shrinking.
+        /* Hack in case it reallocs - Can happen even when shrinking. */
         osec = (pilot->secondary) ? pilot->secondary->outfit->name : NULL;
 
-        // Remove the outfit.
+        /* Remove the outfit. */
         memmove(pilot->outfits+i, pilot->outfits+i+1,
                 sizeof(PilotOutfit)*(pilot->noutfits-i-1));
         pilot->noutfits--;
         pilot->outfits = realloc(pilot->outfits,
                                  sizeof(PilotOutfit)*(pilot->noutfits));
 
-        // Set secondary and afterburner.
+        /* Set secondary and afterburner. */
         pilot_setSecondary(pilot, osec);
         pilot_setAfterburner(pilot);
       }
-      pilot_calcStats(pilot); // Recalculate stats.
+      pilot_calcStats(pilot); /* Recalculate stats. */
       pilot->cargo_free -= c;
       return q;
     }
@@ -616,19 +616,19 @@ int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity) {
   return 0;
 }
 
-// Return all the outfits in a nice text form.
+/* Return all the outfits in a nice text form. */
 char* pilot_getOutfits(Pilot* pilot) {
   int i;
   char buf[64], *str;
 
   str = malloc(sizeof(char)*1024);
   buf[0] = '\0';
-  // First outfit.
+  /* First outfit. */
   if(pilot->noutfits > 0)
     snprintf(str, 1024, "%dx %s",
         pilot->outfits[0].quantity, pilot->outfits[0].outfit->name);
 
-  // Rest of the outfits.
+  /* Rest of the outfits. */
   for(i = 1; i < pilot->noutfits; i++) {
     snprintf(buf, 64, ", %dx %s",
         pilot->outfits[i].quantity, pilot->outfits[i].outfit->name);
@@ -637,19 +637,19 @@ char* pilot_getOutfits(Pilot* pilot) {
   return str;
 }
 
-// Recalculate the pilot's stats based on her outfits.
+/* Recalculate the pilot's stats based on her outfits. */
 void pilot_calcStats(Pilot* pilot) {
   int i;
   double q;
   Outfit* o;
-  double ac, sc, ec, fc; // Temp health coeficients to set.
+  double ac, sc, ec, fc; /* Temp health coeficients to set. */
 
-  // -- Set up the basic stuff.
-  // Movement.
+  /* -- Set up the basic stuff. */
+  /* Movement. */
   pilot->thrust = pilot->ship->thrust;
   pilot->turn  = pilot->ship->turn;
   pilot->speed  = pilot->ship->speed;
-  // Health.
+  /* Health. */
   ac = pilot->armour  / pilot->armour_max;
   sc = pilot->shield  / pilot->shield_max;
   ec = pilot->energy  / pilot->energy_max;
@@ -662,53 +662,53 @@ void pilot_calcStats(Pilot* pilot) {
   pilot->shield_regen = pilot->ship->shield_regen;
   pilot->energy_regen = pilot->ship->energy_regen;
 
-  // Cargo has to be reset.
+  /* Cargo has to be reset. */
   pilot_calcCargo(pilot);
 
-  // Now add outfit changes.
+  /* Now add outfit changes. */
   for(i = 0; i < pilot->noutfits; i++) {
     if(outfit_isMod(pilot->outfits[i].outfit)) {
       q = (double) pilot->outfits[i].quantity;
       o = pilot->outfits[i].outfit;
 
-      // Movement.
+      /* Movement. */
       pilot->thrust += o->u.mod.thrust  * q;
       pilot->turn  += o->u.mod.turn   * q;
       pilot->speed += o->u.mod.speed  * q;
-      // Health.
+      /* Health. */
       pilot->armour_max  += o->u.mod.armour     * q;
       pilot->armour_regen += o->u.mod.armour_regen  * q;
       pilot->shield_max  += o->u.mod.shield     * q;
       pilot->shield_regen += o->u.mod.shield_regen  * q;
       pilot->energy_max  += o->u.mod.energy    * q;
       pilot->energy_regen += o->u.mod.energy_regen  * q;
-      // Fuel.
+      /* Fuel. */
       pilot->fuel_max += o->u.mod.fuel * q;
-      // Misc.
+      /* Misc. */
       pilot->cargo_free += o->u.mod.cargo * q;
     }
-    else if(outfit_isAfterburner(pilot->outfits[i].outfit)) // Set afterburner.
-      // Set the afterburner.
+    else if(outfit_isAfterburner(pilot->outfits[i].outfit)) /* Set afterburner. */
+      /* Set the afterburner. */
       pilot->afterburner = &pilot->outfits[i];
   }
 
-  // Give the pilot her health proportion back.
+  /* Give the pilot her health proportion back. */
   pilot->armour = ac * pilot->armour_max;
   pilot->shield = sc * pilot->shield_max;
   pilot->energy = ec * pilot->energy_max;
   pilot->fuel   = fc * pilot->fuel_max;
 }
 
-// Pilot free cargo space.
+/* Pilot free cargo space. */
 int pilot_cargoFree(Pilot* p) {
   return p->cargo_free;
 }
 
-// Try to add quantity of cargo to pilot, return quantity actually added.
+/* Try to add quantity of cargo to pilot, return quantity actually added. */
 int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
   int i, q;
 
-  // Check if pilot has it first.
+  /* Check if pilot has it first. */
   q = quantity;
   for(i = 0; i < pilot->ncommodities; i++)
     if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
@@ -720,7 +720,7 @@ int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
       return q;
     }
 
-  // Must add another one.
+  /* Must add another one. */
   pilot->commodities = realloc(pilot->commodities,
                                sizeof(PilotCommodity) * (pilot->ncommodities+1));
   pilot->commodities[pilot->ncommodities].commodity = cargo;
@@ -734,7 +734,7 @@ int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity) {
   return q;
 }
 
-// Return the amount of cargo onboard the ship.
+/* Return the amount of cargo onboard the ship. */
 int pilot_cargoUsed(Pilot* pilot) {
   int i, q;
 
@@ -746,14 +746,14 @@ int pilot_cargoUsed(Pilot* pilot) {
   return q;
 }
 
-// Calculate how much cargo ship has left etc.
+/* Calculate how much cargo ship has left etc. */
 static void pilot_calcCargo(Pilot* pilot) {
   int q;
 
   q = pilot_cargoUsed(pilot);
 
-  pilot->cargo_free -= q;                       // Reduce space left.
-  pilot->solid->mass = pilot->ship->mass + q;   // Cargo affects weight.
+  pilot->cargo_free -= q;                       /* Reduce space left. */
+  pilot->solid->mass = pilot->ship->mass + q;   /* Cargo affects weight. */
 }
 
 unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity) {
@@ -774,19 +774,19 @@ unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity)
   return pilot->commodities[pilot->ncommodities-1].id;
 }
 
-// Remove special misssion cargo based on id.
+/* Remove special misssion cargo based on id. */
 int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
   int i;
 
-  // Check if pilot has it.
+  /* Check if pilot has it. */
   for(i = 0; i < pilot->ncommodities; i++)
     if(pilot->commodities[i].id == cargo_id)
       break;
 
   if(i >= pilot->ncommodities)
-    return 1; // Pilot doesn't have it.
+    return 1; /* Pilot doesn't have it. */
 
-  // Remove cargo.
+  /* Remove cargo. */
   pilot->cargo_free += pilot->commodities[i].quantity;
   pilot->solid->mass -= pilot->commodities[i].quantity;
   memmove(pilot->commodities+i, pilot->commodities+i+1,
@@ -799,20 +799,20 @@ int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id) {
   return 0;
 }
 
-// Try to get rid of quantity cargo from pilot,
-// return quantity actually removed.
+/* Try to get rid of quantity cargo from pilot, */
+/* return quantity actually removed. */
 int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
   int i, q;
 
-  // Check if pilot has it.
+  /* Check if pilot has it. */
   q = quantity;
   for(i = 0; i < pilot->ncommodities; i++)
-    // Doesn't remove mission cargo.
+    /* Doesn't remove mission cargo. */
     if(!pilot->commodities[i].id && (pilot->commodities[i].commodity == cargo)) {
       if(quantity >= pilot->commodities[i].quantity) {
         q = pilot->commodities[i].quantity;
 
-        // Remove cargo.
+        /* Remove cargo. */
         memmove(pilot->commodities+i, pilot->commodities+i+1,
                 sizeof(PilotCommodity)*(pilot->ncommodities-i));
         pilot->ncommodities--;
@@ -826,52 +826,52 @@ int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity) {
       return q;
     }
 
-  return 0; // Pilot didn't have it.
+  return 0; /* Pilot didn't have it. */
 }
 
-// Add a hook to the pilot.
+/* Add a hook to the pilot. */
 void pilot_addHook(Pilot* pilot, int type, int hook) {
   pilot->hook_type = type;
   pilot->hook = hook;
 }
 
-// ==Init pilot.===========================================
-// ship  : Ship pilot is flying.
-// name  : Pilot's name, if NULL, ships name will be used.
-// dir   : Initial facing direction. (radians)
-// vel   : Initial velocity.
-// pos   : Initial position.
-// flags : Tweaking the pilot.
-// ========================================================
+/* ==Init pilot.=========================================== */
+/* ship  : Ship pilot is flying. */
+/* name  : Pilot's name, if NULL, ships name will be used. */
+/* dir   : Initial facing direction. (radians) */
+/* vel   : Initial velocity. */
+/* pos   : Initial position. */
+/* flags : Tweaking the pilot. */
+/* ======================================================== */
 void pilot_init(Pilot* pilot, Ship* ship, char* name, int faction,
                 AI_Profile* ai, const double dir, const Vec2* pos,
                 const Vec2* vel, const int flags) {
 
   ShipOutfit* so;
 
-  if(flags & PILOT_PLAYER) // Player is ID 0
+  if(flags & PILOT_PLAYER) /* Player is ID 0 */
     pilot->id = PLAYER_ID;
   else
-    pilot->id = ++pilot_id; // New unique pilot id based on pilot_id, Can't be 0.
+    pilot->id = ++pilot_id; /* New unique pilot id based on pilot_id, Can't be 0. */
 
   pilot->ship = ship;
   pilot->name = strdup((name == NULL) ? ship->name : name);
 
-  // Faction.
+  /* Faction. */
   pilot->faction = faction;
 
-  // AI.
+  /* AI. */
   pilot->ai       = ai;
   pilot->tcontrol = 0;
   pilot->flags    = 0;
 
-  // Solid.
+  /* Solid. */
   pilot->solid = solid_create(ship->mass, dir, pos, vel);
 
-  // Initially idle.
+  /* Initially idle. */
   pilot->task = NULL;
 
-  // Outfits.
+  /* Outfits. */
   pilot->outfits = NULL;
   pilot->secondary = NULL;
   pilot->ammo = NULL;
@@ -886,50 +886,50 @@ void pilot_init(Pilot* pilot, Ship* ship, char* name, int faction,
         pilot->outfits[pilot->noutfits].quantity = so->quantity;
         pilot->outfits[pilot->noutfits].timer = 0;
         (pilot->noutfits)++;
-        if(outfit_isTurret(so->data)) // Used to speed up AI a bit.
+        if(outfit_isTurret(so->data)) /* Used to speed up AI a bit. */
           pilot_setFlag(pilot, PILOT_HASTURRET);
       }
     }
   }
 
-  // Cargo must be set before calcStats.
+  /* Cargo must be set before calcStats. */
   pilot->credits = 0;
   pilot->commodities = NULL;
   pilot->ncommodities = 0;
-  pilot->cargo_free = pilot->ship->cap_cargo; // should get redone with calcCargo.
+  pilot->cargo_free = pilot->ship->cap_cargo; /* should get redone with calcCargo. */
 
-  // Set the pilot stats based on her ship and outfits.
-  // Hack to have full armour/shield/energy/fuel.
+  /* Set the pilot stats based on her ship and outfits. */
+  /* Hack to have full armour/shield/energy/fuel. */
   pilot->armour = pilot->armour_max = 1.;
   pilot->shield = pilot->shield_max = 1.;
   pilot->energy = pilot->energy_max = 1.;
   pilot->fuel   = pilot->fuel_max   = 1.;
   pilot_calcStats(pilot);
 
-  // Hooks.
+  /* Hooks. */
   pilot->hook_type = PILOT_HOOK_NONE;
   pilot->hook = 0;
 
-  // Set flags and functions.
+  /* Set flags and functions. */
   if(flags & PILOT_PLAYER) {
-    pilot->think = player_think; // Players don't need to thing! :P
-    pilot->render = NULL; // Render will be called from player_think
-    pilot_setFlag(pilot, PILOT_PLAYER); // It's a player!
-    // Bit of a hack.
+    pilot->think = player_think; /* Players don't need to thing! :P */
+    pilot->render = NULL; /* Render will be called from player_think */
+    pilot_setFlag(pilot, PILOT_PLAYER); /* It's a player! */
+    /* Bit of a hack. */
     if(!(flags & PILOT_EMPTY)) {
       player = pilot;
-      gui_load(pilot->ship->gui); // Load the GUI.
+      gui_load(pilot->ship->gui); /* Load the GUI. */
     }
   } else {
     pilot->think = ai_think;
     pilot->render = pilot_render;
-    ai_create(pilot); // Will run the create function in ai.
+    ai_create(pilot); /* Will run the create function in ai. */
   }
-  // All update the same way.
+  /* All update the same way. */
   pilot->update = pilot_update;
 }
 
-// Create a new pilot - Params are same as pilot_init. Return pilot's id.
+/* Create a new pilot - Params are same as pilot_init. Return pilot's id. */
 unsigned int pilot_create(Ship* ship, char* name, int faction,
                           AI_Profile* ai,  const double dir, const Vec2* pos,
                           const Vec2* vel, const int flags) {
@@ -944,7 +944,7 @@ unsigned int pilot_create(Ship* ship, char* name, int faction,
   pilot_init(dyn, ship, name, faction, ai, dir, pos, vel, flags);
 
   if(flags & PILOT_PLAYER) {
-    // Player.
+    /* Player. */
     if(!pilot_stack) {
       pilot_stack = MALLOC_L(Pilot*);
       pilots = 1;
@@ -952,16 +952,16 @@ unsigned int pilot_create(Ship* ship, char* name, int faction,
     }
     pilot_stack[0] = dyn;
   } else {
-    // Add to the stack.
-    pilots++; // There is a new pilot.
+    /* Add to the stack. */
+    pilots++; /* There is a new pilot. */
 
     if(pilots >= mpilots) {
-      // Need to grow. About 20 at a time.
+      /* Need to grow. About 20 at a time. */
       mpilots += PILOT_CHUNK;
       tp = pilot_stack;
       pilot_stack = realloc(pilot_stack, mpilots*sizeof(Pilot*));
       if((pilot_stack != tp) && player)
-        // Take into account possible mem move.
+        /* Take into account possible mem move. */
         player = pilot_stack[0];
     }
 
@@ -979,17 +979,17 @@ Pilot* pilot_createEmpty(Ship* ship, char* name,
   return dyn;
 }
 
-// Copy src pilot to dest.
+/* Copy src pilot to dest. */
 Pilot* pilot_copy(Pilot* src) {
   Pilot* dest = malloc(sizeof(Pilot));
   memcpy(dest, src, sizeof(Pilot));
   if(src->name) dest->name = strdup(src->name);
 
-  // Solid.
+  /* Solid. */
   dest->solid = malloc(sizeof(Solid));
   memcpy(dest->solid, src->solid, sizeof(Solid));
 
-  // Copy outfits.
+  /* Copy outfits. */
   dest->outfits = malloc(sizeof(PilotOutfit)*src->noutfits);
   memcpy(dest->outfits, src->outfits,
       sizeof(PilotOutfit)*src->noutfits);
@@ -997,21 +997,21 @@ Pilot* pilot_copy(Pilot* src) {
   dest->ammo        = NULL;
   dest->afterburner = NULL;
 
-  // Copy commodities.
+  /* Copy commodities. */
   dest->commodities = malloc(sizeof(PilotCommodity)*src->ncommodities);
   memcpy(dest->commodities, src->commodities,
       sizeof(PilotCommodity)*src->ncommodities);
 
-  // Ai is not copied.
+  /* Ai is not copied. */
   dest->task = NULL;
 
-  // Will set afterburner and correct stats.
+  /* Will set afterburner and correct stats. */
   pilot_calcStats(dest);
 
   return dest;
 }
 
-// Frees and cleans up a pilot.
+/* Frees and cleans up a pilot. */
 void pilot_free(Pilot* p) {
   if(player == p) player = NULL;
   solid_free(p->solid);
@@ -1022,7 +1022,7 @@ void pilot_free(Pilot* p) {
   free(p);
 }
 
-// Destroy pilot from stack.
+/* Destroy pilot from stack. */
 void pilot_destroy(Pilot* p) {
   int i;
   for(i = 0; i < pilots; i++)
@@ -1038,7 +1038,7 @@ void pilot_destroy(Pilot* p) {
   pilot_free(p);
 }
 
-// Free the prisoned pilot!
+/* Free the prisoned pilot! */
 void pilots_free(void) {
   int i;
   if(player) pilot_free(player);
@@ -1049,7 +1049,7 @@ void pilots_free(void) {
   pilots = 0;
 }
 
-// Clean up the pilots - Leaves the player.
+/* Clean up the pilots - Leaves the player. */
 void pilots_clean(void) {
   int i;
   for(i = 1; i < pilots; i++)
@@ -1066,12 +1066,12 @@ void pilots_cleanAll(void) {
   pilots = 0;
 }
 
-// Update all pilots.
+/* Update all pilots. */
 void pilots_update(double dt) {
   int i;
   for(i = 0; i < pilots; i++) {
     if(pilot_stack[i]->think && !pilot_isDisabled(pilot_stack[i])) {
-      // Hyperspace gets special treatment.
+      /* Hyperspace gets special treatment. */
       if(pilot_isFlag(pilot_stack[i], PILOT_HYP_PREP))
         pilot_hyperspace(pilot_stack[i]);
       else
@@ -1086,16 +1086,16 @@ void pilots_update(double dt) {
   }
 }
 
-// Render all the pilots.
+/* Render all the pilots. */
 void pilots_render(void) {
   int i;
   for(i = 1; i < pilots; i++)
-    // Skip the player.
+    /* Skip the player. */
     if(pilot_stack[i]->render)
       pilot_stack[i]->render(pilot_stack[i]);
 }
 
-// Parse the fleet node.
+/* Parse the fleet node. */
 static Fleet* fleet_parse(const xmlNodePtr parent) {
   xmlNodePtr cur, node;
   FleetPilot* pilot;
@@ -1105,11 +1105,11 @@ static Fleet* fleet_parse(const xmlNodePtr parent) {
   Fleet* tmp = CALLOC_L(Fleet);
   tmp->faction = -1;
 
-  tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name"); // Already mallocs.
+  tmp->name = (char*)xmlGetProp(parent, (xmlChar*)"name"); /* Already mallocs. */
   if(tmp->name == NULL) WARN("Fleet in "FLEET_DATA" has invalid or no name");
 
   do {
-    // Load all the data.
+    /* Load all the data. */
     if(strcmp((char*)node->name, "faction")==0)
       tmp->faction = faction_get((char*)node->children->content);
     else if(strcmp((char*)node->name, "ai")==0)
@@ -1118,23 +1118,23 @@ static Fleet* fleet_parse(const xmlNodePtr parent) {
       cur = node->children;
       do {
         if(strcmp((char*)cur->name, "pilot")==0) {
-          tmp->npilots++; // Pilot count.
+          tmp->npilots++; /* Pilot count. */
           pilot = MALLOC_L(FleetPilot);
 
-          // Name is not obligatory. Will only override ship name.
-          c = (char*)xmlGetProp(cur, (xmlChar*)"name"); // Mallocs.
-          pilot->name = c; // No need to free here however.
+          /* Name is not obligatory. Will only override ship name. */
+          c = (char*)xmlGetProp(cur, (xmlChar*)"name"); /* Mallocs. */
+          pilot->name = c; /* No need to free here however. */
 
           pilot->ship = ship_get((char*)cur->children->content);
           if(pilot->ship == NULL)
             WARN("Pilot %s in Fleet %s has null ship", pilot->name, tmp->name);
 
-          c = (char*)xmlGetProp(cur, (xmlChar*)"chance"); // Mallocs.
+          c = (char*)xmlGetProp(cur, (xmlChar*)"chance"); /* Mallocs. */
           pilot->chance = atoi(c);
           if(pilot->chance == 0)
             WARN("Pilot %s in Fleet %s has 0%% chance of appearing",
                  pilot->name, tmp->name);
-          if(c) free(c); // Free the external malloc.
+          if(c) free(c); /* Free the external malloc. */
 
           tmp->pilots = realloc(tmp->pilots, sizeof(FleetPilot)*tmp->npilots);
           memcpy(tmp->pilots+(tmp->npilots-1), pilot, sizeof(FleetPilot));
@@ -1152,7 +1152,7 @@ static Fleet* fleet_parse(const xmlNodePtr parent) {
   return tmp;
 }
 
-// Load the fleets.
+/* Load the fleets. */
 int fleet_load(void) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, FLEET_DATA, &bufsize);
@@ -1162,12 +1162,12 @@ int fleet_load(void) {
 
   Fleet* tmp = NULL;
 
-  node = doc->xmlChildrenNode; // Ships node.
+  node = doc->xmlChildrenNode; /* Ships node. */
   if(strcmp((char*)node->name, XML_ID)) {
     ERR("Malformed "FLEET_DATA" file: missing root element '"XML_ID"'");
     return -1;
   }
-  node = node->xmlChildrenNode; // First ship node.
+  node = node->xmlChildrenNode; /* First ship node. */
   if(node == NULL) {
     ERR("Malformed "FLEET_DATA" file: does not contain elements");
     return -1;
@@ -1191,7 +1191,7 @@ int fleet_load(void) {
   return 0;
 }
 
-// Free the fleets.
+/* Free the fleets. */
 void fleet_free(void) {
   int i, j;
   if(fleet_stack != NULL) {
diff --git a/src/plasmaf.c b/src/plasmaf.c
index f7268cb..3a6bda9 100644
--- a/src/plasmaf.c
+++ b/src/plasmaf.c
@@ -11,7 +11,7 @@ static void pf_divFractal(double* map, const double x, const double y,
                           double rw, const double rh, double c1,
                           double c2, double c3, double c4, double rug);
 
-// Acutally generate the fractal and loads it up in an opengl texture.
+/* Acutally generate the fractal and loads it up in an opengl texture. */
 glTexture* pf_genFractal(const int w, const int h, double rug) {
   int i;
   double* map;
@@ -25,7 +25,7 @@ glTexture* pf_genFractal(const int w, const int h, double rug) {
   sur = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RGBMASK);
   pix = sur->pixels;
 
-  // Convert from mapping to actual colours.
+  /* Convert from mapping to actual colours. */
   SDL_LockSurface(sur);
   for(i = 0; i < h*w; i++) {
     c = map[i];
@@ -41,7 +41,7 @@ glTexture* pf_genFractal(const int w, const int h, double rug) {
 }
 
 static double* pf_genFractalMap(const int w, const int h, double rug) {
-  double* map; // We'll use it to map out the fractal before saving.
+  double* map; /* We'll use it to map out the fractal before saving. */
   double cx, cy;
 
   map = malloc(w*h * sizeof(double));
@@ -50,11 +50,11 @@ static double* pf_genFractalMap(const int w, const int h, double rug) {
     return NULL;
   }
 
-  // Set up initial values.
+  /* Set up initial values. */
   cx = (double)w/2;
   cy = (double)h/2;
 
-  // Start by doing the four squares.
+  /* Start by doing the four squares. */
   pf_divFractal(map, 0,   0,  cx, cy, w, h, 0., 0., 1., 0., rug);
   pf_divFractal(map, cx,  0,  cx, cy, w, h, 0., 0., 0., 1., rug);
   pf_divFractal(map, cx,  cy, cx, cy, w, h, 1., 0., 0., 0., rug);
@@ -68,35 +68,35 @@ static void pf_divFractal(double* map, const double x, const double y,
                           const double rh, double c1, double c2, double c3,
                           double c4, double rug) {
 
-  double nw, nh; // New dimensions.
-  double m, e1, e2, e3, e4; // Middle and edges.
+  double nw, nh; /* New dimensions. */
+  double m, e1, e2, e3, e4; /* Middle and edges. */
 
-  // Still need to subdivide.
+  /* Still need to subdivide. */
   if((w>1.) || (h>1.)) {
-    // Calculate new dimensions.
+    /* Calculate new dimensions. */
     nw = w/2.;
     nh = h/2.;
 
-    // Edges.
+    /* Edges. */
     m   = (c1 + c2 + c3 + c4)/4.;
     e1  = (c1 + c2)/2.;
     e2  = (c2 + c3)/2.;
     e3  = (c3 + c4)/2.;
     e4  = (c4 + c1)/2.;
 
-    // Now change the middle colour.
-    //DEBUG("%f + %f", m, rug*(RNGF()-0.5) * ((nw+nh)/(rw+rh)*1000));
+    /* Now change the middle colour. */
+    /*DEBUG("%f + %f", m, rug*(RNGF()-0.5) * ((nw+nh)/(rw+rh)*1000)); */
     m += rug*(RNGF()-0.5)*((nw+nh)/(rw+rh)*3.);
     if(m < 0.) m = 0.;
     else if(m>1.) m = 1.;
 
-    // Recursivation.
+    /* Recursivation. */
     pf_divFractal(map, x,    y,     nw, nh, rw, rh, c1, e1, m,  e4, rug);
     pf_divFractal(map, x+nw, y,     nw, nh, rw, rh, e1, c2, e2, m,  rug);
     pf_divFractal(map, x+nw, y+nh,  nw, nh, rw, rh, m,  e2, c3, e3, rug);
     pf_divFractal(map, x,    y+nh,  nw, nh, rw, rh, e4, m,  e3, c4, rug);
   } else
-    // Actually write the pixel.
+    /* Actually write the pixel. */
     map[(int)y*(int)rw + (int)x] = (c1 + c2 + c3 + c4)/4.;
 }
 
diff --git a/src/player.c b/src/player.c
index d16a955..be9d7ab 100644
--- a/src/player.c
+++ b/src/player.c
@@ -24,7 +24,7 @@
 #include "spfx.h"
 #include "player.h"
 
-#define XML_GUI_ID    "GUIs" // XML section identifier.
+#define XML_GUI_ID    "GUIs" /* XML section identifier. */
 #define XML_GUI_TAG   "gui"
 
 #define XML_START_ID  "Start"
@@ -34,56 +34,56 @@
 
 #define START_DATA    "../dat/start.xml"
 
-// Player stuff.
-Pilot* player = NULL; // extern in pilot.h
-static Ship* player_ship = NULL;        // Temp ship to hold when naming it.
-static alVoice* player_voice = NULL;    // Player's voice.
+/* Player stuff. */
+Pilot* player = NULL; /* extern in pilot.h */
+static Ship* player_ship = NULL;        /* Temp ship to hold when naming it. */
+static alVoice* player_voice = NULL;    /* Player's voice. */
 static double player_px, player_py, player_vx, player_vy, player_dir;
-static int player_credits = 0;          // Temp hack.
+static int player_credits = 0;          /* Temp hack. */
 
-// Player pilot stack - Ships she owns.
+/* Player pilot stack - Ships she owns. */
 static Pilot** player_stack = NULL;
-static char** player_lstack = NULL;     // Names of the planet the ships are at.
+static char** player_lstack = NULL;     /* Names of the planet the ships are at. */
 static int player_nstack    = 0;
 
-// Player global properties.
-char* player_name = NULL;               // Player name.
-int player_crating = 0;                 // Ze rating.
-unsigned int player_flags = 0;          // Player flags.
+/* Player global properties. */
+char* player_name = NULL;               /* Player name. */
+int player_crating = 0;                 /* Ze rating. */
+unsigned int player_flags = 0;          /* Player flags. */
 
-// Input.c
-double player_turn = 0.;                // Turn velocity from input.
-static double player_acc  = 0.;         // Accel velocity from input.
-unsigned int player_target = PLAYER_ID; // Targetted pilot.
+/* Input.c */
+double player_turn = 0.;                /* Turn velocity from input. */
+static double player_acc  = 0.;         /* Accel velocity from input. */
+unsigned int player_target = PLAYER_ID; /* Targetted pilot. */
 
-// Internal
-int planet_target   = -1;               // Targetted planet.
-int hyperspace_target = -1;             // Target hyperspace route.
+/* Internal */
+int planet_target   = -1;               /* Targetted planet. */
+int hyperspace_target = -1;             /* Target hyperspace route. */
 
-// For death etc.
+/* For death etc. */
 static unsigned int player_timer = 0;
 static Vec2 player_cam;
 
-static int* missions_done = NULL; // Saves position.
+static int* missions_done = NULL; /* Saves position. */
 static int  missions_mdone = 0;
 static int  missions_ndone = 0;
 
-// Pilot stuff for GUI.
+/* Pilot stuff for GUI. */
 extern Pilot** pilot_stack;
 extern int pilots;
 
-// Space stuff for GUI.
+/* Space stuff for GUI. */
 extern StarSystem* systems_stack;
 
-// GUI crap.
+/* GUI crap. */
 typedef struct Radar_ {
-  double x,y; // Position.
-  double w,h; // Dimensions.
+  double x,y; /* Position. */
+  double w,h; /* Dimensions. */
   RadarShape shape;
-  double res; // Resolution.
+  double res; /* Resolution. */
 } Radar;
 
-// Radar res.
+/* Radar res. */
 #define RADAR_RES_MAX       100.
 #define RADAR_RES_MIN       10.
 #define RADAR_RES_INTERVAL  10.
@@ -95,7 +95,7 @@ typedef struct Rect_ {
 } Rect;
 
 typedef struct GUI_ {
-  // Graphics.
+  /* Graphics. */
   glTexture* gfx_frame;
   glTexture* gfx_targetPilot, *gfx_targetPlanet;
 
@@ -107,7 +107,7 @@ typedef struct GUI_ {
   Rect misc;
   Rect msg;
 
-  // Positions.
+  /* Positions. */
   Vec2 frame;
   Vec2 target;
 } GUI;
@@ -121,44 +121,44 @@ GUI gui = {
 double gui_xoff = 0.;
 double gui_yoff = 0.;
 
-// Messages.
+/* Messages. */
 #define MSG_SIZE_MAX 80
 int msg_timeout = 5000;
-int msg_max = 5; // Max messages on screen.
+int msg_max = 5; /* Max messages on screen. */
 typedef struct Msg_ {
   char str[MSG_SIZE_MAX];
   unsigned int t;
 } Msg;
 static Msg* msg_stack;
 
-// External.
-extern void pilot_render(const Pilot* pilot); // Extern is in Pilot.*
+/* External. */
+extern void pilot_render(const Pilot* pilot); /* Extern is in Pilot.* */
 extern void weapon_minimap(const double res,
-                           const double w, const double h, const RadarShape shape); // weapon.c
+                           const double w, const double h, const RadarShape shape); /* weapon.c */
 extern void planets_minimap(const double res,
-                            const double w, const double h, const RadarShape shape); // space.c
-// Internal.
+                            const double w, const double h, const RadarShape shape); /* space.c */
+/* Internal. */
 
-// Creation.
+/* Creation. */
 static void player_newMake(void);
 static void player_newShipMake(char* name);
-// Sound.
+/* Sound. */
 static void player_initSound(void);
 static void player_playSound(ALuint sound, int once);
 static void player_stopSound(void);
-// Gui.
+/* Gui. */
 static void rect_parse(const xmlNodePtr parent,
                        double* x, double* y, double* w, double* h);
 static int gui_parse(const xmlNodePtr parent, const char* name);
 static void gui_renderPilot(const Pilot* p);
 static void gui_renderBar(const glColour* c, const Rect* r, const double w);
-// Save/Load.
+/* Save/Load. */
 static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc);
 static int player_parse(xmlNodePtr parent);
 static int player_parseDone(xmlNodePtr parent);
 static int player_parseShip(xmlNodePtr parent, int is_player);
 
-// Externed.
+/* Externed. */
 void player_dead(void);
 void player_destroyed(void);
 int player_save(xmlTextWriterPtr writer);
@@ -167,19 +167,19 @@ void player_think(Pilot* player);
 void player_brokeHyperspace(void);
 double player_faceHyperspace(void);
 
-// Prompt player name.
+/* Prompt player name. */
 void player_new(void) {
   int r;
-  // Let's not seg fault due to a lack of environment.
+  /* Let's not seg fault due to a lack of environment. */
   player_flags = 0;
   player_setFlag(PLAYER_CREATING);
   vectnull(&player_cam);
   gl_bindCamera(&player_cam);
 
-  // Setup sound.
+  /* Setup sound. */
   player_initSound();
 
-  // Cleanup player stuff if we'll be re-creating.
+  /* Cleanup player stuff if we'll be re-creating. */
   player_cleanup();
 
   var_cleanup();
@@ -192,7 +192,7 @@ void player_new(void) {
     r = dialogue_YesNo("Overwrite",
         "You already have a pilot named %s. Overwrite?", player_name);
     if(r == 0) {
-      // Nupe.
+      /* Nupe. */
       player_new();
       return;
     }
@@ -201,7 +201,7 @@ void player_new(void) {
   player_newMake();
 }
 
-// Create a new player.
+/* Create a new player. */
 static void player_newMake(void) {
   Ship* ship;
   char system[20];
@@ -219,19 +219,19 @@ static void player_newMake(void) {
     return;
   }
 
-  node = node->xmlChildrenNode; // First system node.
+  node = node->xmlChildrenNode; /* First system node. */
   if(node == NULL) {
     ERR("Malformed '"START_DATA"' file: does not contain elements");
     return;
   }
   do {
-    // We are interested in the player.
+    /* We are interested in the player. */
     if(xml_isNode(node, "player")) {
       cur = node->children;
       do {
         if(xml_isNode(cur, "ship")) ship = ship_get(xml_get(cur));
         else if(xml_isNode(cur, "credits")) {
-          // MONIEZZ!!!! -- We call these SCred AKA SaraCred. Lame right?
+          /* MONIEZZ!!!! -- We call these SCred AKA SaraCred. Lame right? */
           tmp = cur->children;
           do {
             xmlr_int(tmp, "low", l);
@@ -241,9 +241,9 @@ static void player_newMake(void) {
         else if(xml_isNode(cur, "system")) {
           tmp = cur->children;
           do {
-            // System name. TODO: Chance based on percentage.
+            /* System name. TODO: Chance based on percentage. */
             if(xml_isNode(tmp, "name")) snprintf(system, 20, xml_get(tmp));
-            // Position.
+            /* Position. */
             xmlr_float(tmp, "x", x);
             xmlr_float(tmp, "y", y);
           } while(xml_nextNode(tmp));
@@ -264,31 +264,31 @@ static void player_newMake(void) {
   free(buf);
   xmlCleanupParser();
 
-  // Money.
+  /* Money. */
   player_credits = RNG(l, h);
 
-  // Time.
+  /* Time. */
   ltime_set(RNG(tl*1000*LTIME_UNIT_LENGTH, th*1000*LTIME_UNIT_LENGTH));
 
-  // Welcome message.
+  /* Welcome message. */
   player_message("Welcome to "APPNAME"!");
   player_message("v%d.%d.%d", VMAJOR, VMINOR, VREV);
 
-  // Create the player and start the game.
+  /* Create the player and start the game. */
   player_newShip(ship, x, y, 0., 0., RNG(0, 359)/180.*M_PI);
   space_init(system);
 
-  // Clear the map.
+  /* Clear the map. */
   map_clear();
 }
 
-//  Create a dialogue to name the new ship.
+/*  Create a dialogue to name the new ship. */
 void player_newShip(Ship* ship, double px, double py,
                     double vx, double vy, double dir) {
 
   char* ship_name;
 
-  // Temp values while player doesn't exist.
+  /* Temp values while player doesn't exist. */
   player_ship = ship;
   player_px   = px;
   player_py   = py;
@@ -303,11 +303,11 @@ void player_newShip(Ship* ship, double px, double py,
   free(ship_name);
 }
 
-// Change the players ship.
+/* Change the players ship. */
 static void player_newShipMake(char* name) {
   Vec2 vp, vv;
 
-  // Store the current ship if it exists.
+  /* Store the current ship if it exists. */
   if(player) {
     player_stack = realloc(player_stack, sizeof(Pilot*)*(player_nstack+1));
     player_stack[player_nstack] = pilot_copy(player);
@@ -318,38 +318,38 @@ static void player_newShipMake(char* name) {
     pilot_destroy(player);
   }
 
-  // In case we're respawning.
+  /* In case we're respawning. */
   player_rmFlag(PLAYER_CREATING);
 
-  // Hackish position setting.
+  /* Hackish position setting. */
   vect_cset(&vp, player_px, player_py);
   vect_cset(&vv, player_vx, player_vy);
 
-  // Create the player.
+  /* Create the player. */
   pilot_create(player_ship, name, faction_get("Player"), NULL,
                player_dir, &vp, &vv, PILOT_PLAYER);
 
-  gl_bindCamera(&player->solid->pos); // Set opengl camera.
+  gl_bindCamera(&player->solid->pos); /* Set opengl camera. */
 
-  // Moniez!!
+  /* Moniez!! */
   player->credits = player_credits;
   player_credits = 0;
 }
 
-// Swaps the current ship with shipname.
+/* Swaps the current ship with shipname. */
 void player_swapShip(char* shipname) {
   int i, j;
   Pilot* ship;
 
   for(i = 0; i < player_nstack; i++) {
     if(strcmp(shipname, player_stack[i]->name)==0) {
-      // Swap player and ship.
+      /* Swap player and ship. */
       ship = player_stack[i];
 
-      // Move credits over.
+      /* Move credits over. */
       ship->credits = player->credits;
 
-      // Move cargo over.
+      /* Move cargo over. */
       for(j = 0; j < player->ncommodities; j++) {
         pilot_addCargo(ship, player->commodities[j].commodity,
             player->commodities[j].quantity);
@@ -357,34 +357,34 @@ void player_swapShip(char* shipname) {
             player->commodities[j].quantity);
       }
 
-      // Extra pass to calculate stats.
+      /* Extra pass to calculate stats. */
       pilot_calcStats(ship);
       pilot_calcStats(player);
 
-      // Now swap the players.
+      /* Now swap the players. */
       player_stack[i] = player;
       pilot_stack[0] = player = ship;
-      gl_bindCamera(&player->solid->pos); // Let's not forget the camera.
+      gl_bindCamera(&player->solid->pos); /* Let's not forget the camera. */
       return;
     }
   }
   WARN("Unable to swap player with ship '%s': Ship does not exist!", shipname);
 }
 
-// Clean up player stuff like player_stack.
+/* Clean up player stuff like player_stack. */
 void player_cleanup(void) {
   int i;
 
   player_clear();
 
-  // Clean up name.
+  /* Clean up name. */
   if(player_name != NULL) free(player_name);
 
-  // Clean up messages.
+  /* Clean up messages. */
   for(i = 0; i < msg_max; i++)
     memset(msg_stack[i].str, '\0', MSG_SIZE_MAX);
 
-  // Clean up the stack.
+  /* Clean up the stack. */
   if(player_stack != NULL) {
     for(i = 0; i < player_nstack; i++) {
       pilot_free(player_stack[i]);
@@ -394,11 +394,11 @@ void player_cleanup(void) {
     player_stack = NULL;
     free(player_lstack);
     player_lstack = NULL;
-    // Nothing left.
+    /* Nothing left. */
     player_nstack = 0;
   }
   
-  // Clean up missions.
+  /* Clean up missions. */
   if(missions_done != NULL) {
     free(missions_done);
     missions_done   = NULL;
@@ -413,16 +413,16 @@ void player_cleanup(void) {
   }
 }
 
-// Initializes the player sound.
+/* Initializes the player sound. */
 static void player_initSound(void) {
   if(player_voice == NULL) {
-    player_voice = sound_addVoice(0,  // Max priority.
-        0., 0., 0., 0., 0.,           // No properties.
+    player_voice = sound_addVoice(0,  /* Max priority. */
+        0., 0., 0., 0., 0.,           /* No properties. */
         VOICE_LOOPING | VOICE_STATIC);
   }
 }
 
-// Play a sound.
+/* Play a sound. */
 static void player_playSound(ALuint sound, int once) {
   unsigned int flags = VOICE_STATIC;
 
@@ -438,16 +438,16 @@ void player_message(const char* fmt, ...) {
   va_list ap;
   int i;
 
-  if(fmt == NULL) return; // Message not valid.
+  if(fmt == NULL) return; /* Message not valid. */
 
-  // Copy old messages back.
+  /* Copy old messages back. */
   for(i = 1; i < msg_max; i++) {
     if(msg_stack[msg_max-i-1].str[0] != '\0') {
       strcpy(msg_stack[msg_max-i].str, msg_stack[msg_max-i-1].str);
       msg_stack[msg_max-i].t = msg_stack[msg_max-i-1].t;
     }
   }
-  // Add the new one.
+  /* Add the new one. */
   va_start(ap, fmt);
   vsprintf(msg_stack[0].str, fmt, ap);
   va_end(ap);
@@ -459,7 +459,7 @@ void player_warp(const double x, const double y) {
   vect_cset(&player->solid->pos, x, y);
 }
 
-// Clear the targets.
+/* Clear the targets. */
 void player_clear(void) {
   player_target = PLAYER_ID;
   planet_target = -1;
@@ -487,7 +487,7 @@ const char* player_rating(void) {
   else               return player_ratings[7];
 }
 
-// Return amount of outfits the player owns.
+/* Return amount of outfits the player owns. */
 int player_outfitOwned(const char* outfitname) {
   int i;
 
@@ -498,7 +498,7 @@ int player_outfitOwned(const char* outfitname) {
   return 0;
 }
 
-// Return how many of the commodity the player has.
+/* Return how many of the commodity the player has. */
 int player_cargoOwned(const char* commodityname) {
   int i;
 
@@ -513,14 +513,14 @@ int player_cargoOwned(const char* commodityname) {
 void player_rmMissionCargo(unsigned int cargo_id) {
   int i;
 
-  if(!pilot_rmMissionCargo(player, cargo_id)) return; // Already done.
+  if(!pilot_rmMissionCargo(player, cargo_id)) return; /* Already done. */
 
   for(i = 0; i < player_nstack; i++)
     if(!pilot_rmMissionCargo(player_stack[i], cargo_id))
-      return; // Success.
+      return; /* Success. */
 }
 
-// Render the background player stuff, namely planet target
+/* Render the background player stuff, namely planet target */
 void player_renderBG(void) {
   double x, y;
   glColour* c;
@@ -537,20 +537,20 @@ void player_renderBG(void) {
 
     x = planet->pos.x - planet->gfx_space->sw/2.;
     y = planet->pos.y + planet->gfx_space->sh/2.;
-    gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 0, c); // Top left.
+    gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 0, c); /* Top left. */
 
     x += planet->gfx_space->sw;
-    gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 0, c); // Top right.
+    gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 0, c); /* Top right. */
 
     y -= planet->gfx_space->sh;
-    gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 1, c); // Bottom right.
+    gl_blitSprite(gui.gfx_targetPlanet, x, y, 1, 1, c); /* Bottom right. */
 
     x -= planet->gfx_space->sw;
-    gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 1, c); // Bottom left.
+    gl_blitSprite(gui.gfx_targetPlanet, x, y, 0, 1, c); /* Bottom left. */
   }
 }
 
-// Render the player.
+/* Render the player. */
 void player_render(void) {
   int i, j;
   double x, y;
@@ -559,7 +559,7 @@ void player_render(void) {
   glColour* c;
   glFont* f;
 
-  // Pilot is dead or being created, just render her and stop.
+  /* Pilot is dead or being created, just render her and stop. */
   if(player_isFlag(PLAYER_DESTROYED) || player_isFlag(PLAYER_CREATING) ||
       pilot_isFlag(player, PILOT_DEAD)) {
 
@@ -572,44 +572,44 @@ void player_render(void) {
     else if(!player_isFlag(PLAYER_CREATING))
       pilot_render(player);
 
-    // Fancy cinematic scene borders.
+    /* Fancy cinematic scene borders. */
     spfx_cinematic();
     
     return;
   }
 
   if(player == NULL) return;
-  // Render the player target graphics.
+  /* Render the player target graphics. */
   if(player_target != PLAYER_ID) p = pilot_get(player_target);
   else p = NULL;
   if((p == NULL) || pilot_isFlag(p, PILOT_DEAD))
-    player_target = PLAYER_ID; // No more pilot target.
+    player_target = PLAYER_ID; /* No more pilot target. */
   else {
-    // There is still a pilot target.
+    /* There is still a pilot target. */
     if(pilot_isDisabled(p)) c = &cInert;
     else if(pilot_isFlag(p, PILOT_HOSTILE)) c = &cHostile;
     else c = &cNeutral;
 
     x = p->solid->pos.x - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.;
     y = p->solid->pos.y + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.;
-    gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 0, c); // Top left.
+    gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 0, c); /* Top left. */
 
     x += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
-    gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 0, c); // Top right.
+    gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 0, c); /* Top right. */
 
     y -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
-    gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 1, c); // Bottom right.
+    gl_blitSprite(gui.gfx_targetPilot, x, y, 1, 1, c); /* Bottom right. */
 
     x -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
-    gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 1, c); // Bottom left.
+    gl_blitSprite(gui.gfx_targetPilot, x, y, 0, 1, c); /* Bottom left. */
   }
-  // Render the player.
+  /* Render the player. */
   pilot_render(player);
 
-  // GUI!
-  // -- Frame.
+  /* GUI! */
+  /* -- Frame. */
   gl_blitStatic(gui.gfx_frame, gui.frame.x, gui.frame.y, NULL);
-  // -- Radar.
+  /* -- Radar. */
   glMatrixMode(GL_PROJECTION);
   glPushMatrix();
   if(gui.radar.shape == RADAR_RECT)
@@ -619,27 +619,27 @@ void player_render(void) {
     glTranslated(gui.radar.x - SCREEN_W/2.,
                  gui.radar.y - SCREEN_H/2., 0.);
 
-  // Planets.
+  /* Planets. */
   planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
 
-  // Weapons.
+  /* Weapons. */
   glBegin(GL_POINTS);
   COLOUR(cRadar_weap);
   weapon_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
   glEnd();
 
-  // Render the pilots.
+  /* Render the pilots. */
   for(j = 0, i = 1; i < pilots; i++) {
-    // Skip the player.
+    /* Skip the player. */
     if(pilot_stack[i]->id == player_target) j = i;
     else gui_renderPilot(pilot_stack[i]);
   }
-  // Render the targetted pilot.
+  /* Render the targetted pilot. */
   if(j != 0) gui_renderPilot(pilot_stack[j]);
 
-  // Player.
+  /* Player. */
   glBegin(GL_LINES);
-    // Player. -- Drawn last.
+    /* Player. -- Drawn last. */
     COLOUR(cRadar_player);
     glVertex2d( 0., -3.);
     glVertex2d( 0.,  3.);
@@ -647,11 +647,11 @@ void player_render(void) {
     glVertex2d( 3.,  0.);
   glEnd();
 
-  glPopMatrix(); // GL_PROJECTION.
+  glPopMatrix(); /* GL_PROJECTION. */
 
-  // Nav.
+  /* Nav. */
   if(planet_target >= 0) {
-    // Planet landing target.
+    /* Planet landing target. */
     gl_printMid(NULL, (int)gui.nav.w,
                 gui.nav.x, gui.nav.y - 5, &cConsole, "Land");
 
@@ -660,7 +660,7 @@ void player_render(void) {
                 cur_system->planets[planet_target].name);
   }
   else if(hyperspace_target >= 0) {
-    // Hyperspace target.
+    /* Hyperspace target. */
     c = space_canHyperspace(player) ? &cConsole : NULL;
     gl_printMid(NULL, (int)gui.nav.w, gui.nav.x, gui.nav.y - 5,
                 c, "Hyperspace");
@@ -671,19 +671,19 @@ void player_render(void) {
                 systems_stack[cur_system->jumps[hyperspace_target]].name);
   }
   else {
-    // No NAV target.
+    /* No NAV target. */
     gl_printMid(NULL, (int)gui.nav.w, gui.nav.x,
                 gui.nav.y - 5, &cConsole, "Navigation");
     gl_printMid(&gl_smallFont, (int)gui.nav.w, gui.nav.x,
                 gui.nav.y - 10 - gl_smallFont.h, &cGrey, "Off");
   }
 
-  // Health
+  /* Health */
   gui_renderBar(&cShield, &gui.shield, player->shield / player->shield_max);
   gui_renderBar(&cArmour, &gui.armour, player->armour / player->armour_max);
   gui_renderBar(&cEnergy, &gui.energy, player->energy / player->energy_max);
 
-  // Weapon.
+  /* Weapon. */
   if(player->secondary == NULL) {
     gl_printMid(NULL, (int)gui.weapon.w, gui.weapon.x,
                 gui.weapon.y - 5, &cConsole, "Secondary");
@@ -692,25 +692,25 @@ void player_render(void) {
   } else {
     f = &gl_defFont;
     if(outfit_isLauncher(player->secondary->outfit)) {
-      // Use the ammunitions name.
+      /* Use the ammunitions name. */
       i = gl_printWidth(f, "%s", player->secondary->outfit->u.lau.ammo);
       if(i > gui.weapon.w)
-        // Font is too big.
+        /* Font is too big. */
         f = &gl_smallFont;
 
       gl_printMid(f, (int)gui.weapon.w, gui.weapon.x,
                   gui.weapon.y - 5,
                   &cConsole, "%s", player->secondary->outfit->u.lau.ammo);
 
-      // Print ammo underneath to the left.
+      /* Print ammo underneath to the left. */
       gl_printMid(&gl_smallFont, (int)gui.weapon.w, gui.weapon.x,
                   gui.weapon.y - 10 - gl_defFont.h,
                   NULL, "%d", (player->ammo) ? player->ammo->quantity : 0);
     } else {
-      // Just print the item name.
+      /* Just print the item name. */
       i = gl_printWidth(f, "%s", player->secondary->outfit->name);
       if(i > (int)gui.weapon.w)
-        // Font is too big.
+        /* Font is too big. */
         f = &gl_smallFont;
       gl_printMid(f, (int)gui.weapon.w,
                   gui.weapon.x, gui.weapon.y - (gui.weapon.h - f->h)/2.,
@@ -718,39 +718,39 @@ void player_render(void) {
     }
   }
 
-  // Target.
+  /* Target. */
   if(player_target != PLAYER_ID) {
     p = pilot_get(player_target);
 
     gl_blitStatic(p->ship->gfx_target, gui.target.x, gui.target.y, NULL);
 
-    // Target name.
+    /* Target name. */
     gl_print(NULL, gui.target_name.x, gui.target_name.y,
              NULL, "%s", p->name);
     gl_print(&gl_smallFont, gui.target_faction.x, gui.target_faction.y,
              NULL, "%s", faction_name(p->faction));
 
-    // Target status.
+    /* Target status. */
     if(pilot_isDisabled(p))
-      // Disable the pilot.
+      /* Disable the pilot. */
       gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
                NULL, "Disabled");
     else if(p->shield > p->shield_max / 100.)
-      // On shields.
+      /* On shields. */
       gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
                NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
     else
-      // On armour.
+      /* On armour. */
       gl_print(&gl_smallFont, gui.target_health.x, gui.target_health.y,
                NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.);
   } else {
-    // No target.
+    /* No target. */
     gl_printMid(NULL, SHIP_TARGET_W, gui.target.x,
                 gui.target.y + (SHIP_TARGET_H - gl_defFont.h)/2.,
                 &cGrey80, "No Target");
   }
 
-  // Misc.
+  /* Misc. */
   j = gui.misc.y - 8 - gl_smallFont.h;
   gl_print(NULL, gui.misc.x + 8, j,
            &cConsole, "SCreds:");
@@ -761,7 +761,7 @@ void player_render(void) {
   gl_print(&gl_smallFont, gui.misc.x + gui.misc.w - 8 - i, j,
            NULL, str);
 
-  // Cargo and co.
+  /* Cargo and co. */
   if(player->ncommodities > 0) {
     j -= gl_smallFont.h + 5;
     gl_print(&gl_smallFont,
@@ -769,13 +769,13 @@ void player_render(void) {
 
     for(i = 0; i < MIN(player->ncommodities,3); i++) {
       j -= gl_smallFont.h + 3;
-      if(player->commodities[i].quantity) // Quantity is over.
+      if(player->commodities[i].quantity) /* Quantity is over. */
         gl_printMax(&gl_smallFont, gui.misc.w - 15,
                 gui.misc.x + 13, j,
                 NULL, "%d %s%s", player->commodities[i].quantity,
                 player->commodities[i].commodity->name,
                 (player->commodities[i].id) ? "*" : "");
-      else // Basically for weightless mission stuff.
+      else /* Basically for weightless mission stuff. */
         gl_printMax(&gl_smallFont, gui.misc.w - 15,
             gui.misc.x + 13, j,
             NULL, "%s%s", player->commodities[i].commodity->name,
@@ -792,7 +792,7 @@ void player_render(void) {
            gui.misc.x + gui.misc.w - 8 - i, j,
            NULL, "%d", pilot_cargoFree(player));
 
-  // Messages.
+  /* Messages. */
   x = gui.msg.x;
   y = gui.msg.y + (double)(gl_defFont.h * msg_max)*1.2;
   for(i = 0; i < msg_max; i++) {
@@ -803,13 +803,13 @@ void player_render(void) {
       else gl_print(NULL, x, y, NULL, "%s", msg_stack[msg_max-i-1].str);
     }
   }
-  // Hyperspace FLASH BANG!!!
+  /* Hyperspace FLASH BANG!!! */
   if(pilot_isFlag(player, PILOT_HYPERSPACE) && !paused) {
     i = (int)player->ptimer - HYPERSPACE_FADEOUT;
     j = (int)SDL_GetTicks();
     if(i < j) {
       x = (double)(j-i) / HYPERSPACE_FADEOUT;
-      glColor4d(1.,1.,1., x); // We'll | I'll, make this more effiecent later.
+      glColor4d(1.,1.,1., x); /* We'll | I'll, make this more effiecent later. */
       glBegin(GL_QUADS);
       glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
       glVertex2d(-SCREEN_W/2.,  SCREEN_H/2.);
@@ -820,7 +820,7 @@ void player_render(void) {
   }
 }
 
-// Renders a pilot.
+/* Renders a pilot. */
 static void gui_renderPilot(const Pilot* p) {
   int x, y, sx, sy;
   double w, h;
@@ -835,7 +835,7 @@ static void gui_renderPilot(const Pilot* p) {
   if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx)
                                           || (ABS(y) > gui.radar.h/2.+sy))) || ((gui.radar.shape == RADAR_CIRCLE) &&
                                                                                 ((x*x + y*y) > (int)(gui.radar.w*gui.radar.w))))
-    return; // Pilot isn't in range.
+    return; /* Pilot isn't in range. */
 
   if(gui.radar.shape == RADAR_RECT) {
     w = gui.radar.w/2.;
@@ -847,21 +847,21 @@ static void gui_renderPilot(const Pilot* p) {
   }
 
   glBegin(GL_QUADS);
-  // Colours.
+  /* Colours. */
   if(p->id == player_target) COLOUR(cRadar_targ);
   else if(pilot_isDisabled(p)) COLOUR(cInert);
   else if(pilot_isFlag(p, PILOT_HOSTILE)) COLOUR(cHostile);
   else COLOUR(cNeutral);
 
-  // Image.
-  glVertex2d(MAX(x-sx, -w), MIN(y+sy,  h)); // Top left.
-  glVertex2d(MIN(x+sx,  w), MIN(y+sy,  h)); // Top right.
-  glVertex2d(MIN(x+sx,  w), MAX(y-sy, -h)); // Bottom right.
-  glVertex2d(MAX(x-sx, -w), MAX(y-sy, -h)); // Bottom left.
+  /* Image. */
+  glVertex2d(MAX(x-sx, -w), MIN(y+sy,  h)); /* Top left. */
+  glVertex2d(MIN(x+sx,  w), MIN(y+sy,  h)); /* Top right. */
+  glVertex2d(MIN(x+sx,  w), MAX(y-sy, -h)); /* Bottom right. */
+  glVertex2d(MAX(x-sx, -w), MAX(y-sy, -h)); /* Bottom left. */
   glEnd();
 }
 
-// Render a bar.
+/* Render a bar. */
 static void gui_renderBar(const glColour* c, const Rect* r, const double w) {
   int x, y, sx, sy;
 
@@ -878,16 +878,16 @@ static void gui_renderBar(const glColour* c, const Rect* r, const double w) {
   glEnd();
 }
 
-// Init GUI.
+/* Init GUI. */
 int gui_init(void) {
-  // Set graphics to NULL.
+  /* Set graphics to NULL. */
   gui.gfx_frame = NULL;
   gui.gfx_targetPilot = NULL;
   gui.gfx_targetPlanet = NULL;
 
-  // -- Radar.
+  /* -- Radar. */
   gui.radar.res = RADAR_RES_DEFAULT;
-  // -- messages.
+  /* -- messages. */
   gui.msg.x = 20;
   gui.msg.y = 30;
   msg_stack = calloc(msg_max, sizeof(Msg));
@@ -895,7 +895,7 @@ int gui_init(void) {
   return 0;
 }
 
-// Attempts to load the actual gui.
+/* Attempts to load the actual gui. */
 int gui_load(const char* name) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, GUI_DATA, &bufsize);
@@ -911,7 +911,7 @@ int gui_load(const char* name) {
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First system node.
+  node = node->xmlChildrenNode; /* First system node. */
   if(node == NULL) {
     ERR("Malformed '"GUI_DATA"' file: does not contain elements");
     return -1;
@@ -919,13 +919,13 @@ int gui_load(const char* name) {
 
   do {
     if(xml_isNode(node, XML_GUI_TAG)) {
-      tmp = xml_nodeProp(node, "name"); // Mallocs.
+      tmp = xml_nodeProp(node, "name"); /* Mallocs. */
 
-      // Is this the gui we are looking for?
+      /* Is this the gui we are looking for? */
       if(strcmp(tmp, name)==0) {
         found = 1;
 
-        // Parse the xml node.
+        /* Parse the xml node. */
         if(gui_parse(node, name)) WARN("Trouble loading GUI '%s'", name);
         free(tmp);
         break;
@@ -985,7 +985,7 @@ static void rect_parse(const xmlNodePtr parent, double* x, double* y,
     }
   } while((cur = cur->next));
 
-  // Check to see if we got everything we asked for.
+  /* Check to see if we got everything we asked for. */
   if(x && !(param & (1<<0)))
     WARN("Missing parameter 'x' for GUI node '%s'", parent->name);
   else if(y && !(param & (1<<1)))
@@ -996,52 +996,52 @@ static void rect_parse(const xmlNodePtr parent, double* x, double* y,
     WARN("Missing parameter 'h' for GUI node '%s'", parent->name);
 }
 
-// Parse a gui node.
+/* Parse a gui node. */
 #define RELATIVIZE(a) \
 { (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; }
 static int gui_parse(const xmlNodePtr parent, const char* name) {
   xmlNodePtr cur, node;
   char* tmp, *tmp2;
 
-  // Gfx.
-  // Set a property and not a node because it must be loaded first.
+  /* Gfx. */
+  /* Set a property and not a node because it must be loaded first. */
   tmp2 = xml_nodeProp(parent, "gfx");
   if(tmp2 == NULL) {
     ERR("GUI '%s' has no gfx property", name);
     return -1;
   }
-  // Load gfx.
+  /* Load gfx. */
   tmp = malloc((strlen(tmp2)+strlen(GUI_GFX)+12) * sizeof(char));
-  // Frame.
+  /* Frame. */
   snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+5, GUI_GFX"%s.png", tmp2);
-  if(gui.gfx_frame) gl_freeTexture(gui.gfx_frame); // Free if needed.
+  if(gui.gfx_frame) gl_freeTexture(gui.gfx_frame); /* Free if needed. */
   gui.gfx_frame = gl_newImage(tmp);
-  // Pilot.
+  /* Pilot. */
   snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+11, GUI_GFX"%s_pilot.png", tmp2);
-  if(gui.gfx_targetPilot) gl_freeTexture(gui.gfx_targetPilot); // Free if needed.
+  if(gui.gfx_targetPilot) gl_freeTexture(gui.gfx_targetPilot); /* Free if needed. */
   gui.gfx_targetPilot = gl_newSprite(tmp, 2, 2);
-  // Planet.
+  /* Planet. */
   snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+12, GUI_GFX"%s_planet.png", tmp2);
-  if(gui.gfx_targetPlanet) gl_freeTexture(gui.gfx_targetPlanet); // Free if needed.
+  if(gui.gfx_targetPlanet) gl_freeTexture(gui.gfx_targetPlanet); /* Free if needed. */
   gui.gfx_targetPlanet = gl_newSprite(tmp, 2, 2);
   free(tmp);
   free(tmp2);
 
-  // Frame (based on gfx).
+  /* Frame (based on gfx). */
   vect_csetmin(&gui.frame,
-               SCREEN_W - gui.gfx_frame->w,  // x.
-               SCREEN_H - gui.gfx_frame->h); // h.
+               SCREEN_W - gui.gfx_frame->w,  /* x. */
+               SCREEN_H - gui.gfx_frame->h); /* h. */
 
-  // Let's parse the data now.
+  /* Let's parse the data now. */
   node = parent->children;
   do {
-    // Offset.
+    /* Offset. */
     if(xml_isNode(node, "offset"))
       rect_parse(node, &gui_xoff, &gui_yoff, NULL, NULL);
-    // Radar.
+    /* Radar. */
     else if(xml_isNode(node, "radar")) {
       tmp = xml_nodeProp(node,"type");
-      // Make sure type is valid.
+      /* Make sure type is valid. */
       if(strcmp(tmp, "rectangle")==0) gui.radar.shape = RADAR_RECT;
       else if(strcmp(tmp, "circle")==0) gui.radar.shape = RADAR_CIRCLE;
       else {
@@ -1050,20 +1050,20 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
       }
       free(tmp);
 
-      // Load the appropriate measurements.
+      /* Load the appropriate measurements. */
       if(gui.radar.shape == RADAR_RECT)
         rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, &gui.radar.h);
       else if(gui.radar.shape == RADAR_CIRCLE)
         rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, NULL);
       RELATIVIZE(gui.radar);
     }
-    // Nav computer.
+    /* Nav computer. */
     else if(xml_isNode(node, "nav")) {
       rect_parse(node, &gui.nav.x, &gui.nav.y, &gui.nav.w, &gui.nav.h);
       RELATIVIZE(gui.nav);
       gui.nav.y -= gl_defFont.h;
     }
-    // Health bars.
+    /* Health bars. */
     else if(xml_isNode(node, "health")) {
       cur = node->children;
       do {
@@ -1086,14 +1086,14 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
         }
       } while((cur = cur->next));
     }
-    // Secondary weapon.
+    /* Secondary weapon. */
     else if(xml_isNode(node, "weapon")) {
       rect_parse(node, &gui.weapon.x, &gui.weapon.y,
                  &gui.weapon.w, &gui.weapon.h);
       RELATIVIZE(gui.weapon);
       gui.weapon.y -= gl_defFont.h;
     }
-    // Target.
+    /* Target. */
     else if(xml_isNode(node, "target")) {
       cur = node->children;
       do {
@@ -1133,7 +1133,7 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
 }
 #undef RELATIVIZE
 
-// Free the GUI.
+/* Free the GUI. */
 void gui_free(void) {
   if(gui.gfx_frame)     gl_freeTexture(gui.gfx_frame);
   if(gui.gfx_targetPilot)  gl_freeTexture(gui.gfx_targetPilot);
@@ -1142,18 +1142,18 @@ void gui_free(void) {
   free(msg_stack);
 }
 
-// Used in pilot.c
-// Basically uses keyboard input instead of AI input.
+/* Used in pilot.c */
+/* Basically uses keyboard input instead of AI input. */
 void player_think(Pilot* player) {
-  // Last I checked, the dead didn't think..
+  /* Last I checked, the dead didn't think.. */
   if(pilot_isFlag(player, PILOT_DEAD)) {
-    // No point in accelerating or turning.
+    /* No point in accelerating or turning. */
     player->solid->dir_vel = 0.;
     vect_pset(&player->solid->force, 0., 0.);
     return;
   }
 
-  // PLAYER_FACE will take over navigation.
+  /* PLAYER_FACE will take over navigation. */
   if(player_isFlag(PLAYER_FACE)) {
     if(player_target != PLAYER_ID)
       pilot_face(player,
@@ -1165,11 +1165,11 @@ void player_think(Pilot* player) {
                             &cur_system->planets[planet_target].pos));
   }
 
-  // PLAYER_REVERSE will take over navigation.
+  /* PLAYER_REVERSE will take over navigation. */
   else if(player_isFlag(PLAYER_REVERSE) && (VMOD(player->solid->vel) > 0.))
     pilot_face(player, VANGLE(player->solid->vel) + M_PI);
 
-  // Normal navigation sheme.
+  /* Normal navigation sheme. */
   else {
     player->solid->dir_vel = 0.;
     if(player_turn)
@@ -1177,7 +1177,7 @@ void player_think(Pilot* player) {
   }
 
   if(player_isFlag(PLAYER_PRIMARY)) pilot_shoot(player, player_target, 0);
-  if(player_isFlag(PLAYER_SECONDARY)) // Needs a target.
+  if(player_isFlag(PLAYER_SECONDARY)) /* Needs a target. */
     pilot_shoot(player, player_target, 1);
 
   if(player_isFlag(PLAYER_AFTERBURNER))
@@ -1188,13 +1188,13 @@ void player_think(Pilot* player) {
     vect_pset(&player->solid->force, player->thrust * player_acc,
               player->solid->dir);
 
-  // Set the listener stuff.
+  /* Set the listener stuff. */
   sound_listener(player->solid->dir,
                  player->solid->pos.x, player->solid->pos.y,
                  player->solid->vel.x, player->solid->vel.y);
 }
 
-// Modify the radar resolution.
+/* Modify the radar resolution. */
 void player_setRadarRel(int mod) {
   gui.radar.res += mod * RADAR_RES_INTERVAL;
   if(gui.radar.res > RADAR_RES_MAX) gui.radar.res = RADAR_RES_MAX;
@@ -1203,38 +1203,38 @@ void player_setRadarRel(int mod) {
   player_message("Radar set to %dx", (int)gui.radar.res);
 }
 
-// Get the next secondary weapon.
+/* Get the next secondary weapon. */
 void player_secondaryNext(void) {
   int i = 0;
 
-  // Get the current secondary weapon pos.
+  /* Get the current secondary weapon pos. */
   if(player->secondary != NULL)
     for(i = 0; i < player->noutfits; i++)
       if(&player->outfits[i] == player->secondary) {
         i++;
         break;
       }
-  // Get the next secondary weapon.
+  /* Get the next secondary weapon. */
   for(; i < player->noutfits; i++)
     if(outfit_isProp(player->outfits[i].outfit, OUTFIT_PROP_WEAP_SECONDARY)) {
       player->secondary = player->outfits + i;
       break;
     }
-  // We didn't find an outfit.
+  /* We didn't find an outfit. */
   if(i >= player->noutfits)
     player->secondary = NULL;
 
-  // Set ammo.
+  /* Set ammo. */
   pilot_setAmmo(player);
 }
 
-// Cycle through planet targets.
+/* Cycle through planet targets. */
 void player_targetPlanet(void) {
   hyperspace_target = -1;
   player_rmFlag(PLAYER_LANDACK);
 
   if((planet_target == -1) && (cur_system->nplanets > 0)) {
-    // No target.
+    /* No target. */
     planet_target = 0;
     return;
   }
@@ -1242,18 +1242,18 @@ void player_targetPlanet(void) {
   planet_target++;
 
   if(planet_target >= cur_system->nplanets)
-    // Last system.
+    /* Last system. */
     planet_target = -1;
 }
 
-// Attempt to land or target closest planet if no land target.
+/* Attempt to land or target closest planet if no land target. */
 void player_land(void) {
   int i;
   int tp;
   double td, d;
 
   if(landed) {
-    // Player is already landed.
+    /* Player is already landed. */
     takeoff();
     return;
   }
@@ -1264,7 +1264,7 @@ void player_land(void) {
       return;
     }
     else if(!player_isFlag(PLAYER_LANDACK)) {
-      // No landing authorization.
+      /* No landing authorization. */
       if(!areEnemies(player->faction, planet->faction)) {
         player_message("%s> Permission to land granted.", planet->name);
         player_setFlag(PLAYER_LANDACK);
@@ -1282,16 +1282,16 @@ void player_land(void) {
       player_message("You are going too fast to land on %s", planet->name);
       return;
     }
-    land(planet); // Land the player.
+    land(planet); /* Land the player. */
   } else {
-    // Get nearest planet target.
+    /* Get nearest planet target. */
     if(cur_system->nplanets == 0) {
       player_message("There are no planets to land on.");
       return;
     }
 
-    td = -1; // Temp distance.
-    tp = -1; // Temp planet.
+    td = -1; /* Temp distance. */
+    tp = -1; /* Temp planet. */
     for(i = 0; i < cur_system->nplanets; i++) {
       d = vect_dist(&player->solid->pos, &cur_system->planets[i].pos);
       if(planet_hasService(&cur_system->planets[i], PLANET_SERVICE_LAND) &&
@@ -1303,23 +1303,23 @@ void player_land(void) {
     planet_target = tp;
     player_rmFlag(PLAYER_LANDACK);
 
-    // No landable planet.
+    /* No landable planet. */
     if(planet_target < 0) return;
 
-    player_land(); // Re-run land protocol.
+    player_land(); /* Re-run land protocol. */
   }
 }
 
 void player_targetHyperspace(void) {
-  planet_target = -1; // Remove planet target.
-  player_rmFlag(PLAYER_LANDACK); // Get rid of landing permission.
+  planet_target = -1; /* Remove planet target. */
+  player_rmFlag(PLAYER_LANDACK); /* Get rid of landing permission. */
   hyperspace_target++;
 
   if(hyperspace_target >= cur_system->njumps)
     hyperspace_target = -1;
 }
 
-// Actually attempt to jump into hyperspace.
+/* Actually attempt to jump into hyperspace. */
 void player_jump(void) {
   if((hyperspace_target == -1) ||
      pilot_isFlag(player, PILOT_HYP_PREP) ||
@@ -1339,41 +1339,41 @@ void player_jump(void) {
     player_message("Preparing for hyperspace");
 }
 
-// Player actually broke hyperspace (Let's enter a new system).
+/* Player actually broke hyperspace (Let's enter a new system). */
 void player_brokeHyperspace(void) {
   unsigned int tl, th;
 
-  // Calculate the time it takes, call before space_init.
+  /* Calculate the time it takes, call before space_init. */
   tl = (unsigned int) floor(sqrt((double)player->solid->mass)/5.);
   th = (unsigned int) ceil(sqrt((double)player->solid->mass)/5.);
   tl *= LTIME_UNIT_LENGTH;
   th *= LTIME_UNIT_LENGTH;
   ltime_inc(RNG(tl, th));
 
-  // Enter the new system.
+  /* Enter the new system. */
   space_init(systems_stack[cur_system->jumps[hyperspace_target]].name);
 
-  // Set position, pilot_update will handle the lowering of velocity.
+  /* Set position, pilot_update will handle the lowering of velocity. */
   player_warp(-cos(player->solid->dir) * MIN_HYPERSPACE_DIST * 2.5,
               -sin(player->solid->dir) * MIN_HYPERSPACE_DIST * 2.5);
   
-  // Reduce fuel.
+  /* Reduce fuel. */
   player->fuel -= HYPERSPACE_FUEL;
 
-  // Stop hyperspace.
+  /* Stop hyperspace. */
   pilot_rmFlag(player, PILOT_HYPERSPACE | PILOT_HYP_BEGIN | PILOT_HYP_PREP);
 
-  // Update the map.
+  /* Update the map. */
   map_jump();
 
-  // Run the jump hooks.
+  /* Run the jump hooks. */
   hooks_run("jump");
   hooks_run("enter");
 
   player_message("BANG!");
 }
 
-// Make the player face her hyperspace target.
+/* Make the player face her hyperspace target. */
 double player_faceHyperspace(void) {
   double a;
   a = ANGLE(systems_stack[cur_system->jumps[hyperspace_target]].pos.x -
@@ -1384,9 +1384,9 @@ double player_faceHyperspace(void) {
   return pilot_face(player, a);
 }
 
-// Activate afterburner.
+/* Activate afterburner. */
 void player_afterburn(void) {
-  // TODO: Fancy effects.
+  /* TODO: Fancy effects. */
   if((player != NULL) && (player->afterburner != NULL)) {
     player_setFlag(PLAYER_AFTERBURNER);
     pilot_setFlag(player, PILOT_AFTERBURNER);
@@ -1403,7 +1403,7 @@ void player_afterburnOver(void) {
   }
 }
 
-// Start accelerating.
+/* Start accelerating. */
 void player_accel(double acc) {
   if(player != NULL) {
     player_acc = acc;
@@ -1416,7 +1416,7 @@ void player_accelOver(void) {
   player_stopSound();
 }
 
-// Take a screenshot.
+/* Take a screenshot. */
 static int screenshot_cur = 0;
 void player_screenshot(void) {
   FILE* fp;
@@ -1432,34 +1432,34 @@ void player_screenshot(void) {
 
   do {
     if(screenshot_cur >= 999) {
-      // Just incase I fucked up. :)
+      /* Just incase I fucked up. :) */
       WARN("You have reached the maximum amount of screenshots [999]");
       return;
     }
     snprintf(filename, PATH_MAX, "%sscreenshots/screenshot%03d.png",
              lfile_basePath(), screenshot_cur);
-    fp = fopen(filename, "r"); // Myeah, I know it's a horrible way to check.
+    fp = fopen(filename, "r"); /* Myeah, I know it's a horrible way to check. */
     if(fp == NULL) done = 1;
     else {
-      // Next.
+      /* Next. */
       screenshot_cur++;
       fclose(fp);
     }
     fp = NULL;
   } while(!done);
 
-  // Now gief me that screenshot.
+  /* Now gief me that screenshot. */
   DEBUG("Taking screenshot [%03d]..", screenshot_cur);
   gl_screenshot(filename);
 }
 
-// Player go pwned.
+/* Player go pwned. */
 void player_dead(void) {
   gui_xoff = 0.;
   gui_yoff = 0.;
 }
 
-// Player blew up in a nice fireball.
+/* Player blew up in a nice fireball. */
 void player_destroyed(void) {
   if(player_isFlag(PLAYER_DESTROYED)) return;
 
@@ -1469,8 +1469,8 @@ void player_destroyed(void) {
   player_timer = SDL_GetTicks() + 5000;
 }
 
-// Return a buffer with all the ships names, or none if there
-// aren't any.
+/* Return a buffer with all the ships names, or none if there */
+/* aren't any. */
 char** player_ships(int* nships) {
   int i;
   char** shipnames;
@@ -1489,12 +1489,12 @@ char** player_ships(int* nships) {
   return shipnames;
 }
 
-// Return the amount of ships player has in storage.
+/* Return the amount of ships player has in storage. */
 int player_nships(void) {
   return player_nstack;
 }
 
-// Return a specific ship.
+/* Return a specific ship. */
 Pilot* player_getShip(char* shipname) {
   int i;
 
@@ -1506,7 +1506,7 @@ Pilot* player_getShip(char* shipname) {
   return NULL;
 }
 
-// Return location of a specific ship.
+/* Return location of a specific ship. */
 char* player_getLoc(char* shipname) {
   int i;
 
@@ -1531,18 +1531,18 @@ void player_setLoc(char* shipname, char* loc) {
   WARN("Player ship '%s' not found in stack", shipname);
 }
 
-// Marks a mission as completed.
+/* Marks a mission as completed. */
 void player_missionFinished(int id) {
   missions_ndone++;
   if(missions_ndone > missions_mdone) {
-    // Need to grow.
+    /* Need to grow. */
     missions_mdone += 25;
     missions_done = realloc(missions_done, sizeof(int) * missions_mdone);
   }
   missions_done[missions_ndone-1] = id;
 }
 
-// has player already completed a mission?
+/* has player already completed a mission? */
 int player_missionAlreadyDone(int id) {
   int i;
 
@@ -1552,7 +1552,7 @@ int player_missionAlreadyDone(int id) {
   return 0;
 }
 
-// Save the player in a freaking xmlfile.
+/* Save the player in a freaking xmlfile. */
 int player_save(xmlTextWriterPtr writer) {
   int i;
 
@@ -1564,20 +1564,20 @@ int player_save(xmlTextWriterPtr writer) {
   xmlw_elem(writer, "time", "%d", ltime_get());
 
   xmlw_elem(writer, "location", land_planet->name);
-  player_saveShip(writer, player, NULL); // Current ship.
+  player_saveShip(writer, player, NULL); /* Current ship. */
 
   xmlw_startElem(writer, "ships");
   for(i = 0; i < player_nstack; i++)
     player_saveShip(writer, player_stack[i], player_lstack[i]);
 
-  xmlw_endElem(writer); // Player.
+  xmlw_endElem(writer); /* Player. */
 
   xmlw_startElem(writer, "missions_done");
 
   for(i = 0; i < missions_ndone; i++)
     xmlw_elem(writer, "done", mission_get(missions_done[i])->name);
 
-  xmlw_endElem(writer); // missions_done.
+  xmlw_endElem(writer); /* missions_done. */
 
   return 0;
 }
@@ -1591,7 +1591,7 @@ static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc) {
 
   if(loc != NULL) xmlw_elem(writer, "location", loc);
 
-  // Save the outfits.
+  /* Save the outfits. */
   xmlw_startElem(writer, "outfits");
   for(i = 0; i < ship->noutfits; i++) {
     xmlw_startElem(writer, "outfit");
@@ -1599,11 +1599,11 @@ static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc) {
     xmlw_attr(writer, "quantity", "%d", ship->outfits[i].quantity);
     xmlw_str(writer, ship->outfits[i].outfit->name);
 
-    xmlw_endElem(writer); // Outfit.
+    xmlw_endElem(writer); /* Outfit. */
   }
-  xmlw_endElem(writer); // Outfits.
+  xmlw_endElem(writer); /* Outfits. */
 
-  // Save the commodities.
+  /* Save the commodities. */
   xmlw_startElem(writer, "commodities");
   for(i = 0; i < ship->ncommodities; i++) {
 
@@ -1614,10 +1614,10 @@ static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc) {
       xmlw_attr(writer, "id", "%d", ship->commodities[i].id);
     xmlw_str(writer, ship->commodities[i].commodity->name);
 
-    xmlw_endElem(writer); // Commodity.
+    xmlw_endElem(writer); /* Commodity. */
   }
-  xmlw_endElem(writer); // Commodities.
-  xmlw_endElem(writer); // Ship.
+  xmlw_endElem(writer); /* Commodities. */
+  xmlw_endElem(writer); /* Ship. */
 
   return 0;
 }
@@ -1625,7 +1625,7 @@ static int player_saveShip(xmlTextWriterPtr writer, Pilot* ship, char* loc) {
 int player_load(xmlNodePtr parent) {
   xmlNodePtr node;
 
-  // Some cleanup.
+  /* Some cleanup. */
   player_flags = 0;
   player_cleanup();
   var_cleanup();
@@ -1655,7 +1655,7 @@ static int player_parse(xmlNodePtr parent) {
   xmlr_attr(parent, "name", player_name);
 
   do {
-    // Global stuff.
+    /* Global stuff. */
     xmlr_int(node, "rating", player_crating);
     xmlr_int(node, "credits", player_credits);
     xmlr_long(node, "time", player_time);
@@ -1675,11 +1675,11 @@ static int player_parse(xmlNodePtr parent) {
       player_parseDone(node);
   } while(xml_nextNode(node));
 
-  // Set global thingies.
+  /* Set global thingies. */
   player->credits = player_credits;
   ltime_set(player_time);
 
-  // Set player in system.
+  /* Set player in system. */
   pnt = planet_get(planet);
   sw = pnt->gfx_space->sw;
   sh = pnt->gfx_space->sh;
@@ -1688,11 +1688,11 @@ static int player_parse(xmlNodePtr parent) {
   player->solid->dir = RNG(0, 359) * M_PI/180.;
   gl_bindCamera(&player->solid->pos);
 
-  // Initialize the system.
+  /* Initialize the system. */
   space_init(planet_getSystem(planet));
-  map_clear(); // Sets the map up.
+  map_clear(); /* Sets the map up. */
 
-  // Initialize the sound.
+  /* Initialize the sound. */
   player_initSound();
 
   return 0;
@@ -1720,7 +1720,7 @@ static int player_parseShip(xmlNodePtr parent, int is_player) {
   xmlr_attr(parent, "name", name);
   xmlr_attr(parent, "model", model);
 
-  // Player is currently on this ship.
+  /* Player is currently on this ship. */
   if(is_player != 0) {
     pilot_create(ship_get(model), name, faction_get("Player"), NULL, 0., NULL,
         NULL, PILOT_PLAYER | PILOT_NO_OUTFITS);
@@ -1740,12 +1740,12 @@ static int player_parseShip(xmlNodePtr parent, int is_player) {
     if(xml_isNode(node, "outfits")) {
       cur = node->xmlChildrenNode;
       do {
-        // Load each outfit.
+        /* Load each outfit. */
         if(xml_isNode(cur, "outfits")) {
           xmlr_attr(cur, "quantity", q);
           n = atoi(q);
           free(q);
-          // Add the outfit.
+          /* Add the outfit. */
           pilot_addOutfit(ship, outfit_get(xml_get(cur)), n);
         }
       } while(xml_nextNode(cur));
@@ -1762,7 +1762,7 @@ static int player_parseShip(xmlNodePtr parent, int is_player) {
           free(q);
           if(id != NULL) free(id);
 
-          // Actually add the cargo with id hack.
+          /* Actually add the cargo with id hack. */
           pilot_addCargo(ship, commodity_get(xml_get(cur)), n);
           if(i != 0) ship->commodities[ship->ncommodities-1].id = i;
         }
@@ -1770,7 +1770,7 @@ static int player_parseShip(xmlNodePtr parent, int is_player) {
     }
   } while(xml_nextNode(node));
   
-  // Add it to the stack if it's not what the player is in.
+  /* Add it to the stack if it's not what the player is in. */
   if(is_player == 0) {
     player_stack = realloc(player_stack, sizeof(Pilot*)*(player_nstack+1));
     player_stack[player_nstack] = ship;
diff --git a/src/rng.c b/src/rng.c
index 0e8ab96..3a89fba 100644
--- a/src/rng.c
+++ b/src/rng.c
@@ -11,13 +11,13 @@
 #include "rng.h"
 #include "log.h"
 
-// Mersenne twister state.
+/* Mersenne twister state. */
 static uint32_t MT[624];
 static uint32_t mt_y;
-static int mt_pos = 0;  // Current number.
+static int mt_pos = 0;  /* Current number. */
 
 static uint32_t rng_timeEntropy(void);
-// Mersenne twister.
+/* Mersenne twister. */
 static void mt_initArray(uint32_t seed);
 static void mt_genArray(void);
 static uint32_t mt_getInt(void);
@@ -26,10 +26,10 @@ void rng_init(void) {
   uint32_t i;
   int need_init;
 
-  need_init = 1; // Initialize by default.
+  need_init = 1; /* Initialize by default. */
 #ifdef LINUX
   int fd;
-  fd = open("/dev/urandom", O_RDONLY); // /dev/urandom is better then time seed.
+  fd = open("/dev/urandom", O_RDONLY); /* /dev/urandom is better then time seed. */
   if(fd != -1) {
     i = sizeof(uint32_t)*624;
     if(read(fd, &MT, i) == (ssize_t)i)
@@ -45,11 +45,11 @@ void rng_init(void) {
   if(need_init)
     mt_initArray(i);
   for(i = 0; i < 10; i++)
-    // Generate numbers to get away from poor initial values.
+    /* Generate numbers to get away from poor initial values. */
     mt_genArray();
 }
 
-// Use the time as source of entropy.
+/* Use the time as source of entropy. */
 static uint32_t rng_timeEntropy(void) {
   int i;
   
@@ -65,7 +65,7 @@ static uint32_t rng_timeEntropy(void) {
   return i;
 }
 
-// Generates the initial mersenne twister based on seed.
+/* Generates the initial mersenne twister based on seed. */
 static void mt_initArray(uint32_t seed) {
   int i;
   MT[0] = seed;
@@ -74,22 +74,22 @@ static void mt_initArray(uint32_t seed) {
   mt_pos = 0;
 }
 
-// Generate an array of numbers.
+/* Generate an array of numbers. */
 static void mt_genArray(void) {
   int i;
   for(i = 0; i < 624; i++) {
     mt_y = (MT[i] & 0x80000000) + ((MT[i] % 624) & 0x7FFFFFFF);
     if(mt_y % 2)
-      // Odd.
+      /* Odd. */
       MT[i] = (MT[(i+397) % 624] ^ (mt_y >> 1)) ^ 2567483615;
     else
-      // Even.
+      /* Even. */
       MT[i] = MT[(i+397) % 624] ^ (mt_y >> 1);
   }
   mt_pos = 0;
 }
 
-// Get the next int.
+/* Get the next int. */
 static uint32_t mt_getInt(void) {
   if(mt_pos >= 624) mt_genArray();
 
@@ -102,12 +102,12 @@ static uint32_t mt_getInt(void) {
   return mt_y;
 }
 
-// Return a random int.
+/* Return a random int. */
 unsigned int randint(void) {
   return mt_getInt();
 }
 
-// Return a random double.
+/* Return a random double. */
 static double m_div = (double)(0xFFFFFFFF) + 1.;
 double randfp(void) {
   double m = (double)mt_getInt();
diff --git a/src/save.c b/src/save.c
index ce9715a..3dd627e 100644
--- a/src/save.c
+++ b/src/save.c
@@ -1,5 +1,5 @@
 #ifdef _POSIX_SOURCE
-#include <unistd.h> // Unlink.
+#include <unistd.h> /* Unlink. */
 #endif
 
 #include "lephisto.h"
@@ -17,28 +17,28 @@
 #define BUTTON_WIDTH  50
 #define BUTTON_HEIGHT 30
 
-// Externs.
-extern int  player_save(xmlTextWriterPtr writer);         // A lot of stuff.
+/* Externs. */
+extern int  player_save(xmlTextWriterPtr writer);         /* A lot of stuff. */
 extern int  player_load(xmlNodePtr parent);
-extern int  missions_saveActive(xmlTextWriterPtr writer); // Active missions.
+extern int  missions_saveActive(xmlTextWriterPtr writer); /* Active missions. */
 extern int  missions_loadActive(xmlNodePtr parent);
-extern int  var_save(xmlTextWriterPtr writer);            // misn var.
+extern int  var_save(xmlTextWriterPtr writer);            /* misn var. */
 extern int  var_load(xmlNodePtr parent);
-extern int  pfaction_save(xmlTextWriterPtr writer);       // Faction data.
+extern int  pfaction_save(xmlTextWriterPtr writer);       /* Faction data. */
 extern int  pfaction_load(xmlNodePtr parent);
-extern int  hook_save(xmlTextWriterPtr writer);           // Hooks.
+extern int  hook_save(xmlTextWriterPtr writer);           /* Hooks. */
 extern int  hook_load(xmlNodePtr parent);
 extern void menu_main_close(void);
-// Static.
+/* Static. */
 static int  save_data(xmlTextWriterPtr writer);
 static void load_menu_close(char* str);
 static void load_menu_load(char* str);
 static void load_menu_delete(char* str);
 static int  load_game(char* file);
 
-// Save all the game data.
+/* Save all the game data. */
 static int save_data(xmlTextWriterPtr writer) {
-  // The data itself.
+  /* The data itself. */
   if(player_save(writer) < 0)           return -1;
   if(missions_saveActive(writer) < 0)   return -1;
   if(var_save(writer) < 0)              return -1;
@@ -47,7 +47,7 @@ static int save_data(xmlTextWriterPtr writer) {
   return 0;
 }
 
-// Save the current game.
+/* Save the current game. */
 int save_all(void) {
   char file[PATH_MAX];
   xmlDocPtr doc;
@@ -62,11 +62,11 @@ int save_all(void) {
   xmlw_start(writer);
   xmlw_startElem(writer, "lephisto_save");
 
-  // Save the version or something..
+  /* Save the version or something.. */
   xmlw_startElem(writer, "version");
   xmlw_elem(writer, "lephisto", "%d.%d.%d", VMAJOR, VMINOR, VREV);
   xmlw_elem(writer, "data", dataname);
-  xmlw_endElem(writer); // Version.
+  xmlw_endElem(writer); /* Version. */
 
   if(save_data(writer) < 0) {
     ERR("Trying to save game data");
@@ -75,7 +75,7 @@ int save_all(void) {
     return -1;
   }
 
-  xmlw_endElem(writer); // lephisto_save.
+  xmlw_endElem(writer); /* lephisto_save. */
   xmlw_done(writer);
 
   if(lfile_dirMakeExist("saves") < 0) {
@@ -93,32 +93,32 @@ int save_all(void) {
   return 0;
 }
 
-// Open the load game menu.
+/* Open the load game menu. */
 void load_game_menu(void) {
   unsigned int wid;
   char** files;
   int lfiles, i, len;
 
-  // Window.
+  /* Window. */
   wid = window_create("Load Game", -1, -1, LOAD_WIDTH, LOAD_HEIGHT);
 
-  // Load the saves.
+  /* Load the saves. */
   files = lfile_readDir(&lfiles, "saves");
   for(i = 0; i < lfiles; i++) {
     len = strlen(files[i]);
 
-    // No save extension.
+    /* No save extension. */
     if((len < 6) || strcmp(&files[i][len-3], ".ls")) {
       free(files[i]);
       memmove(&files[i], &files[i+1], sizeof(char*) * (lfiles-i-1));
       lfiles--;
       i--;
     }
-    else // Remove the extension.
+    else /* Remove the extension. */
       files[i][len-3] = '\0';
   }
 
-  // Again.. What if there is no files?
+  /* Again.. What if there is no files? */
   if(files == NULL) {
     files = malloc(sizeof(char*));
     files[0] = strdup("None");
@@ -129,7 +129,7 @@ void load_game_menu(void) {
       LOAD_WIDTH-BUTTON_WIDTH-50, LOAD_HEIGHT-90,
       "lstSaves", files, lfiles, 0, NULL);
 
-  // Buttons.
+  /* Buttons. */
   window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
       "btnBack", "Back", load_menu_close);
 
@@ -139,7 +139,7 @@ void load_game_menu(void) {
   window_addButton(wid, -20, 20+2*(10+BUTTON_HEIGHT), BUTTON_WIDTH, BUTTON_HEIGHT,
       "btnDelete", "Del", load_menu_delete);
 
-  // Default action.
+  /* Default action. */
   window_setFptr(wid, load_menu_load);
 }
 
@@ -185,18 +185,18 @@ static void load_menu_delete(char* str) {
   snprintf(path, PATH_MAX, "%ssaves/%s.ls", lfile_basePath(), save);
   unlink(path);
 
-  // Need to reload the menu.
+  /* Need to reload the menu. */
   load_menu_close(NULL);
   load_game_menu();
 }
 
-// Load a new game.
+/* Load a new game. */
 static int load_game(char* file) {
   xmlNodePtr node;
   xmlDocPtr doc;
 
   doc = xmlParseFile(file);
-  node = doc->xmlChildrenNode; // Base node.
+  node = doc->xmlChildrenNode; /* Base node. */
   if(node == NULL) {
     WARN("Savegame '%s' invalid!", file);
     return -1;
diff --git a/src/ship.c b/src/ship.c
index 88318de..80107fe 100644
--- a/src/ship.c
+++ b/src/ship.c
@@ -7,7 +7,7 @@
 #include "toolkit.h"
 #include "ship.h"
 
-#define XML_ID    "Ships" // XML section identifier.
+#define XML_ID    "Ships" /* XML section identifier. */
 #define XML_SHIP  "ship"
 
 #define SHIP_DATA   "../dat/ship.xml"
@@ -27,20 +27,20 @@ static int ships = 0;
 static Ship* ship_parse(xmlNodePtr parent);
 static void ship_view_close(char* btn);
 
-// Get a ship based on it's name.
+/* Get a ship based on it's name. */
 Ship* ship_get(const char* name) {
   Ship* tmp = ship_stack;
   int i;
   for(i = 0; i < ships; i++)
     if(strcmp((tmp+i)->name, name)==0) break;
 
-  if(i == ships) // Ship doesn't exist, game will probably crash now.
+  if(i == ships) /* Ship doesn't exist, game will probably crash now. */
     WARN("Ship %s does not exist", name);
 
   return tmp+i;
 }
 
-// Get the ship's classname.
+/* Get the ship's classname. */
 static char* ship_classes[] = {
   "NULL",
   "Civialian Light", "Civilian Medium", "Civilian Heavy"
@@ -50,7 +50,7 @@ static char* ship_classes[] = {
 
 };
 
-// Return all the ships in text form.
+/* Return all the ships in text form. */
 char** ship_getTech(int* n, const int* tech, const int techmax) {
   int i, j;
   char** shipnames;
@@ -91,13 +91,13 @@ static Ship* ship_parse(xmlNodePtr parent) {
   node = parent->xmlChildrenNode;
 
   do {
-    // Load all the data.
+    /* Load all the data. */
     if(xml_isNode(node,"GFX")) {
       snprintf(str, strlen(xml_get(node)) +
                sizeof(SHIP_GFX) + sizeof(SHIP_EXT),
                SHIP_GFX"%s"SHIP_EXT, xml_get(node));
       tmp->gfx_space = gl_newSprite(str, 6, 6);
-      // Target.
+      /* Target. */
       snprintf(str, strlen(xml_get(node)) +
                sizeof(SHIP_GFX)+sizeof(SHIP_TARGET)+sizeof(SHIP_EXT),
                SHIP_GFX"%s"SHIP_TARGET SHIP_EXT, xml_get(node));
@@ -168,7 +168,7 @@ static Ship* ship_parse(xmlNodePtr parent) {
     }
   } while(xml_nextNode(node));
 
-  tmp->thrust *= tmp->mass; // Helps keep number sane.
+  tmp->thrust *= tmp->mass; /* Helps keep number sane. */
 
 #define MELEMENT(o,s) if(o) WARN("Ship '%s' missing '"s"' element", tmp->name)
   MELEMENT(tmp->name == NULL, "name");
@@ -207,13 +207,13 @@ int ships_load(void) {
 
   Ship* tmp = NULL;
 
-  node = doc->xmlChildrenNode; // Ships node.
+  node = doc->xmlChildrenNode; /* Ships node. */
   if(strcmp((char*)node->name, XML_ID)) {
     ERR("Malformed "SHIP_DATA" file: missing root element '"XML_ID"'");
     return -1;
   }
 
-  node = node->xmlChildrenNode; // First ship node.
+  node = node->xmlChildrenNode; /* First ship node. */
   if(node == NULL) {
     ERR("Malformed "SHIP_DATA" file: Does not contain elements");
     return -1;
@@ -241,14 +241,14 @@ void ships_free(void) {
   ShipOutfit* so, *sot;
   int i;
   for(i = 0; i < ships; i++) {
-    // Free stored strings.
+    /* Free stored strings. */
     if((ship_stack+i)->name) free(ship_stack[i].name);
     if((ship_stack+i)->description) free(ship_stack[i].description);
     if((ship_stack+i)->gui) free(ship_stack[i].gui);
     if((ship_stack+i)->fabricator) free(ship_stack[i].fabricator);
 
     so = (ship_stack+i)->outfit;
-    while(so) { // free the ship outfit.
+    while(so) { /* free the ship outfit. */
       sot = so;
       so = so->next;
       free(sot);
@@ -260,7 +260,7 @@ void ships_free(void) {
   ship_stack = NULL;
 }
 
-// Used to visualize the ships status.
+/* Used to visualize the ships status. */
 void ship_view(char* shipname) {
   Ship* s;
   char buf[1024];
@@ -317,7 +317,7 @@ void ship_view(char* shipname) {
   window_addText(wid, 120, -40, VIEW_WIDTH-140, h,
                  0, "txtProperties", &gl_smallFont, &cBlack, buf);
 
-  // Close the button.
+  /* Close the button. */
   snprintf(buf, 37, "close%s", shipname);
   window_addButton(wid, -20, 20,
                    BUTTON_WIDTH, BUTTON_HEIGHT,
@@ -325,6 +325,6 @@ void ship_view(char* shipname) {
 }
 
 static void ship_view_close(char* btn) {
-  window_destroy(window_get(btn+5)); // "closefoo -> Foo"
+  window_destroy(window_get(btn+5)); /* "closefoo -> Foo" */
 }
 
diff --git a/src/sound.c b/src/sound.c
index 9ab05cc..5c37903 100644
--- a/src/sound.c
+++ b/src/sound.c
@@ -10,41 +10,41 @@
 #include "music.h"
 #include "sound.h"
 
-// ==============================================
-// sound.c controls the routines for using a
-// virtual voice wrapper system around the openal
-// library to get 3D sound.
-//
-// We only use position sound and no doppler effect
-// right now.
-// ==============================================
+/* ============================================== */
+/* sound.c controls the routines for using a */
+/* virtual voice wrapper system around the openal */
+/* library to get 3D sound. */
+/* */
+/* We only use position sound and no doppler effect */
+/* right now. */
+/* ============================================== */
 
-// ==============================================
-// Sound Overview:
-// ---------------
-//
-// We use a priority virtual voice system with
-// pre-allocated buffers.
-//
-// Nameing:
-//    -- buffer - Sound sample.
-//    -- source - openal object that plays sound.
-//    -- voice  - Virtual object that wants to play sound.
-//
-// First we allocate all the buffers based on what
-// we find inside the datafile.
-// Then we allocate all the possible sources (giving
-// the music system what it needs).
-// Now we allow the user to dynamically create
-// voices, these voices will always try to grab
-// a source from the source pool. If they can't,
-// they will pretend to play the buffer.
-// Every so often we'll check to see if the important
-// voices are being played and take away the sources
-// from the lesser ones.
-// ==============================================
+/* ============================================== */
+/* Sound Overview: */
+/* --------------- */
+/* */
+/* We use a priority virtual voice system with */
+/* pre-allocated buffers. */
+/* */
+/* Nameing: */
+/*    -- buffer - Sound sample. */
+/*    -- source - openal object that plays sound. */
+/*    -- voice  - Virtual object that wants to play sound. */
+/* */
+/* First we allocate all the buffers based on what */
+/* we find inside the datafile. */
+/* Then we allocate all the possible sources (giving */
+/* the music system what it needs). */
+/* Now we allow the user to dynamically create */
+/* voices, these voices will always try to grab */
+/* a source from the source pool. If they can't, */
+/* they will pretend to play the buffer. */
+/* Every so often we'll check to see if the important */
+/* voices are being played and take away the sources */
+/* from the lesser ones. */
+/* ============================================== */
 
-// Sound parameters - TODO: make it variable per source.
+/* Sound parameters - TODO: make it variable per source. */
 #define SOUND_ROLLOFF_FACTOR  1.
 #define SOUND_REFERENCE_DIST  500.
 #define SOUND_MAX_DIST        1000.
@@ -56,57 +56,57 @@
 #define soundLock()   SDL_mutexP(sound_lock)
 #define soundUnlock() SDL_mutexV(sound_lock)
 
-// Give the buffers a name.
+/* Give the buffers a name. */
 typedef struct alSound_ {
-  char* name;   // Buffers name.
-  ALuint buffer; // Associated OpenAL buffer.
+  char* name;   /* Buffers name. */
+  ALuint buffer; /* Associated OpenAL buffer. */
 } alSound;
 
-// Voice private flags (public in sound.h).
-#define VOICE_PLAYING   (1<<0)  // Voice is playing.
-#define VOICE_DONE      (1<<1)  // Voice is done - must remove.
+/* Voice private flags (public in sound.h). */
+#define VOICE_PLAYING   (1<<0)  /* Voice is playing. */
+#define VOICE_DONE      (1<<1)  /* Voice is done - must remove. */
 #define voice_set(v,f) ((v)->flags |= f)
 #define voice_is(v,f)  ((v)->flags & f)
 
-// Global sound lock.
+/* Global sound lock. */
 SDL_mutex* sound_lock = NULL;
 
-// Gobal device and context.
+/* Gobal device and context. */
 static ALCcontext* al_context = NULL;
 static ALCdevice* al_device = NULL;
 
-// Threads.
+/* Threads. */
 static SDL_Thread* music_player = NULL;
 
-// List of sounds available (All preloaded into a buffer).
+/* List of sounds available (All preloaded into a buffer). */
 static alSound* sound_list = NULL;
 static int nsound_list = 0;
 
-// Struct to hold all the sources and currently attached voice.
-static ALuint* source_stack = NULL; // And it's stack.
+/* Struct to hold all the sources and currently attached voice. */
+static ALuint* source_stack = NULL; /* And it's stack. */
 static int source_nstack = 0;
 
-// Virtual voice.
+/* Virtual voice. */
 struct alVoice {
-  alVoice* next;      // Yes it's a linked list.
+  alVoice* next;      /* Yes it's a linked list. */
 
-  //ALuint id;        // Unique id for the voice.
+  /*ALuint id;        // Unique id for the voice. */
 
-  ALuint source;      // Source itself, 0 if not set.
-  ALuint buffer;      // Buffer.
+  ALuint source;      /* Source itself, 0 if not set. */
+  ALuint buffer;      /* Buffer. */
 
-  int priority;       // Base priority.
+  int priority;       /* Base priority. */
 
-  double px, py;      // Position.
-  //double vx, vy;    // Velocity.
+  double px, py;      /* Position. */
+  /*double vx, vy;    // Velocity. */
 
-  unsigned int start; // time started in ms.
-  unsigned int flags; // Flags to set properties.
+  unsigned int start; /* time started in ms. */
+  unsigned int flags; /* Flags to set properties. */
 };
 static alVoice* voice_start = NULL;
 static alVoice* voice_end   = NULL;
 
-// Volume.
+/* Volume. */
 static ALfloat svolume = 0.3;
 
 static int  sound_makeList(void);
@@ -124,15 +124,15 @@ int sound_init(void) {
 
   ret = 0;
   
-  // We'll need a mutex.
+  /* We'll need a mutex. */
   sound_lock = SDL_CreateMutex();
   soundLock();
 
-  // Initialize alut - I think it's worth it.
+  /* Initialize alut - I think it's worth it. */
   alutInitWithoutContext(NULL, NULL);
 
   const ALchar* device = alcGetString(NULL, ALC_DEFAULT_DEVICE_SPECIFIER);
-  // Open the default device.
+  /* Open the default device. */
   al_device = alcOpenDevice(NULL);
   if(al_device == NULL) {
     WARN("Unable to open default sound device");
@@ -140,7 +140,7 @@ int sound_init(void) {
     goto snderr_dev;
   }
 
-  // Create the OpenAL context.
+  /* Create the OpenAL context. */
   al_context = alcCreateContext(al_device, NULL);
   if(sound_lock == NULL) {
     WARN("Unable to create OpenAL context");
@@ -148,34 +148,34 @@ int sound_init(void) {
     goto snderr_ctx;
   }
 
-  // Clear the errors.
+  /* Clear the errors. */
   alGetError();
 
-  // Set active context.
+  /* Set active context. */
   if(alcMakeContextCurrent(al_context)==AL_FALSE) {
     WARN("Failure to set default context");
     ret = -4;
     goto snderr_act;
   }
 
-  // Set the master gain.
+  /* Set the master gain. */
   alListenerf(AL_GAIN, .1);
 
-  // Set the distance model.
+  /* Set the distance model. */
   alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
 
-  // We can unlock now.
+  /* We can unlock now. */
   soundUnlock();
 
-  // Start the music server.
+  /* Start the music server. */
   music_init();
 
-  // Start allocating the sources - music has already taken this.
-  alGetError(); // Another error clear.
+  /* Start allocating the sources - music has already taken this. */
+  alGetError(); /* Another error clear. */
   mem = 0;
   while(((err = alGetError()) == AL_NO_ERROR) && (source_nstack < 128)) {
     if(mem < source_nstack+1) {
-      // Allocate more memory.
+      /* Allocate more memory. */
       mem += 32;
       source_stack = realloc(source_stack, sizeof(ALuint) * mem);
     }
@@ -183,20 +183,20 @@ int sound_init(void) {
     source_nstack++;
   }
   
-  // Use minimal ram.
+  /* Use minimal ram. */
   source_stack = realloc(source_stack, sizeof(ALuint) * source_nstack);
 
-  // Debug magic.
+  /* Debug magic. */
   DEBUG("OpenAL:    %s", device);
   DEBUG("Sources:   %d", source_nstack);
   DEBUG("Renderer:  %s", alGetString(AL_RENDERER));
   DEBUG("Version:   %s", alGetString(AL_VERSION));
 
-  // Load up all the sounds.
+  /* Load up all the sounds. */
   sound_makeList();
-  music_makeList(); // And music.
+  music_makeList(); /* And music. */
 
-  // Now start the music thread.
+  /* Now start the music thread. */
   music_player = SDL_CreateThread(music_thread, NULL);
 
   return 0;
@@ -216,18 +216,18 @@ snderr_dev:
 }
 
 
-// Clean up after the sound system.
+/* Clean up after the sound system. */
 void sound_exit(void) {
   int i;
-  // Free the sounds.
+  /* Free the sounds. */
   for(i = 0; i < nsound_list; i++)
     sound_free(&sound_list[i]);
   free(sound_list);
   sound_list = NULL;
   nsound_list = 0;
 
-  // Must stop the music before killing it,
-  // then thread should commit suicide.
+  /* Must stop the music before killing it, */
+  /* then thread should commit suicide. */
   if(music_player) {
     music_stop();
     music_kill();
@@ -235,11 +235,11 @@ void sound_exit(void) {
     music_exit();
   }
 
-  // Clean up the voices.
+  /* Clean up the voices. */
   while(voice_start != NULL)
     voice_rm(NULL, voice_start);
 
-  // Clean up the sources.
+  /* Clean up the sources. */
   if(source_stack)
     alDeleteSources(source_nstack, source_stack);
 
@@ -255,11 +255,11 @@ void sound_exit(void) {
     soundUnlock();
     SDL_DestroyMutex(sound_lock);
   }
-  // Cya alut!
+  /* Cya alut! */
   alutExit();
 }
 
-// Get the buffer to sound of [name].
+/* Get the buffer to sound of [name]. */
 ALuint sound_get(char* name) {
   if(sound_lock == NULL) return 0;
 
@@ -271,7 +271,7 @@ ALuint sound_get(char* name) {
   return 0;
 }
 
-// Make list of available sounds.
+/* Make list of available sounds. */
 static int sound_makeList(void) {
   if(sound_lock == NULL) return 0;
 
@@ -281,38 +281,38 @@ static int sound_makeList(void) {
   int len;
   int mem;
 
-  // Get the file list.
+  /* Get the file list. */
   files = pack_listfiles(data, &nfiles);
 
-  // Load the profiles.
+  /* Load the profiles. */
   mem = 0;
   for(i = 0; i < nfiles; i++)
     if((strncmp(files[i], SOUND_PREFIX, strlen(SOUND_PREFIX))==0) &&
        (strncmp(files[i] + strlen(files[i]) - strlen(SOUND_SUFFIX),
                 SOUND_SUFFIX, strlen(SOUND_SUFFIX))==0)) {
 
-      // Expand the selection size.
+      /* Expand the selection size. */
       nsound_list++;
       if(nsound_list > mem) {
-        // We must grow.
-        mem += 32;  // We'll overallocate most likely.
+        /* We must grow. */
+        mem += 32;  /* We'll overallocate most likely. */
         sound_list = realloc(sound_list, mem*sizeof(alSound));
       }
 
-      // Remove the prefix and suffix.
+      /* Remove the prefix and suffix. */
       len = strlen(files[i]) - strlen(SOUND_SUFFIX SOUND_PREFIX);
       strncpy(tmp, files[i] + strlen(SOUND_PREFIX), len);
       tmp[len] = '\0';
 
-      // give it the new name.
+      /* give it the new name. */
       sound_list[nsound_list-1].name = strdup(tmp);
       sound_load(&sound_list[nsound_list-1].buffer, files[i]);
     }
 
-  // Shrink to minimum ram usage.
+  /* Shrink to minimum ram usage. */
   sound_list = realloc(sound_list, nsound_list*sizeof(alSound));
 
-  // Free the char* allocated by pack.
+  /* Free the char* allocated by pack. */
   for(i = 0; i < nfiles; i++)
     free(files[i]);
   free(files);
@@ -322,7 +322,7 @@ static int sound_makeList(void) {
   return 0;
 }
 
-// Loads a sound into the sound_list.
+/* Loads a sound into the sound_list. */
 static int sound_load(ALuint* buffer, char* filename) {
   if(sound_lock == NULL) return 0;
 
@@ -330,18 +330,18 @@ static int sound_load(ALuint* buffer, char* filename) {
   unsigned int size;
   ALenum err;
 
-  // Get the file data buffer from the packfile.
+  /* Get the file data buffer from the packfile. */
   wavdata = pack_readfile(DATA, filename, &size);
 
   soundLock();
 
-  // Bind to OpenAL buffer.
+  /* Bind to OpenAL buffer. */
   (*buffer) = alutCreateBufferFromFileImage(wavdata, size);
   if((*buffer) == AL_NONE) WARN("FAILURE: %s", alutGetErrorString(alutGetError()));
-  //alGenBuffers(1, buffer);
-  //alBufferData(*buffer, AL_FORMAT_MONO16, wavdata, size, 22050);
+  /*alGenBuffers(1, buffer); */
+  /*alBufferData(*buffer, AL_FORMAT_MONO16, wavdata, size, 22050); */
 
-  // Errors?
+  /* Errors? */
   if((err = alGetError()) != AL_NO_ERROR) {
     WARN("OpenAL erro '%d' loading sound '%s'.", err, filename);
     return 0;
@@ -349,7 +349,7 @@ static int sound_load(ALuint* buffer, char* filename) {
 
   soundUnlock();
 
-  // Finish up.
+  /* Finish up. */
   free(wavdata);
   return 0;
 }
@@ -359,39 +359,39 @@ static void sound_free(alSound* snd) {
 
   soundLock();
 
-  // Free the stuff.
+  /* Free the stuff. */
   if(snd->name) free(snd->name);
   alDeleteBuffers(1, &snd->buffer);
 
   soundUnlock();
 }
 
-// Update the sounds and prioritize them.
+/* Update the sounds and prioritize them. */
 void sound_update(void) {
   ALint stat;
   alVoice* voice, *prev, *next;
 
-  if(sound_lock == NULL)  return; // Sound system is off.
-  if(voice_start == NULL) return; // No voices.
+  if(sound_lock == NULL)  return; /* Sound system is off. */
+  if(voice_start == NULL) return; /* No voices. */
 
   soundLock();
 
-  // Update sound.
+  /* Update sound. */
   prev = NULL;
   voice = voice_start;
   do {
     next = voice->next;
 
-    // Get status.
+    /* Get status. */
     stat = -1;
     if(voice->source != 0)
       alGetSourcei(voice->source, AL_SOURCE_STATE, &stat);
 
-    if(!voice_is(voice, VOICE_DONE)) { // Still working.
-      // Voice has a source.
+    if(!voice_is(voice, VOICE_DONE)) { /* Still working. */
+      /* Voice has a source. */
       if(voice->source != 0) {
 
-        // Update position.
+        /* Update position. */
         alSource3f(voice->source, AL_POSITION,
             voice->px, voice->py, 0.);
         /*alSource3f(voice->source, AL_VELOCITY,
@@ -400,9 +400,9 @@ void sound_update(void) {
 
       prev = voice;
     }else {
-      // Delete them.
+      /* Delete them. */
       if(stat != AL_PLAYING)
-        voice_rm(prev, voice); // Do not set prev to voice.
+        voice_rm(prev, voice); /* Do not set prev to voice. */
       else
         prev = voice;
     }
@@ -412,53 +412,53 @@ void sound_update(void) {
   soundUnlock();
 }
 
-// Remove a voice.
+/* Remove a voice. */
 static void voice_rm(alVoice* prev, alVoice* voice) {
   ALint stat;
 
-  if(voice->source != 0) { // Source must exist.
-    // Stop it if playing.
+  if(voice->source != 0) { /* Source must exist. */
+    /* Stop it if playing. */
     alGetSourcei(voice->source, AL_SOURCE_STATE, &stat);
     if(stat == AL_PLAYING) alSourceStop(voice->source);
 
-    // Clear it and get rid of it.
-    source_stack[source_nstack++] = voice->source; // Throw it back.
+    /* Clear it and get rid of it. */
+    source_stack[source_nstack++] = voice->source; /* Throw it back. */
   }
 
-  // Delete from linked list.
-  if(prev == NULL) // Was the first member.
+  /* Delete from linked list. */
+  if(prev == NULL) /* Was the first member. */
     voice_start = voice->next;
-  else // Not first memmber.
+  else /* Not first memmber. */
     prev->next = voice->next;
-  if(voice_end == voice) // Last voice in linked list.
+  if(voice_end == voice) /* Last voice in linked list. */
     voice_end = prev;
   free(voice);
 }
 
-// Set all the sounds volume to vol.
+/* Set all the sounds volume to vol. */
 void sound_volume(const double vol) {
   if(sound_lock == NULL) return;
 
   svolume = (ALfloat) vol;
 }
 
-// Attempt to alloc a source for a voice.
+/* Attempt to alloc a source for a voice. */
 static int voice_getSource(alVoice* voc) {
   int ret;
 
-  // Sound system isn't on.
+  /* Sound system isn't on. */
   if(sound_lock == NULL) return -1;
 
-  ret = 0; // Default return.
+  ret = 0; /* Default return. */
 
   soundLock();
 
-  // Try and grab a source.
-  if(source_nstack > 0) { // We have the source.
-    // We must pull it from the free source vector.
+  /* Try and grab a source. */
+  if(source_nstack > 0) { /* We have the source. */
+    /* We must pull it from the free source vector. */
     voc->source = source_stack[--source_nstack];
 
-    // Initialize and play.
+    /* Initialize and play. */
     voice_init(voc);
     ret = voice_play(voc);
   } else
@@ -469,23 +469,23 @@ static int voice_getSource(alVoice* voc) {
   return ret;
 }
 
-// Must lock becore calling.
+/* Must lock becore calling. */
 static void voice_init(alVoice* voice) {
-  // Distance model.
+  /* Distance model. */
   alSourcef(voice->source, AL_ROLLOFF_FACTOR, SOUND_ROLLOFF_FACTOR);
   alSourcef(voice->source, AL_MAX_DISTANCE, SOUND_MAX_DIST);
   alSourcef(voice->source, AL_REFERENCE_DISTANCE, SOUND_REFERENCE_DIST);
 
   alSourcef(voice->source, AL_GAIN, svolume);
   alSource3f(voice->source, AL_POSITION, voice->px, voice->py, 0.);
-  //alSource3f(voice->source, AL_VELOCITY, voice->vx, voice->vy, 0.);
+  /*alSource3f(voice->source, AL_VELOCITY, voice->vx, voice->vy, 0.); */
   if(voice_is(voice, VOICE_LOOPING))
     alSourcei(voice->source, AL_LOOPING, AL_TRUE);
   else
     alSourcei(voice->source, AL_LOOPING, AL_FALSE);
 }
 
-// Create a dynamic moving piece.
+/* Create a dynamic moving piece. */
 alVoice* sound_addVoice(int priority, double px, double py,
     double vx, double vy, const ALuint buffer, const unsigned int flags) {
 
@@ -495,25 +495,25 @@ alVoice* sound_addVoice(int priority, double px, double py,
 
   if(sound_lock == NULL) return NULL;
 
-  // Allocate the voice.
+  /* Allocate the voice. */
   voc = malloc(sizeof(alVoice));
 
-  // Set the data.
+  /* Set the data. */
   voc->next = NULL;
   voc->priority = priority;
   voc->start = SDL_GetTicks();
   voc->buffer = buffer;
 
-  // Handle positions.
+  /* Handle positions. */
   voc->px = px;
   voc->py = py;
-  //voc->vx = vx;
-  //voc->vy = vy;
+  /*voc->vx = vx; */
+  /*voc->vy = vy; */
   
-  // Handle the flags.
+  /* Handle the flags. */
   voice_parseFlags(voc, flags);
 
-  // Get the source.
+  /* Get the source. */
   voice_getSource(voc);
 
   if(voice_start == NULL) {
@@ -528,14 +528,14 @@ alVoice* sound_addVoice(int priority, double px, double py,
   return voc;
 }
 
-// Delete the voice.
+/* Delete the voice. */
 void sound_delVoice(alVoice* voice) {
   if(sound_lock == NULL) return;
 
   voice_set(voice, VOICE_DONE);
 }
 
-// Update voice position, should be run once per frame.
+/* Update voice position, should be run once per frame. */
 void voice_update(alVoice* voice, double px, double py, double vx, double vy) {
   (void) vx;
   (void) vy;
@@ -544,24 +544,24 @@ void voice_update(alVoice* voice, double px, double py, double vx, double vy) {
 
   voice->px = px;
   voice->py = py;
-  //voice->vx = vx;
-  //voice->vy = vy;
+  /*voice->vx = vx; */
+  /*voice->vy = vy; */
 }
 
-// Changes the voice's buffer.
+/* Changes the voice's buffer. */
 void voice_buffer(alVoice* voice, const ALuint buffer, const unsigned int flags) {
   if(voice == NULL) return;
 
   voice->buffer = buffer;
   voice_parseFlags(voice, flags);
 
-  // Start playing.
+  /* Start playing. */
   soundLock();
   voice_play(voice);
   soundUnlock();
 }
 
-// Stop playing sound.
+/* Stop playing sound. */
 void voice_stop(alVoice* voice) {
   if(voice == NULL) return;
 
@@ -571,11 +571,11 @@ void voice_stop(alVoice* voice) {
   soundUnlock();
 }
 
-// Handle flags.
+/* Handle flags. */
 static void voice_parseFlags(alVoice* voice, const unsigned int flags) {
-  voice->flags = 0; // Defaults.
+  voice->flags = 0; /* Defaults. */
 
-  // Looping.
+  /* Looping. */
   if(flags & VOICE_LOOPING)
     voice_set(voice, VOICE_LOOPING);
 
@@ -585,20 +585,20 @@ static void voice_parseFlags(alVoice* voice, const unsigned int flags) {
     alSourcei(voice->source, AL_SOURCE_RELATIVE, AL_FALSE);
 }
 
-// Make a voice play. Must lock before calling.
+/* Make a voice play. Must lock before calling. */
 static int voice_play(alVoice* voice) {
   ALenum err;
   ALint stat;
 
-  // Must have buffer.
+  /* Must have buffer. */
   if(voice->buffer != 0) {
     alGetSourcei(voice->source, AL_SOURCE_STATE, &stat);
     if(stat == AL_PLAYING)
       alSourceStop(voice->source);
-    // Set buffer.
+    /* Set buffer. */
     alSourcei(voice->source, AL_BUFFER, voice->buffer);
 
-    // Try to play the source.
+    /* Try to play the source. */
     alSourcePlay(voice->source);
     err = alGetError();
     if(err == AL_NO_ERROR) voice_set(voice, VOICE_PLAYING);
@@ -616,13 +616,13 @@ void sound_listener(double dir, double px, double py, double vx, double vy) {
 
   soundLock();
 
-  // Set orientation.
+  /* Set orientation. */
   ALfloat ori[] = { 0., 0., 0., 0., 0., 1. };
   ori[0] = cos(dir);
   ori[1] = sin(dir);
   alListenerfv(AL_ORIENTATION, ori);
   alListener3f(AL_POSITION, px, py, 1.);
-  //alListener3f(AL_VELOCITY, vx, vy, 0.);
+  /*alListener3f(AL_VELOCITY, vx, vy, 0.); */
 
   soundUnlock();
 }
diff --git a/src/space.c b/src/space.c
index af4a70b..bea406d 100644
--- a/src/space.c
+++ b/src/space.c
@@ -34,7 +34,7 @@
 #define PLANET_GFX_EXTERIOR_W 400
 #define PLANET_GFX_EXTERIOR_H 400
 
-// Overcome warning due to zero value.
+/* Overcome warning due to zero value. */
 
 #define FLAG_XSET           (1<<0)
 #define FLAG_YSET           (1<<1)
@@ -44,45 +44,45 @@
 #define FLAG_TECHSET        (1<<5)
 #define FLAG_FACTIONSET     (1<<6)
 
-// Planet <-> system name stack.
+/* Planet <-> system name stack. */
 static char** planetname_stack  = NULL;
 static char** systemname_stack  = NULL;
 static int    spacename_nstack  = 0;
 
-// Star system stack and co.
-StarSystem* systems_stack = NULL; // Star system stack.
-int systems_nstack     = 0;       // Number of star systems.
-static int  nplanets    = 0;      // Total number of loaded planets - A little silly.
-StarSystem* cur_system   = NULL;  // Current star system.
+/* Star system stack and co. */
+StarSystem* systems_stack = NULL; /* Star system stack. */
+int systems_nstack     = 0;       /* Number of star systems. */
+static int  nplanets    = 0;      /* Total number of loaded planets - A little silly. */
+StarSystem* cur_system   = NULL;  /* Current star system. */
 
-// Fleet spawn rate.
-unsigned int spawn_timer = 0; // Controls spawn rate.
+/* Fleet spawn rate. */
+unsigned int spawn_timer = 0; /* Controls spawn rate. */
 
-// Star stack and co.
-#define STAR_BUF 100 // Area to leave around screen, more = less repitition.
+/* Star stack and co. */
+#define STAR_BUF 100 /* Area to leave around screen, more = less repitition. */
 typedef struct Star_ {
-  double x, y; // Position. It is simpler ligher to use two doubles than the physics.
+  double x, y; /* Position. It is simpler ligher to use two doubles than the physics. */
   double brightness;
 } Star;
 
-static Star* stars = NULL;  // Star array.
-static int nstars = 0;      // Total stars.
-static int mstars = 0;      // Memory stars are taking.
+static Star* stars = NULL;  /* Star array. */
+static int nstars = 0;      /* Total stars. */
+static int mstars = 0;      /* Memory stars are taking. */
 
-// Intern.
+/* Intern. */
 static StarSystem* system_get(const char* sysname);
 static Planet* planet_pull(const char* name);
 static void space_addFleet(Fleet* fleet);
 static StarSystem* system_parse(const xmlNodePtr parent);
 static void system_parseJumps(const xmlNodePtr parent);
 static PlanetClass planetclass_get(const char a);
-// Extern.
+/* Extern. */
 extern void player_message(const char* fmt, ...);
 void planets_minimap(const double res, const double w,
     const double h, const RadarShape shape);
 
-// Draw the planet. Used in planet.c
-// Matrix mode is already displaced to center of the minimap.
+/* Draw the planet. Used in planet.c */
+/* Matrix mode is already displaced to center of the minimap. */
 #define PIXEL(x,y)  if((shape == RADAR_RECT && ABS(x)<w/2. && ABS(y)<h/2.) || \
   (shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y)) < rc))) glVertex2i((x),(y))
 void planets_minimap(const double res, const double w,
@@ -146,20 +146,20 @@ void planets_minimap(const double res, const double w,
 }
 #undef PIXEL
 
-// A* Algorithm fo shortest path finding.
+/* A* Algorithm fo shortest path finding. */
 
-// The node struct.
+/* The node struct. */
 typedef struct SysNode_ {
   struct SysNode_* next, *gnext;
 
   struct SysNode_* parent;
   StarSystem* sys;
-  double r; // Ranking.
-  int g;    // Step.
+  double r; /* Ranking. */
+  int g;    /* Step. */
 } SysNode;
 
 static SysNode* A_gc;
-// Prototypes.
+/* Prototypes. */
 static SysNode* A_newNode(StarSystem* sys, SysNode* parent);
 static double A_h(StarSystem* n, StarSystem* g);
 static double A_g(SysNode* n);
@@ -169,7 +169,7 @@ static SysNode* A_in(SysNode* first, StarSystem* cur);
 static SysNode* A_lowest(SysNode* first);
 static void A_freeList(SysNode* first);
 
-// Creates a new node link to star system.
+/* Creates a new node link to star system. */
 static SysNode* A_newNode(StarSystem* sys, SysNode* parent) {
   SysNode* n;
 
@@ -190,17 +190,17 @@ static SysNode* A_newNode(StarSystem* sys, SysNode* parent) {
 static double A_h(StarSystem* n, StarSystem* g) {
   (void)n;
   (void)g;
-  // Euclidean distance.
-  //return sqrt(pow2(n->pos.x - g->pos.x) + pow2(n->pos.y - g->pos.y))/100.;
+  /* Euclidean distance. */
+  /*return sqrt(pow2(n->pos.x - g->pos.x) + pow2(n->pos.y - g->pos.y))/100.; */
   return 0.;
 }
 
-// Get the g from a node.
+/* Get the g from a node. */
 static double A_g(SysNode* n) {
   return n->g;
 }
 
-// Add a node to the linkes list.
+/* Add a node to the linkes list. */
 static SysNode* A_add(SysNode* first, SysNode* cur) {
   SysNode* n;
 
@@ -215,7 +215,7 @@ static SysNode* A_add(SysNode* first, SysNode* cur) {
   return first;
 }
 
-// Remove a node from a linked list.
+/* Remove a node from a linked list. */
 static SysNode* A_rm(SysNode* first, StarSystem* cur) {
   SysNode* n, *p;
 
@@ -238,7 +238,7 @@ static SysNode* A_rm(SysNode* first, StarSystem* cur) {
   return first;
 }
 
-// Check if node is in linked list.
+/* Check if node is in linked list. */
 static SysNode* A_in(SysNode* first, StarSystem* cur) {
   SysNode* n;
   
@@ -253,7 +253,7 @@ static SysNode* A_in(SysNode* first, StarSystem* cur) {
   return NULL;
 }
 
-// Return the lowest ranking node from a linked list of nodes.
+/* Return the lowest ranking node from a linked list of nodes. */
 static SysNode* A_lowest(SysNode* first) {
   SysNode* lowest, *n;
 
@@ -270,7 +270,7 @@ static SysNode* A_lowest(SysNode* first) {
   return lowest;
 }
 
-// Free a linked list.
+/* Free a linked list. */
 static void A_freeList(SysNode* first) {
   SysNode* p, *n;
 
@@ -299,17 +299,17 @@ StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend) {
 
   A_gc = NULL;
 
-  // Initial and target systems.
-  ssys = system_get(sysstart);  // Start.
-  esys = system_get(sysend);    // End.
+  /* Initial and target systems. */
+  ssys = system_get(sysstart);  /* Start. */
+  esys = system_get(sysend);    /* End. */
 
-  // Start the linked lists.
+  /* Start the linked lists. */
   open = closed = NULL;
   cur = A_newNode(ssys, NULL);
-  open = A_add(open, cur); // Initial open node is the start system.
+  open = A_add(open, cur); /* Initial open node is the start system. */
 
   while((cur = A_lowest(open))->sys != esys) {
-    // Get best from open and toss to closed.
+    /* Get best from open and toss to closed. */
     open = A_rm(open, cur->sys);
     closed = A_add(closed, cur);
     cost = A_g(cur) + 1;
@@ -320,12 +320,12 @@ StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend) {
 
       ocost = A_in(open, sys);
       if((ocost != NULL) && (cost < ocost->g)) {
-        open = A_rm(open, sys); // New path is better.
+        open = A_rm(open, sys); /* New path is better. */
       }
 
       ccost = A_in(closed, sys);
       if(ccost != NULL) {
-        closed = A_rm(closed, sys); // Shouldn't happen.
+        closed = A_rm(closed, sys); /* Shouldn't happen. */
       }
 
       if((ocost == NULL) && (ccost == NULL)) {
@@ -336,7 +336,7 @@ StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend) {
       }
     }
   }
-  // Build the path backwards.
+  /* Build the path backwards. */
   (*njumps) = A_g(cur);
   res = malloc(sizeof(StarSystem*) * (*njumps));
   for(i = 0; i < (*njumps); i++) {
@@ -344,14 +344,14 @@ StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend) {
     cur = cur->parent;
   }
 
-  // Free the linked list.
+  /* Free the linked list. */
   A_freeList(A_gc);
   return res;
 }
 
 static PlanetClass planetclass_get(const char a) {
   switch(a) {
-  // Planets use letters.
+  /* Planets use letters. */
   case 'A': return PLANET_CLASS_A;
   case 'B': return PLANET_CLASS_B;
   case 'C': return PLANET_CLASS_C;
@@ -376,7 +376,7 @@ static PlanetClass planetclass_get(const char a) {
   case 'Y': return PLANET_CLASS_Y;
   case 'Z': return PLANET_CLASS_Z;
 
-  // Stations use numbers as there isn't as many.
+  /* Stations use numbers as there isn't as many. */
   case '0' : return STATION_CLASS_A;
   case '1' : return STATION_CLASS_B;
   case '2' : return STATION_CLASS_C;
@@ -386,7 +386,7 @@ static PlanetClass planetclass_get(const char a) {
   };
 }
 
-// Check distance to ensure we can go into hyperspace.
+/* Check distance to ensure we can go into hyperspace. */
 int space_canHyperspace(Pilot* p) {
   int i;
   double d;
@@ -400,18 +400,18 @@ int space_canHyperspace(Pilot* p) {
   return 1;
 }
 
-// Hyperspace, returns 0 if entering hyperspace, or the distance if not.
+/* Hyperspace, returns 0 if entering hyperspace, or the distance if not. */
 int space_hyperspace(Pilot* p) {
   if(p->fuel < HYPERSPACE_FUEL) return -3;
   if(!space_canHyperspace(p)) return -1;
 
-  // Pilot is now going to get automatically ready for hyperspace.
+  /* Pilot is now going to get automatically ready for hyperspace. */
   pilot_setFlag(p, PILOT_HYP_PREP);
 
   return 0;
 }
 
-// Return the name of all the planets that belong to factions.
+/* Return the name of all the planets that belong to factions. */
 char** space_getFactionPlanet(int* nplanets, int* factions, int nfactions) {
   int i, j, k;
   Planet* planet;
@@ -437,14 +437,14 @@ char** space_getFactionPlanet(int* nplanets, int* factions, int nfactions) {
             tmp = realloc(tmp, sizeof(char*) * mtmp);
           }
           tmp[ntmp-1] = planet->name;
-          break; // No need to check all factions.
+          break; /* No need to check all factions. */
         }
     }
   (*nplanets) = ntmp;
   return tmp;
 }
 
-// Return the name of a random planet.
+/* Return the name of a random planet. */
 char* space_getRndPlanet(void) {
   int i, j;
   char** tmp;
@@ -472,7 +472,7 @@ char* space_getRndPlanet(void) {
   return res;
 }
 
-// Get the system from it's name.
+/* Get the system from it's name. */
 static StarSystem* system_get(const char* sysname) {
   int i;
 
@@ -484,7 +484,7 @@ static StarSystem* system_get(const char* sysname) {
   return NULL;
 }
 
-// Get the name of a system from a planetname.
+/* Get the name of a system from a planetname. */
 char* planet_getSystem(char* planetname) {
   int i;
   for(i = 0; i < spacename_nstack; i++)
@@ -495,7 +495,7 @@ char* planet_getSystem(char* planetname) {
   return NULL;
 }
 
-// Get a planet based on it's name.
+/* Get a planet based on it's name. */
 Planet* planet_get(char* planetname) {
   int i;
   char* sys;
@@ -511,31 +511,31 @@ Planet* planet_get(char* planetname) {
   return NULL;
 }
 
-// Basically used for spawning fleets.
+/* Basically used for spawning fleets. */
 void space_update(const double dt) {
   unsigned int t;
   int i, j, f;
 
-  (void)dt; // Don't need it right now.
+  (void)dt; /* Don't need it right now. */
 
-  if(cur_system == NULL) return; // Can't update a null system.
+  if(cur_system == NULL) return; /* Can't update a null system. */
 
   t = SDL_GetTicks();
 
   if(cur_system->nfleets == 0)
-    // Please stop checking that there are no fleets.
+    /* Please stop checking that there are no fleets. */
     spawn_timer = t + 300000;
 
   if(spawn_timer < t) {
-    // Time to possibly spawn.
+    /* Time to possibly spawn. */
 
-    // Spawn chance is based on overall percentage.
+    /* Spawn chance is based on overall percentage. */
     f = RNG(0, 100*cur_system->nfleets);
     j = 0;
     for(i = 0; i < cur_system->nfleets; i++) {
       j += cur_system->fleets[i].chance;
       if(f < j) {
-        // Add one fleet.
+        /* Add one fleet. */
         space_addFleet(cur_system->fleets[i].fleet);
         break;
       }
@@ -544,13 +544,13 @@ void space_update(const double dt) {
   }
 }
 
-// Crate a fleet.
+/* Crate a fleet. */
 static void space_addFleet(Fleet* fleet) {
   int i;
   double a;
   Vec2 vv, vp, vn;
 
-  // Simulate them coming from hyperspace.
+  /* Simulate them coming from hyperspace. */
   vect_pset(&vp, RNG(MIN_HYPERSPACE_DIST, MIN_HYPERSPACE_DIST*1.5),
             RNG(0, 360)*M_PI/180.);
   vectnull(&vn);
@@ -574,16 +574,16 @@ static void space_addFleet(Fleet* fleet) {
     }
 }
 
-// Init the system.
+/* Init the system. */
 void space_init(const char* sysname) {
   char* lt;
   int i;
 
-  // Cleanup some stuff.
-  player_clear(); // Clears targets.
-  pilots_clean(); // Destroy all the current pilots, exept player.
-  weapon_clear(); // Get rid of all the weapons.
-  spfx_clear();  // Remove of explosions.
+  /* Cleanup some stuff. */
+  player_clear(); /* Clears targets. */
+  pilots_clean(); /* Destroy all the current pilots, exept player. */
+  weapon_clear(); /* Get rid of all the weapons. */
+  spfx_clear();  /* Remove of explosions. */
 
   if((sysname == NULL) && (cur_system == NULL))
     ERR("Cannot reinit system if there is no system previously loaded");
@@ -598,26 +598,26 @@ void space_init(const char* sysname) {
     player_message("Entering System %s on %s", sysname, lt);
     free(lt);
 
-    // Set up stars.
+    /* Set up stars. */
     nstars = (cur_system->stars*SCREEN_W*SCREEN_H+STAR_BUF*STAR_BUF)/(800*640);
     if(mstars < nstars)
-      stars = realloc(stars, sizeof(Star)*nstars); // should realloc not malloc.
+      stars = realloc(stars, sizeof(Star)*nstars); /* should realloc not malloc. */
     for(i = 0; i < nstars; i++) {
       stars[i].brightness = (double)RNG(50, 200)/256.;
       stars[i].x = (double)RNG(-STAR_BUF, SCREEN_W + STAR_BUF);
       stars[i].y = (double)RNG(-STAR_BUF, SCREEN_H + STAR_BUF);
     }
   }
-  // Set up fleets -> pilots.
+  /* Set up fleets -> pilots. */
   for(i = 0; i < cur_system->nfleets; i++)
-    if(RNG(0,100) <= (cur_system->fleets[i].chance/2)) // Fleet check (50% chance).
+    if(RNG(0,100) <= (cur_system->fleets[i].chance/2)) /* Fleet check (50% chance). */
       space_addFleet(cur_system->fleets[i].fleet);
 
-  // Start the spawn timer.
+  /* Start the spawn timer. */
   spawn_timer = SDL_GetTicks() + 120000./(float)(cur_system->nfleets+1);
 }
 
-// Load the planets of name 'name'.
+/* Load the planets of name 'name'. */
 static Planet* planet_pull(const char* name) {
   int i;
 
@@ -640,7 +640,7 @@ static Planet* planet_pull(const char* name) {
     return NULL;
   }
 
-  node = node->xmlChildrenNode; // First system node.
+  node = node->xmlChildrenNode; /* First system node. */
   if(node == NULL) {
     ERR("Malformed "PLANET_DATA" file: does not contain elements");
     return NULL;
@@ -649,7 +649,7 @@ static Planet* planet_pull(const char* name) {
   do {
     if(xml_isNode(node, XML_PLANET_TAG)) {
       tstr = xml_nodeProp(node, "name");
-      if(strcmp(tstr, name)==0) { // Found.
+      if(strcmp(tstr, name)==0) { /* Found. */
         tmp = CALLOC_L(Planet);
         tmp->name = tstr;
 
@@ -660,13 +660,13 @@ static Planet* planet_pull(const char* name) {
             cur = node->children;
             do {
               if(xml_isNode(cur, "space")) {
-                // Load space gfx.
+                /* Load space gfx. */
                 snprintf(str, strlen(xml_get(cur))+sizeof(PLANET_GFX_SPACE),
                          PLANET_GFX_SPACE"%s", xml_get(cur));
                 tmp->gfx_space = gl_newImage(str);
               }
               else if(xml_isNode(cur, "exterior")) {
-                // Load land gfx.
+                /* Load land gfx. */
                 snprintf(str, strlen(xml_get(cur))+sizeof(PLANET_GFX_EXTERIOR),
                          PLANET_GFX_EXTERIOR"%s", xml_get(cur));
                 tmp->gfx_exterior = gl_newImage(str);
@@ -738,7 +738,7 @@ static Planet* planet_pull(const char* name) {
         } while(xml_nextNode(node));
         break;
       } else
-        free(tstr); // xmlGetProp mallocs the string.
+        free(tstr); /* xmlGetProp mallocs the string. */
     }
   } while(xml_nextNode(node));
 
@@ -746,7 +746,7 @@ static Planet* planet_pull(const char* name) {
   free(buf);
   xmlCleanupParser();
 
-  // Check elements.
+  /* Check elements. */
   if(tmp) {
 #define MELEMENT(o,s) if(o) WARN("Planet '%s' missing '"s"' element", tmp->name)
     MELEMENT(tmp->gfx_space==NULL,         "GFX_space");
@@ -775,8 +775,8 @@ static Planet* planet_pull(const char* name) {
   return tmp;
 }
 
-// Parse node 'parent' which should be the node of a system.
-// Return the StarSystem fully loaded.
+/* Parse node 'parent' which should be the node of a system. */
+/* Return the StarSystem fully loaded. */
 static StarSystem* system_parse(const xmlNodePtr parent) {
   Planet* planet = NULL;
   SystemFleet* fleet = NULL;
@@ -786,12 +786,12 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
 
   uint32_t flags;
 
-  tmp->name = xml_nodeProp(parent, "name"); // Already mallocs.
+  tmp->name = xml_nodeProp(parent, "name"); /* Already mallocs. */
 
   node = parent->xmlChildrenNode;
 
   do {
-    // Load all the things!
+    /* Load all the things! */
     if(xml_isNode(node, "pos")) {
       cur = node->children;
       do {
@@ -808,7 +808,7 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
     else if(xml_isNode(node, "general")) {
       cur = node->children;
       do {
-        if(xml_isNode(cur, "stars")) // Non-zero.
+        if(xml_isNode(cur, "stars")) /* Non-zero. */
           tmp->stars = xml_getInt(cur);
         else if(xml_isNode(cur, "asteroids")) {
           flags |= FLAG_ASTEROIDSSET;
@@ -820,18 +820,18 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
         }
       }while(xml_nextNode(cur));
     }
-    // Load all the planets.
+    /* Load all the planets. */
     else if(xml_isNode(node, "planets")) {
       cur = node->children;
       do {
         if(cur && xml_isNode(cur, "planet")) {
-          // Add planet to system.
-          nplanets++; // Increase planet counter.
+          /* Add planet to system. */
+          nplanets++; /* Increase planet counter. */
           planet = planet_pull(xml_get(cur));
           tmp->planets = realloc(tmp->planets, sizeof(Planet)*(++tmp->nplanets));
           memcpy(tmp->planets+(tmp->nplanets-1), planet, sizeof(Planet));
 
-          // Add planet <-> star system to name stack.
+          /* Add planet <-> star system to name stack. */
           spacename_nstack++;
           planetname_stack = realloc(planetname_stack,
               sizeof(char*)*spacename_nstack);
@@ -843,7 +843,7 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
         }
       } while(xml_nextNode(cur));
     }
-    // Load all the fleets.
+    /* Load all the fleets. */
     else if(xml_isNode(node, "fleets")) {
       cur = node->children;
       do {
@@ -853,12 +853,12 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
           if(fleet->fleet == NULL)
             WARN("Fleet %s for Star System %s not found", xml_get(cur), tmp->name);
 
-          ptrc = xml_nodeProp(cur, "chance"); // Malloc ptrc.
+          ptrc = xml_nodeProp(cur, "chance"); /* Malloc ptrc. */
           fleet->chance = atoi(ptrc);
           if(fleet->chance == 0)
             WARN("Fleet %s for Star System %s has 0%% chance to appear",
                  fleet->fleet->name, tmp->name);
-          if(ptrc) free(ptrc); // Free the ptrc.
+          if(ptrc) free(ptrc); /* Free the ptrc. */
 
           tmp->fleets = realloc(tmp->fleets, sizeof(SystemFleet)*(++tmp->nfleets));
           memcpy(tmp->fleets+(tmp->nfleets-1), fleet, sizeof(SystemFleet));
@@ -868,30 +868,30 @@ static StarSystem* system_parse(const xmlNodePtr parent) {
     }
   } while(xml_nextNode(node));
 
-  // Check elements.
+  /* Check elements. */
 #define MELEMENT(o,s) if((o) == 0) WARN("Star System '%s' missing '"s"' element", tmp->name)
   MELEMENT(flags&FLAG_XSET, "x");
   MELEMENT(flags&FLAG_YSET, "y");
   MELEMENT(tmp->stars, "stars");
-  MELEMENT(flags&FLAG_ASTEROIDSSET, "asteroids"); // Can be 0.
+  MELEMENT(flags&FLAG_ASTEROIDSSET, "asteroids"); /* Can be 0. */
   MELEMENT(flags&FLAG_INTEFERENCESET, "inteference");
 #undef MELEMENT
 
-  // Post processing.
+  /* Post processing. */
   if(tmp->nplanets > 0)
-    // TODO: Make dependant on overall planet faction.
+    /* TODO: Make dependant on overall planet faction. */
     tmp->faction = tmp->planets[0].faction;
   return tmp;
 }
 
-// Load the jumps into a system.
+/* Load the jumps into a system. */
 static void system_parseJumps(const xmlNodePtr parent) {
   int i;
   StarSystem* system;
   char* name;
   xmlNodePtr cur, node;
 
-  name = xml_nodeProp(parent, "name"); // Already mallocs.
+  name = xml_nodeProp(parent, "name"); /* Already mallocs. */
   for(i = 0; i < systems_nstack; i++)
     if(strcmp(systems_stack[i].name, name)==0) {
       system = &systems_stack[i];
@@ -899,12 +899,12 @@ static void system_parseJumps(const xmlNodePtr parent) {
     }
   if(i == systems_nstack)
     WARN("System '%s' was not found in the stack for some reason", name);
-  free(name); // No need for it now.
+  free(name); /* No need for it now. */
 
   node = parent->xmlChildrenNode;
 
   do {
-    // Load the data.
+    /* Load the data. */
     if(xml_isNode(node, "jumps")) {
       cur = node->children;
       do {
@@ -924,8 +924,8 @@ static void system_parseJumps(const xmlNodePtr parent) {
   } while(xml_nextNode(node));
 }
 
-// Load the ENTIRE universe into RAM. -- WOAH!
-// -- Used a two system pass to first load the star systems_stack and then set jump routes.
+/* Load the ENTIRE universe into RAM. -- WOAH! */
+/* -- Used a two system pass to first load the star systems_stack and then set jump routes. */
 int space_load(void) {
   uint32_t bufsize;
   char* buf = pack_readfile(DATA, SYSTEM_DATA, &bufsize);
@@ -940,12 +940,12 @@ int space_load(void) {
     ERR("Malformed "SYSTEM_DATA" file: missing root element '"XML_SYSTEM_ID"'");
     return -1;
   }
-  node = node->xmlChildrenNode; // First system node.
+  node = node->xmlChildrenNode; /* First system node. */
   if(node == NULL) {
     ERR("Malformed "SYSTEM_DATA" file: does not contain elements");
     return -1;
   }
-  // Fist pass - Load all the star systems_stack.
+  /* Fist pass - Load all the star systems_stack. */
   do {
     if(xml_isNode(node, XML_SYSTEM_TAG)) {
       tmp = system_parse(node);
@@ -955,14 +955,14 @@ int space_load(void) {
     }
   } while(xml_nextNode(node));
 
-  // Second pass - Load all the jump routes.
+  /* Second pass - Load all the jump routes. */
   node = doc->xmlChildrenNode->xmlChildrenNode;
   do {
     if(xml_isNode(node, XML_SYSTEM_TAG))
-      system_parseJumps(node); // Automatically load the jumps into the system.
+      system_parseJumps(node); /* Automatically load the jumps into the system. */
   } while(xml_nextNode(node));
 
-  // Cleanup.
+  /* Cleanup. */
   xmlFreeDoc(doc);
   free(buf);
   xmlCleanupParser();
@@ -974,29 +974,29 @@ int space_load(void) {
   return 0;
 }
 
-// Render the system. -- Just playing god now.
+/* Render the system. -- Just playing god now. */
 void space_render(double dt) {
   int i;
   unsigned int t, timer;
   double x, y, m, b;
 
   glMatrixMode(GL_MODELVIEW);
-  glPushMatrix(); // Translation matrix.
+  glPushMatrix(); /* Translation matrix. */
   glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
 
   t = SDL_GetTicks();
   if(!player_isFlag(PLAYER_DESTROYED) && !player_isFlag(PLAYER_CREATING) &&
-     pilot_isFlag(player, PILOT_HYPERSPACE) && // Hyperspace fancy effect.
+     pilot_isFlag(player, PILOT_HYPERSPACE) && /* Hyperspace fancy effect. */
      !paused && (player->ptimer-HYPERSPACE_STARS_BLUR < t)) {
 
     timer = player->ptimer - HYPERSPACE_STARS_BLUR;
 
-    // Fancy hyperspace effects.
+    /* Fancy hyperspace effects. */
     glShadeModel(GL_SMOOTH);
 
     glBegin(GL_LINES);
 
-    // Lines will be based on velocity.
+    /* Lines will be based on velocity. */
     m = HYPERSPACE_STARS_LENGTH * (double)(t-timer) / (HYPERSPACE_STARS_BLUR);
     x = m*cos(VANGLE(player->solid->vel)+M_PI);
     y = m*sin(VANGLE(player->solid->vel)+M_PI);
@@ -1012,28 +1012,28 @@ void space_render(double dt) {
     glShadeModel(GL_FLAT);
 
   } else {
-    glBegin(GL_POINTS); // Normal rendering.
+    glBegin(GL_POINTS); /* Normal rendering. */
     if(!paused && !player_isFlag(PLAYER_DESTROYED) &&
-        !player_isFlag(PLAYER_CREATING)) { // Update position.
+        !player_isFlag(PLAYER_CREATING)) { /* Update position. */
       for(i = 0; i < nstars; i++) {
         b = 13.-10.*stars[i].brightness;
         stars[i].x -= player->solid->vel.x/b*dt;
         stars[i].y -= player->solid->vel.y/b*dt;
         
-        // Check for boundaries.
+        /* Check for boundaries. */
         if(stars[i].x > SCREEN_W + STAR_BUF) stars[i].x = -STAR_BUF;
         else if(stars[i].x < -STAR_BUF) stars[i].x = SCREEN_W + STAR_BUF;
         if(stars[i].y > SCREEN_H + STAR_BUF) stars[i].y = -STAR_BUF;
         else if(stars[i].y < -STAR_BUF) stars[i].y = SCREEN_H + STAR_BUF;
 
-        // Render.
+        /* Render. */
         if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&
             (stars[i].y < SCREEN_H) && (stars[i].y > 0)) {
           glColor4d(1., 1., 1., stars[i].brightness);
           glVertex2d(stars[i].x, stars[i].y);
         }
       }
-    } else { // Just render.
+    } else { /* Just render. */
       for(i = 0; i < nstars; i++) {
         if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&
             (stars[i].y < SCREEN_H) && (stars[i].y > 0)) {
@@ -1042,12 +1042,12 @@ void space_render(double dt) {
         }
       }
     }
-    glEnd(); // GL_POINTS
+    glEnd(); /* GL_POINTS */
   }
-  glPopMatrix(); // Translation matrix.
+  glPopMatrix(); /* Translation matrix. */
 }
 
-// Render the planets.
+/* Render the planets. */
 void planets_render(void) {
   if(cur_system == NULL) return;
 
@@ -1057,13 +1057,13 @@ void planets_render(void) {
                   cur_system->planets[i].pos.x, cur_system->planets[i].pos.y, 0, 0, NULL);
 }
 
-// Clean up the system.
+/* Clean up the system. */
 void space_exit(void) {
   int i,j;
   
-  // Free the names.
-  //if(planetname_stack) free(planetname_stack);
-  //if(systemname_stack) free(systemname_stack);
+  /* Free the names. */
+  /*if(planetname_stack) free(planetname_stack); */
+  /*if(systemname_stack) free(systemname_stack); */
   if(planetname_stack) {
   	 free(planetname_stack);
   	 planetname_stack = NULL;
@@ -1074,7 +1074,7 @@ void space_exit(void) {
   }
   spacename_nstack = 0;
 
-  // Free the systems.
+  /* Free the systems. */
   for(i = 0; i < systems_nstack; i++) {
     free(systems_stack[i].name);
     if(systems_stack[i].fleets)
@@ -1082,7 +1082,7 @@ void space_exit(void) {
     if(systems_stack[i].jumps)
       free(systems_stack[i].jumps);
 
-    // Free some planets.
+    /* Free some planets. */
     for(j = 0; j < systems_stack[i].nplanets; j++) {
       free(systems_stack[i].planets[j].name);
       if(systems_stack[i].planets[j].description)
@@ -1090,13 +1090,13 @@ void space_exit(void) {
       if(systems_stack[i].planets[j].bar_description)
         free(systems_stack[i].planets[j].bar_description);
 
-      // Graphics.
+      /* Graphics. */
       if(systems_stack[i].planets[j].gfx_space)
         gl_freeTexture(systems_stack[i].planets[j].gfx_space);
       if(systems_stack[i].planets[j].gfx_exterior)
         gl_freeTexture(systems_stack[i].planets[j].gfx_exterior);
 
-      // Commodities.
+      /* Commodities. */
       free(systems_stack[i].planets[j].commodities);
     }
     free(systems_stack[i].planets);
@@ -1105,7 +1105,7 @@ void space_exit(void) {
   systems_stack   = NULL;
   systems_nstack  = 0;
 
-  // Stars must be set free too.
+  /* Stars must be set free too. */
   if(stars) free(stars);
   stars   = NULL;
   nstars  = 0;
diff --git a/src/spfx.c b/src/spfx.c
index 66d6ac5..7a53981 100644
--- a/src/spfx.c
+++ b/src/spfx.c
@@ -9,38 +9,38 @@
 #include "rng.h"
 #include "spfx.h"
 
-#define SPFX_GFX "../gfx/spfx/" // Graphics location.
-#define SPFX_CHUNK 32           // Chunk to allocate when needed.
+#define SPFX_GFX "../gfx/spfx/" /* Graphics location. */
+#define SPFX_CHUNK 32           /* Chunk to allocate when needed. */
 
-// Special hardcoded effects..
+/* Special hardcoded effects.. */
 
-// Shake, AKA RUMBLE!
+/* Shake, AKA RUMBLE! */
 static double shake_rad = 0.;
 static Vec2 shake_pos = { .x = 0., .y = 0. };
 static Vec2 shake_vel = { .x = 0., .y = 0. };
 static int shake_off = 1;
 
-// Generic SPFX template.
+/* Generic SPFX template. */
 typedef struct SPFX_Base_ {
   char* name;
 
-  int anim; // Total duration in ms.
-  glTexture* gfx; // Will use each sprite as a frame.
+  int anim; /* Total duration in ms. */
+  glTexture* gfx; /* Will use each sprite as a frame. */
 } SPFX_Base;
 
 static SPFX_Base* spfx_effects = NULL;
 static int spfx_neffects = 0;
 
 typedef struct SPFX_ {
-  Vec2 pos, vel;  // They don't accelerate.
+  Vec2 pos, vel;  /* They don't accelerate. */
 
-  int lastframe;  // Need when pausing.
-  int effect;   // Actual effect.
-  unsigned int t; // Start.
+  int lastframe;  /* Need when pausing. */
+  int effect;   /* Actual effect. */
+  unsigned int t; /* Start. */
 } SPFX;
 
-// Front stack is for effects on player.
-// Back is for everything else.
+/* Front stack is for effects on player. */
+/* Back is for everything else. */
 static SPFX*  spfx_stack_front   = NULL;
 static int   spfx_nstack_front  = 0;
 static int   spfx_mstack_front  = 0;
@@ -56,7 +56,7 @@ static void spfx_pause_layer(SPFX* layer, int nlayer);
 static void spfx_unpause_layer(SPFX* layer, int nlayer);
 static void spfx_delay_layer(SPFX* layer, int nlayer, unsigned int delay);
 
-// Load the SPFX_Base.
+/* Load the SPFX_Base. */
 static int spfx_base_load(char* name, int anim, char* gfx, int sx, int sy) {
   SPFX_Base* cur;
   char buf[PATH_MAX];
@@ -86,7 +86,7 @@ int spfx_get(char* name) {
   return 0;
 }
 
-// Load/Unload.
+/* Load/Unload. */
 int spfx_load(void) {
   spfx_base_load("ExpS", 400, "exps.png", 6, 5);
   spfx_base_load("ExpM", 450, "expm.png", 6, 5);
@@ -97,7 +97,7 @@ int spfx_load(void) {
 void spfx_free(void) {
   int i;
 
-  // Get rid of all the particles and free the stacks.
+  /* Get rid of all the particles and free the stacks. */
   spfx_clear();
   if(spfx_stack_front) free(spfx_stack_front);
   spfx_stack_front = NULL;
@@ -120,9 +120,9 @@ void spfx_add(int effect,
   SPFX* cur_spfx;
 
   if(layer == SPFX_LAYER_FRONT) {
-    // Front layer.
+    /* Front layer. */
     if(spfx_mstack_front < spfx_nstack_front+1) {
-      // We need more memory.
+      /* We need more memory. */
       spfx_mstack_front += SPFX_CHUNK;
       spfx_stack_front = realloc(spfx_stack_front, spfx_mstack_front*sizeof(SPFX));
     }
@@ -130,9 +130,9 @@ void spfx_add(int effect,
     spfx_nstack_front++;
   }
   else if(layer == SPFX_LAYER_BACK) {
-    // Back layer.
+    /* Back layer. */
     if(spfx_mstack_back < spfx_nstack_back+1) {
-      // Need more memory.
+      /* Need more memory. */
       spfx_mstack_back += SPFX_CHUNK;
       spfx_stack_back = realloc(spfx_stack_back, spfx_mstack_back*sizeof(SPFX));
     }
@@ -170,35 +170,35 @@ static void spfx_update_layer(SPFX* layer, int* nlayer, const double dt) {
   unsigned int t = SDL_GetTicks();
 
   for(i = 0; i < *nlayer; i++) {
-    // Time to die!!!
+    /* Time to die!!! */
     if(t > (layer[i].t + spfx_effects[layer[i].effect].anim)) {
       spfx_destroy(layer, nlayer, i);
       i--;
       continue;
     }
-    // Mkay. Update it now.
+    /* Mkay. Update it now. */
     vect_cadd(&layer[i].pos, dt*VX(layer[i].vel), dt*VY(layer[i].vel));
   }
 }
 
-// Prepare the rendering for special affects.
+/* Prepare the rendering for special affects. */
 void spfx_start(double dt) {
   GLdouble bx, by, x, y;
   double inc;
 
-  if(shake_off == 1) return; // Save the cycles.
+  if(shake_off == 1) return; /* Save the cycles. */
   bx = SCREEN_W / 2;
   by = SCREEN_H / 2;
 
   if(!paused) {
     inc = dt*100000.;
 
-    // Calculate new position.
+    /* Calculate new position. */
     if(shake_rad > 0.01) {
       vect_cadd(&shake_pos, shake_vel.x * inc, shake_vel.y * inc);
       
       if(VMOD(shake_pos) > shake_rad) {
-        // Change direction.
+        /* Change direction. */
         vect_pset(&shake_pos, shake_rad, VANGLE(shake_pos));
         vect_pset(&shake_vel, shake_rad,
             -VANGLE(shake_pos) + (RNGF()-0.5) * M_PI);
@@ -220,7 +220,7 @@ void spfx_start(double dt) {
   glOrtho(-bx+x, bx+x,  -by+y, by+y, -1., 1.);
 }
 
-// Add ruuumble!!
+/* Add ruuumble!! */
 void spfx_shake(double mod) {
   shake_rad += mod;
   if(shake_rad > SHAKE_MAX) shake_rad = SHAKE_MAX;
@@ -231,7 +231,7 @@ void spfx_shake(double mod) {
 
 void spfx_cinematic(void) {
   glMatrixMode(GL_MODELVIEW);
-  glPushMatrix(); // Translation matrix.
+  glPushMatrix(); /* Translation matrix. */
   glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
   
   COLOUR(cBlack);
@@ -246,7 +246,7 @@ void spfx_cinematic(void) {
     glVertex2d(0.,         SCREEN_H*0.8);
   glEnd();
 
-  glPopMatrix(); // Translation matrix.
+  glPopMatrix(); /* Translation matrix. */
 }
 
 void spfx_render(const int layer) {
@@ -256,7 +256,7 @@ void spfx_render(const int layer) {
   int sx, sy;
   unsigned int t = SDL_GetTicks();
 
-  // Get the appropriate layer.
+  /* Get the appropriate layer. */
   switch(layer) {
   case SPFX_LAYER_FRONT:
     spfx_stack = spfx_stack_front;
@@ -273,7 +273,7 @@ void spfx_render(const int layer) {
     sx = (int)effect->gfx->sx;
     sy = (int)effect->gfx->sy;
 
-    if(!paused) // Don't calculate frame if paused.
+    if(!paused) /* Don't calculate frame if paused. */
       spfx_stack[i].lastframe = sx * sy
           * MIN(((double)(t - spfx_stack[i].t)/(double)effect->anim), 1.);
 
diff --git a/src/toolkit.c b/src/toolkit.c
index 6906610..732e623 100644
--- a/src/toolkit.c
+++ b/src/toolkit.c
@@ -28,82 +28,82 @@ typedef enum WidgetStatus_ {
 } WidgetStatus;
 
 typedef struct Widget_ {
-  char* name; // Widget name.
-  WidgetType type; // type..
+  char* name; /* Widget name. */
+  WidgetType type; /* type.. */
 
-  double x,y; // Position.
-  double w,h; // Dimensions.
+  double x,y; /* Position. */
+  double w,h; /* Dimensions. */
 
   WidgetStatus status;
 
   union {
-    // Widget button.
+    /* Widget button. */
     struct {
-      void(*fptr) (char*); // Active callback.
-      char* display; // Stored text.
+      void(*fptr) (char*); /* Active callback. */
+      char* display; /* Stored text. */
       int   disabled;
     } btn;
-    // Widget text.
+    /* Widget text. */
     struct {
-      char* text; // Use printMid for centered printText if not.
+      char* text; /* Use printMid for centered printText if not. */
       glFont* font;
       glColour* colour;
       int centered;
     } txt;
     struct {
-      // Widget image.
+      /* Widget image. */
       glTexture* image;
       glColour*  colour;
       int border;
     } img;
     struct {
-      // Widget list.
-      char** options; // Pointer to the options.
-      int noptions;   // total number of options.
-      int selected;   // Currently selected option.
-      int pos;    // Current topmost option (in view).
-      void (*fptr) (char*); // Modify callback.
+      /* Widget list. */
+      char** options; /* Pointer to the options. */
+      int noptions;   /* total number of options. */
+      int selected;   /* Currently selected option. */
+      int pos;    /* Current topmost option (in view). */
+      void (*fptr) (char*); /* Modify callback. */
     } lst;
-    // Widget rect.
+    /* Widget rect. */
     struct {
-      glColour* colour; // Background colour.
-      int border;    // Border.
+      glColour* colour; /* Background colour. */
+      int border;    /* Border. */
     } rct;
-    // Widget cust.
+    /* Widget cust. */
     struct {
       int border;
       void(*render) (double bx, double by, double bw, double bh);
       void(*mouse) (SDL_Event* event, double bx, double by);
     } cst;
     struct {
-      // Widget input.
-      char* input;    // Input buffer.
-      int max;        // Max length.
-      int oneline;    // Is it a one-line? '\n' and co. if no.
-      int view, pos;  // View and cursor position.
+      /* Widget input. */
+      char* input;    /* Input buffer. */
+      int max;        /* Max length. */
+      int oneline;    /* Is it a one-line? '\n' and co. if no. */
+      int view, pos;  /* View and cursor position. */
     } inp;
   } dat;
 } Widget;
 
 typedef struct Window_ {
-  unsigned int id; // Unique identifier.
+  unsigned int id; /* Unique identifier. */
   char* name;
 
-  int hidden;  // Is it hidden?
-  int focus;  // Which window is focused.
+  int hidden;  /* Is it hidden? */
+  int focus;  /* Which window is focused. */
 
-  // Pointer to a function to run if user hits 'enter' and no button is focused
-  // nor any other input thiny that catches 'enter'.
+  /* Pointer to a function to run if user hits 'enter' and no button is focused */
+  /* nor any other input thiny that catches 'enter'. */
   void(*def_fptr)(char*);
 
-  double x,y; // Position.
-  double w,h; // Dimensions.
+  double x,y; /* Position. */
+  double w,h; /* Dimensions. */
 
-  Widget* widgets; // Widget storage.
-  int nwidgets; // Total number of widgets.
+  Widget* widgets; /* Widget storage. */
+  int nwidgets; /* Total number of widgets. */
 } Window;
 
-static unsigned int genwid = 0; // Generate unique id > 0.
+static unsigned int genwid = 0; /* Generate unique id > 0. */
 
 int toolkit = 0;
 
@@ -112,30 +112,30 @@ static Window* windows = NULL;
 static int nwindows = 0;
 static int mwindows = 0;
 
-// Default outline colours.
+/* Default outline colours. */
 static glColour* toolkit_colLight = &cGrey90;
 static glColour* toolkit_col   = &cGrey70;
 static glColour* toolkit_colDark = &cGrey30;
 
-// Extern.
-extern void main_loop(void); // lephisto.c
-// Static.
+/* Extern. */
+extern void main_loop(void); /* lephisto.c */
+/* Static. */
 static Widget* window_newWidget(Window* w);
 static void widget_cleanup(Widget* widget);
 static Window* window_wget(const unsigned int wid);
 static Widget* window_getwgt(const unsigned int wid, char* name);
-// Input.
+/* Input. */
 static int  toolkit_inputInput(Uint8 type, Widget* inp, SDLKey key);
 static void toolkit_mouseEvent(SDL_Event* event);
 static int  toolkit_keyEvent(SDL_Event* event);
-// Focus.
+/* Focus. */
 static void toolkit_nextFocus(void);
 static int toolkit_isFocusable(Widget* wgt);
 static void toolkit_triggerFocus(void);
 static Widget* toolkit_getFocus(void);
 static void toolkit_listScroll(Widget* wgt, int direction);
 static void toolkit_listFocus(Widget* lst, double bx, double by);
-// Render.
+/* Render. */
 static void window_render(Window* w);
 static void toolkit_renderButton(Widget* btn, double bx, double by);
 static void toolkit_renderText(Widget* txt, double bx, double by);
@@ -150,18 +150,18 @@ static void toolkit_clip(double x, double y, double w, double h);
 static void toolkit_unclip(void);
 static void toolkit_drawRect(double x, double y, double w, double h,
                              glColour* c, glColour* lc);
-// Dialogues..
+/* Dialogues.. */
 static glFont* dialogue_getSize(char* msg, int* w, int* h);
 static void dialogue_alertClose(char* str);
 static void dialogue_msgClose(char* str);
 static void dialogue_YesNoClose(char* str);
 static void dialogue_inputClose(char* str);
-// Secondary loop hack.
+/* Secondary loop hack. */
 static int loop_done;
 static int toolkit_loop(void);
 
-// Add a button that when pressed will trigger call, passing it's name as the
-// only parameter.
+/* Add a button that when pressed will trigger call, passing it's name as the */
+/* only parameter. */
 void window_addButton(const unsigned int wid, const int x, const int y,
                       const int w, const int h, char* name,
                       char* display, void (*call)(char*)) {
@@ -169,13 +169,13 @@ void window_addButton(const unsigned int wid, const int x, const int y,
   Window* wdw = window_wget(wid);
   Widget* wgt = window_newWidget(wdw);
 
-  // Specific.
+  /* Specific. */
   wgt->type = WIDGET_BUTTON;
   wgt->name = strdup(name);
   wgt->dat.btn.display = strdup(display);
-  wgt->dat.btn.disabled = 0;  // Initially enabled.
+  wgt->dat.btn.disabled = 0;  /* Initially enabled. */
 
-  // Set the properties.
+  /* Set the properties. */
   wgt->w = (double) w;
   wgt->h = (double) h;
   if(x < 0) wgt->x = wdw->w - wgt->w + x;
@@ -184,11 +184,11 @@ void window_addButton(const unsigned int wid, const int x, const int y,
   else wgt->y = (double)y;
   wgt->dat.btn.fptr = call;
 
-  if(wdw->focus == -1) // Init the focus.
+  if(wdw->focus == -1) /* Init the focus. */
     toolkit_nextFocus();
 }
 
-// Add text to the window.
+/* Add text to the window. */
 void window_addText(const unsigned int wid, const int x, const int y,
                     const int w, const int h, const int centered, char* name,
                     glFont* font, glColour* colour, char* string) {
@@ -197,9 +197,9 @@ void window_addText(const unsigned int wid, const int x, const int y,
   Widget* wgt = window_newWidget(wdw);
 
   wgt->type = WIDGET_TEXT;
-  wgt->name = strdup(name); // Display the widgets name.
+  wgt->name = strdup(name); /* Display the widgets name. */
 
-  // Set the properties.
+  /* Set the properties. */
   wgt->w      = (double) w;
   wgt->h      = (double) h;
   if(font == NULL) wgt->dat.txt.font = &gl_defFont;
@@ -215,7 +215,7 @@ void window_addText(const unsigned int wid, const int x, const int y,
   else wgt->dat.txt.text = NULL;
 }
 
-// Add a graphic to the window.
+/* Add a graphic to the window. */
 void window_addImage(const unsigned int wid, const int x, const int y,
                      char* name, glTexture* image, int border) {
 
@@ -225,10 +225,10 @@ void window_addImage(const unsigned int wid, const int x, const int y,
   wgt->type = WIDGET_IMAGE;
   wgt->name = strdup(name);
 
-  // Set the properties.
+  /* Set the properties. */
   wgt->dat.img.image  = image;
   wgt->dat.img.border = border;
-  wgt->dat.img.colour = NULL; // Normal colour.
+  wgt->dat.img.colour = NULL; /* Normal colour. */
 
   wgt->w = (image == NULL) ? 0 : wgt->dat.img.image->sw;
   wgt->h = (image == NULL) ? 0 : wgt->dat.img.image->sh;
@@ -250,7 +250,7 @@ void window_addList(const unsigned int wid, const int x, const int y,
 
   wgt->dat.lst.options = items;
   wgt->dat.lst.noptions = nitems;
-  wgt->dat.lst.selected = defitem; // -1 would be none.
+  wgt->dat.lst.selected = defitem; /* -1 would be none. */
   wgt->dat.lst.pos = 0;
   wgt->dat.lst.fptr = call;
 
@@ -262,7 +262,7 @@ void window_addList(const unsigned int wid, const int x, const int y,
   else wgt->y = (double) y;
 
   if(wdw->focus == -1)
-    // Initialize the focus.
+    /* Initialize the focus. */
     toolkit_nextFocus();
 }
 
@@ -294,16 +294,16 @@ void window_addCust(const unsigned int wid, const int x, const int y,
   Window* wdw = window_wget(wid);
   Widget* wgt = window_newWidget(wdw);
 
-  // Generic.
+  /* Generic. */
   wgt->type  = WIDGET_CUST;
   wgt->name  = strdup(name);
 
-  // Specific.
+  /* Specific. */
   wgt->dat.cst.border = border;
   wgt->dat.cst.render = render;
   wgt->dat.cst.mouse = mouse;
 
-  // Position/size.
+  /* Position/size. */
   wgt->w = (double)w;
   wgt->h = (double)h;
   if(x < 0) wgt->x = wdw->w - wgt->w + x;
@@ -312,7 +312,7 @@ void window_addCust(const unsigned int wid, const int x, const int y,
   else wgt->y = (double) y;
 }
 
-// Add an input widget.
+/* Add an input widget. */
 void window_addInput(const unsigned int wid,
                      const int x, const int y,
                      const int w, const int h,
@@ -321,11 +321,11 @@ void window_addInput(const unsigned int wid,
   Window* wdw = window_wget(wid);
   Widget* wgt = window_newWidget(wdw);
 
-  // Generic.
+  /* Generic. */
   wgt->type = WIDGET_INPUT;
   wgt->name = strdup(name);
 
-  // Specific.
+  /* Specific. */
   wgt->dat.inp.max      = max+1;
   wgt->dat.inp.oneline  = oneline;
   wgt->dat.inp.pos      = 0;
@@ -333,7 +333,7 @@ void window_addInput(const unsigned int wid,
   wgt->dat.inp.input    = malloc(sizeof(char)*wgt->dat.inp.max);
   memset(wgt->dat.inp.input, 0, wgt->dat.inp.max*sizeof(char));
 
-  // Position/Size.
+  /* Position/Size. */
   wgt->w = (double)w;
   wgt->h = (double)h;
   if(x < 0) wgt->x = wdw->w - wgt->w + x;
@@ -342,7 +342,7 @@ void window_addInput(const unsigned int wid,
   else wgt->y = (double)y;
 }
 
-// Return pointer to newly allocated widget.
+/* Return pointer to newly allocated widget. */
 static Widget* window_newWidget(Window* w) {
   Widget* wgt = NULL;
 
@@ -357,7 +357,7 @@ static Widget* window_newWidget(Window* w) {
   return wgt;
 }
 
-// Return the window of id wid.
+/* Return the window of id wid. */
 static Window* window_wget(const unsigned int wid) {
   int i;
   for(i = 0; i < nwindows; i++)
@@ -383,7 +383,7 @@ void window_modifyText(const unsigned int wid, char* name, char* newstring) {
   wgt->dat.txt.text = (newstring) ? strdup(newstring) : NULL;
 }
 
-// Disable a button.
+/* Disable a button. */
 void window_disableButton(const unsigned int wid, char* name) {
   Widget* wgt = window_getwgt(wid, name);
 
@@ -394,7 +394,7 @@ void window_disableButton(const unsigned int wid, char* name) {
   wgt->dat.btn.disabled = 1;
 }
 
-// Enable a button.
+/* Enable a button. */
 void window_enableButton(const unsigned int wid, char* name) {
   Widget* wgt = window_getwgt(wid, name);
 
@@ -421,23 +421,23 @@ glTexture* window_getImage(const unsigned int wid, char* name) {
   return (wgt) ? wgt->dat.img.image : NULL;
 }
 
-// Get the input from an input widget.
+/* Get the input from an input widget. */
 char* window_getInput(const unsigned int wid, char* name) {
   Widget* wgt = window_getwgt(wid, name);
   return(wgt) ? wgt->dat.inp.input : NULL;
 }
 
-// Check if a window exists.
+/* Check if a window exists. */
 int window_exists(const char* wdwname) {
   int i;
   for(i = 0; i < nwindows; i++)
     if(strcmp(windows[i].name, wdwname)==0)
-      return 1; // Exists.
+      return 1; /* Exists. */
 
-  return 0; // Does not exits!
+  return 0; /* Does not exits! */
 }
 
-// Return the id of a window.
+/* Return the id of a window. */
 unsigned int window_get(const char* wdwname) {
   int i;
   for(i = 0; i < nwindows; i++)
@@ -447,19 +447,19 @@ unsigned int window_get(const char* wdwname) {
   return 0;
 }
 
-// Create a window.
+/* Create a window. */
 unsigned int window_create(char* name, const int x, const int y,
                            const int w, const int h) {
 
   Window* wdw;
 
   if(nwindows >= mwindows) {
-    // We have reached our memory limit.
+    /* We have reached our memory limit. */
     windows = realloc(windows, sizeof(Window)*(++mwindows));
     if(windows == NULL) WARN("Out of memory");
   }
 
-  const int wid = (++genwid); // Unique id
+  const int wid = (++genwid); /* Unique id */
 
   wdw = &windows[nwindows];
 
@@ -473,16 +473,16 @@ unsigned int window_create(char* name, const int x, const int y,
   wdw->w = (double)w;
   wdw->h = (double)h;
 
-  // x pos.
+  /* x pos. */
   if(x == -1)
-    // Center.
+    /* Center. */
     wdw->x = SCREEN_W/2. - windows[nwindows].w/2.;
   else if(x < 0)
     wdw->x = SCREEN_W - windows[nwindows].w + (double)x;
   else windows[nwindows].x = (double)x;
-  // y pos.
+  /* y pos. */
   if(y == -1)
-    // Center.
+    /* Center. */
     wdw->y = SCREEN_H/2. - windows[nwindows].h/2.;
   else if(y < 0)
     wdw->x = SCREEN_H - windows[nwindows].h + (double)y;
@@ -494,16 +494,16 @@ unsigned int window_create(char* name, const int x, const int y,
   nwindows++;
 
   if(toolkit == 0) {
-    // Toolkit is enabled.
+    /* Toolkit is enabled. */
     SDL_ShowCursor(SDL_ENABLE);
-    toolkit = 1; // Enable it.
+    toolkit = 1; /* Enable it. */
     pause_game();
   }
 
   return wid;
 }
 
-// Sets the window's default function.
+/* Sets the window's default function. */
 void window_setFptr(const unsigned int wid, void(*fptr)(char*)) {
   Window* wdw;
 
@@ -511,19 +511,19 @@ void window_setFptr(const unsigned int wid, void(*fptr)(char*)) {
   if(wdw != NULL) wdw->def_fptr = fptr;
 }
 
-// Destroy a widget.
+/* Destroy a widget. */
 static void widget_cleanup(Widget* widget) {
   int i;
   if(widget->name) free(widget->name);
 
   switch(widget->type) {
-  case WIDGET_BUTTON: // Must clear the button display text.
+  case WIDGET_BUTTON: /* Must clear the button display text. */
     if(widget->dat.btn.display) free(widget->dat.btn.display);
     break;
-  case WIDGET_TEXT: // Must clear the text.
+  case WIDGET_TEXT: /* Must clear the text. */
     if(widget->dat.txt.text) free(widget->dat.txt.text);
     break;
-  case WIDGET_LIST: // Must clear the list.
+  case WIDGET_LIST: /* Must clear the list. */
     if(widget->dat.lst.options) {
       for(i = 0; i < widget->dat.lst.noptions; i++)
         if(widget->dat.lst.options[i])
@@ -532,18 +532,18 @@ static void widget_cleanup(Widget* widget) {
     }
     break;
   case WIDGET_INPUT:
-    free(widget->dat.inp.input); // Free the input buffer.
+    free(widget->dat.inp.input); /* Free the input buffer. */
     break;
   default:
     break;
   }
 }
 
-// Destroy a window.
+/* Destroy a window. */
 void window_destroy(const unsigned int wid) {
   int i, j;
 
-  // Destroy the window.
+  /* Destroy the window. */
   for(i = 0; i < nwindows; i++)
     if(windows[i].id == wid) {
       if(windows[i].name) free(windows[i].name);
@@ -552,15 +552,15 @@ void window_destroy(const unsigned int wid) {
       free(windows[i].widgets);
       break;
     }
-  // Move the other windows down a layer.
+  /* Move the other windows down a layer. */
   for(; i<(nwindows-1); i++)
     windows[i] = windows[i+1];
 
   nwindows--;
   if(nwindows == 0) {
-    // No windows left.
+    /* No windows left. */
     SDL_ShowCursor(SDL_DISABLE);
-    toolkit = 0; // Disable the toolkit.
+    toolkit = 0; /* Disable the toolkit. */
     if(paused) unpause_game();
   }
 }
@@ -586,11 +586,11 @@ void window_destroyWidget(unsigned int wid, const char* wgtname) {
   if(w->focus == i) w->focus = -1;
   widget_cleanup(&w->widgets[i]);
   if(i < w->nwidgets-1)
-    // This isn't the last widget.
+    /* This isn't the last widget. */
     memmove(&w->widgets[i], &w->widgets[i+1],
         sizeof(Widget) * (w->nwidgets-i-1));
 
-  (w->nwidgets)--; // Not that we don't actually realloc the space..
+  (w->nwidgets)--; /* Not that we don't actually realloc the space.. */
 }
 
 static void toolkit_drawOutline(double x, double y, double w, double h,
@@ -599,19 +599,19 @@ static void toolkit_drawOutline(double x, double y, double w, double h,
   glShadeModel((lc == NULL) ? GL_FLAT : GL_SMOOTH);
   if(!lc) COLOUR(*c);
   glBegin(GL_LINE_LOOP);
-  // Left.
+  /* Left. */
   if(lc) COLOUR(*lc);
   glVertex2d(x-b,     y);
   if(lc) COLOUR(*c);
   glVertex2d(x-b,     y+h);
-  // Top.
+  /* Top. */
   glVertex2d(x,      y+h+b);
   glVertex2d(x+w,     y+h+b);
-  // Right.
+  /* Right. */
   glVertex2d(x+w+b,    y+h);
   if(lc) COLOUR(*lc);
   glVertex2d(x+w+b,    y);
-  // Bottom.
+  /* Bottom. */
   glVertex2d(x+w,     y-b);
   glVertex2d(x,      y-b);
   glVertex2d(x-b,     y);
@@ -633,7 +633,7 @@ static void toolkit_drawRect(double x, double y, double w, double h,
   glEnd();
 }
 
-// Set up 2d clipping planes around a rectangle.
+/* Set up 2d clipping planes around a rectangle. */
 static void toolkit_clip(double x, double y, double w, double h) {
   GLdouble ctop[4] = {  0.,  1.,  0.,  -y  };
   GLdouble cbot[4] = {  0., -1.,  0.,  y+h };
@@ -659,32 +659,32 @@ static void toolkit_unclip(void) {
 
 }
 
-// Render a window.
+/* Render a window. */
 static void window_render(Window* w) {
   int i;
   double x, y, wid, hei;
   glColour *lc, *c, *dc, *oc;
 
-  // Position.
+  /* Position. */
   x = w->x - (double)SCREEN_W/2.;
   y = w->y - (double)SCREEN_H/2.;
 
-  // Colours.
+  /* Colours. */
   lc  = &cGrey90;
   c   = &cGrey70;
   dc  = &cGrey50;
   oc  = &cGrey30;
 
-  // Window shaded background.
-  // Main body.
+  /* Window shaded background. */
+  /* Main body. */
   toolkit_drawRect(x+21, y, w->w-42., 0.6*w->h, dc, c);
   toolkit_drawRect(x+21, y+0.6*w->h, w->w-42., 0.4*w->h, c, NULL);
 
   glShadeModel(GL_SMOOTH);
-  // Left side.
+  /* Left side. */
   glBegin(GL_POLYGON);
   COLOUR(*c);
-  glVertex2d(x+21., y+0.6*w->h); // Center.
+  glVertex2d(x+21., y+0.6*w->h); /* Center. */
   COLOUR(*dc);
   glVertex2d(x+21., y);
   glVertex2d(x+15., y+1.);
@@ -694,7 +694,7 @@ static void window_render(Window* w) {
   glVertex2d(x+1.,  y+15.);
   glVertex2s(x,     y+21.);
   COLOUR(*c);
-  glVertex2d(x,     y+0.6*w->h); // Front of center.
+  glVertex2d(x,     y+0.6*w->h); /* Front of center. */
   glVertex2d(x,     y+w->h-21.);
   glVertex2d(x+1.,  y+w->h-15.);
   glVertex2d(x+3.,  y+w->h-10.);
@@ -703,10 +703,10 @@ static void window_render(Window* w) {
   glVertex2d(x+15., y+w->h-1.);
   glVertex2d(x+21., y+w->h);
   glEnd();
-  // Right side.
+  /* Right side. */
   glBegin(GL_POLYGON);
   COLOUR(*c);
-  glVertex2d(x+w->w-21., y+0.6*w->h); // Center.
+  glVertex2d(x+w->w-21., y+0.6*w->h); /* Center. */
   COLOUR(*dc);
   glVertex2d(x+w->w-21.,  y);
   glVertex2d(x+w->w-15.,  y+1.);
@@ -716,7 +716,7 @@ static void window_render(Window* w) {
   glVertex2d(x+w->w-1.,   y+15.);
   glVertex2d(x+w->w,      y+21.);
   COLOUR(*c);
-  glVertex2d(x+w->w,      y+0.6*w->h); // Front of center.
+  glVertex2d(x+w->w,      y+0.6*w->h); /* Front of center. */
   glVertex2d(x+w->w,      y+w->h-21.);
   glVertex2d(x+w->w-1.,   y+w->h-15.);
   glVertex2d(x+w->w-3.,   y+w->h-10.);
@@ -726,10 +726,10 @@ static void window_render(Window* w) {
   glVertex2d(x+w->w-21.,  y+w->h);
   glEnd();
 
-  // Inner outline.
+  /* Inner outline. */
   glShadeModel(GL_SMOOTH);
   glBegin(GL_LINE_LOOP);
-  // Left side.
+  /* Left side. */
   COLOUR(*c);
   glVertex2d(x+21.+1.,   y);
   glVertex2d(x+15.+1.,   y+1.+1.);
@@ -739,7 +739,7 @@ static void window_render(Window* w) {
   glVertex2d(x+1.+1.,    y+15.+1.);
   glVertex2d(x+1.,       y+21.+1.);
   COLOUR(*lc);
-  glVertex2d(x+1.,       y+0.6*w->h); // Front of center.
+  glVertex2d(x+1.,       y+0.6*w->h); /* Front of center. */
   glVertex2d(x+1.,       y+w->h-21.-1.);
   glVertex2d(x+1.+1.,    y+w->h-15.-1.);
   glVertex2d(x+3.+1.,    y+w->h-10.-1.);
@@ -747,7 +747,7 @@ static void window_render(Window* w) {
   glVertex2d(x+10.+1.,   y+w->h-2.-1.);
   glVertex2d(x+15.+1.,   y+w->h-1.-1.);
   glVertex2d(x+21.+1.,   y+w->h-1.);
-  // Switch to right via top.
+  /* Switch to right via top. */
   glVertex2d(x+w->w-21.-1.,  y+w->h);
   glVertex2d(x+w->w-15.-1.,  y+w->h-1.-1.);
   glVertex2d(x+w->w-10.-1.,  y+w->h-3.-1.);
@@ -755,7 +755,7 @@ static void window_render(Window* w) {
   glVertex2d(x+w->w-2.-1.,   y+w->h-10.-1.);
   glVertex2d(x+w->w-1.-1.,   y+w->h-15.-1.);
   glVertex2d(x+w->w-.1,      y+w->h-21.-1.);
-  glVertex2d(x+w->w-1.,      y+0.6*w->h); // Front of center.
+  glVertex2d(x+w->w-1.,      y+0.6*w->h); /* Front of center. */
   COLOUR(*c);
   glVertex2d(x+w->w-1.,      y+21.+1.);
   glVertex2d(x+w->w-1.-1.,   y+15.+1.);
@@ -767,10 +767,10 @@ static void window_render(Window* w) {
   glVertex2d(x+21.+1.,       y+1.);
   glEnd();
 
-  // Outter outline.
+  /* Outter outline. */
   glShadeModel(GL_FLAT);
   glBegin(GL_LINE_LOOP);
-  // Left side.
+  /* Left side. */
   COLOUR(*oc);
   glVertex2d(x+21.,    y);
   glVertex2d(x+15.,    y+1.);
@@ -779,7 +779,7 @@ static void window_render(Window* w) {
   glVertex2d(x+3.,     y+10.);
   glVertex2d(x+1.,     y+15.);
   glVertex2d(x,        y+21.);
-  glVertex2d(x,        y+0.6*w->h); // Front of center.
+  glVertex2d(x,        y+0.6*w->h); /* Front of center. */
   glVertex2d(x,        y+w->h-21.);
   glVertex2d(x+1.,     y+w->h-15.);
   glVertex2d(x+3.,     y+w->h-10.);
@@ -787,7 +787,7 @@ static void window_render(Window* w) {
   glVertex2d(x+10.,    y+w->h-3.);
   glVertex2d(x+15.,    y+w->h-1.);
   glVertex2d(x+21.,    y+w->h);
-  // Switch to right via top.
+  /* Switch to right via top. */
   glVertex2d(x+w->w-21.,   y+w->h);
   glVertex2d(x+w->w-15.,   y+w->h-1.);
   glVertex2d(x+w->w-10.,   y+w->h-3.);
@@ -795,7 +795,7 @@ static void window_render(Window* w) {
   glVertex2d(x+w->w-3.,    y+w->h-10.);
   glVertex2d(x+w->w-1.,    y+w->h-15.);
   glVertex2d(x+w->w,       y+w->h-21.);
-  glVertex2d(x+w->w,       y+0.6*w->h);  // Front of center.
+  glVertex2d(x+w->w,       y+0.6*w->h);  /* Front of center. */
   glVertex2d(x+w->w,       y+21.);
   glVertex2d(x+w->w-1.,    y+15.);
   glVertex2d(x+w->w-3.,    y+10.);
@@ -803,16 +803,16 @@ static void window_render(Window* w) {
   glVertex2d(x+w->w-10.,   y+3.);
   glVertex2d(x+w->w-15.,   y+1.);
   glVertex2d(x+w->w-21.,   y);
-  glVertex2d(x+21.,        y); // Back to beginning.
+  glVertex2d(x+21.,        y); /* Back to beginning. */
   glEnd();
 
-  // Render the window name.
+  /* Render the window name. */
   gl_printMid(&gl_defFont, w->w,
               x + (double)SCREEN_W/2.,
               y + w->h - 20. + (double)SCREEN_H/2.,
               &cBlack, w->name);
 
-  // Widgets.
+  /* Widgets. */
   for(i = 0; i < w->nwidgets; i++) {
     switch(w->widgets[i].type) {
     case WIDGET_NULL:
@@ -840,7 +840,7 @@ static void window_render(Window* w) {
       break;
     }
   }
-  // Focus widget.
+  /* Focus widget. */
   if(w->focus != -1) {
     x += w->widgets[w->focus].x;
     y += w->widgets[w->focus].y;
@@ -851,7 +851,7 @@ static void window_render(Window* w) {
   }
 }
 
-// Renders a button.
+/* Renders a button. */
 static void toolkit_renderButton(Widget* btn, double bx, double by) {
   glColour* c, *dc, *lc;
   double x, y;
@@ -865,7 +865,7 @@ static void toolkit_renderButton(Widget* btn, double bx, double by) {
     dc  = &cGrey40;
   } else {
     switch(btn->status) {
-    // Set the color.
+    /* Set the color. */
     case WIDGET_STATUS_NORMAL:
       lc  = &cGrey80;
       c   = &cGrey60;
@@ -886,7 +886,7 @@ static void toolkit_renderButton(Widget* btn, double bx, double by) {
     }
   }
 
-  // Shaded base.
+  /* Shaded base. */
   if(btn->dat.btn.disabled == 1) {
     toolkit_drawRect(x, y, btn->w, 0.4*btn->h, dc, NULL);
     toolkit_drawRect(x, y+0.4*btn->h, btn->w, 0.6*btn->h, dc, c);  
@@ -895,9 +895,9 @@ static void toolkit_renderButton(Widget* btn, double bx, double by) {
     toolkit_drawRect(x, y+0.6*btn->h, btn->w, 0.4*btn->h, c, NULL);
   }
 
-  // Inner outline.
+  /* Inner outline. */
   toolkit_drawOutline(x, y, btn->w, btn->h, 0., lc, c);
-  // Outter outline.
+  /* Outter outline. */
   toolkit_drawOutline(x, y, btn->w, btn->h, 1., &cBlack, NULL);
 
   gl_printMid(NULL, (int)btn->w,
@@ -921,7 +921,7 @@ static void toolkit_renderText(Widget* txt, double bx, double by) {
                  txt->dat.txt.colour, txt->dat.txt.text);
 }
 
-// Render the image.
+/* Render the image. */
 static void toolkit_renderImage(Widget* img, double bx, double by) {
   double x, y;
 
@@ -930,24 +930,24 @@ static void toolkit_renderImage(Widget* img, double bx, double by) {
   x = bx + img->x;
   y = by + img->y;
 
-  // Image.
+  /* Image. */
   gl_blitStatic(img->dat.img.image,
                 x + (double)SCREEN_W/2.,
                 y + (double)SCREEN_H/2.,
                 img->dat.img.colour);
 
   if(img->dat.img.border) {
-    // Inner outline (outwards).
+    /* Inner outline (outwards). */
     toolkit_drawOutline(x, y+1, img->dat.img.image->sw-1,
                         img->dat.img.image->sh-1, 1., toolkit_colLight,
                         toolkit_col);
-    // Outter outline.
+    /* Outter outline. */
     toolkit_drawOutline(x, y+1, img->dat.img.image->sw-1,
                         img->dat.img.image->sh-1, 2., toolkit_colDark, NULL);
   }
 }
 
-// Render the list.
+/* Render the list. */
 static void toolkit_renderList(Widget* lst, double bx, double by) {
   int i;
   double x, y, tx, ty;
@@ -955,20 +955,20 @@ static void toolkit_renderList(Widget* lst, double bx, double by) {
   x = bx + lst->x;
   y = by + lst->y;
 
-  // List bg.
+  /* List bg. */
   toolkit_drawRect(x, y, lst->w, lst->h, &cWhite, NULL);
 
-  // Inner outline.
+  /* Inner outline. */
   toolkit_drawOutline(x, y, lst->w, lst->h, 0., toolkit_colLight, toolkit_col);
-  // Outter outline.
+  /* Outter outline. */
   toolkit_drawOutline(x, y, lst->w, lst->h, 1., toolkit_colDark, NULL);
 
-  // Draw selected.
+  /* Draw selected. */
   toolkit_drawRect(x,
                    y-1.+lst->h-(1+lst->dat.lst.selected-lst->dat.lst.pos)*(gl_defFont.h+2.),
                    lst->w, gl_defFont.h+2., &cHilight, NULL);
 
-  // Draw content.
+  /* Draw content. */
   tx = (double)SCREEN_W/2. + x+2.;
   ty = (double)SCREEN_H/2. + y+lst->h - 2. - gl_defFont.h;
   y = ty-2.;
@@ -982,7 +982,7 @@ static void toolkit_renderList(Widget* lst, double bx, double by) {
   }
 }
 
-// Render a rectangle.
+/* Render a rectangle. */
 static void toolkit_renderRect(Widget* rct, double bx, double by) {
   double x, y;
 
@@ -990,18 +990,18 @@ static void toolkit_renderRect(Widget* rct, double bx, double by) {
   y = by + rct->y;
 
   if(rct->dat.rct.colour)
-    // Draw rect only if it exists.
+    /* Draw rect only if it exists. */
     toolkit_drawRect(x, y, rct->w, rct->h, rct->dat.rct.colour, NULL);
 
   if(rct->dat.rct.border) {
-    // Inner outline.
+    /* Inner outline. */
     toolkit_drawOutline(x, y, rct->w, rct->h, 0., toolkit_colLight, toolkit_col);
-    // Outter outline.
+    /* Outter outline. */
     toolkit_drawOutline(x, y, rct->w, rct->h, 1., toolkit_colDark, NULL);
   }
 }
 
-// Render a custom widget.
+/* Render a custom widget. */
 static void toolkit_renderCust(Widget* cst, double bx, double by) {
   double x, y;
 
@@ -1009,10 +1009,10 @@ static void toolkit_renderCust(Widget* cst, double bx, double by) {
   y = by + cst->y;
 
   if(cst->dat.cst.border) {
-    // Inner outline.
+    /* Inner outline. */
     toolkit_drawOutline(x-1, y+1, cst->w+1, cst->h+1, 0.,
                         toolkit_colLight, toolkit_col);
-    // Outter outline.
+    /* Outter outline. */
     toolkit_drawOutline(x-1, y, cst->w+1, cst->h+1, 1.,
                         toolkit_colDark, NULL);
   }
@@ -1022,32 +1022,32 @@ static void toolkit_renderCust(Widget* cst, double bx, double by) {
   toolkit_unclip();
 }
 
-// Render an input widget.
+/* Render an input widget. */
 static void toolkit_renderInput(Widget* inp, double bx, double by) {
   double x, y, ty;
 
   x = bx + inp->x;
   y = by + inp->y;
 
-  // Main background.
+  /* Main background. */
   toolkit_drawRect(x, y, inp->w, inp->h, &cWhite, NULL);
 
-  // Center vertically.
+  /* Center vertically. */
   if(inp->dat.inp.oneline) ty = y - (inp->h - gl_smallFont.h)/2.;
 
   gl_printText(&gl_smallFont, inp->w-10., inp->h,
                x+5. + SCREEN_W/2., ty + SCREEN_H/2.,
                &cBlack, inp->dat.inp.input+inp->dat.inp.view);
 
-  // Inner outline.
+  /* Inner outline. */
   toolkit_drawOutline(x, y, inp->w, inp->h, 0.,
                       toolkit_colLight, toolkit_col);
-  // Outter outline.
+  /* Outter outline. */
   toolkit_drawOutline(x, y, inp->w, inp->h, 1.,
                       toolkit_colDark, NULL);
 }
 
-// Handle input for input widget.
+/* Handle input for input widget. */
 static int toolkit_inputInput(Uint8 type, Widget* inp, SDLKey key) {
   int n;
   SDLMod mods;
@@ -1056,7 +1056,7 @@ static int toolkit_inputInput(Uint8 type, Widget* inp, SDLKey key) {
 
   mods = SDL_GetModState();
   if(inp->dat.inp.oneline && isascii(key)) {
-    // Backspace -> delete text.
+    /* Backspace -> delete text. */
     if((type == SDL_KEYDOWN) && (key == '\b') && (inp->dat.inp.pos > 0)) {
       inp->dat.inp.input[--inp->dat.inp.pos] = '\0';
 
@@ -1071,15 +1071,15 @@ static int toolkit_inputInput(Uint8 type, Widget* inp, SDLKey key) {
       if((key == SDLK_RETURN) && !inp->dat.inp.oneline)
         inp->dat.inp.input[inp->dat.inp.pos++] = '\n';
 
-      // Uppder case characters.
+      /* Uppder case characters. */
       else if(isalpha(key) && (mods & (KMOD_LSHIFT | KMOD_RSHIFT)))
         inp->dat.inp.input[inp->dat.inp.pos++] = toupper(key);
 
-      // Rest.
+      /* Rest. */
       else if(!iscntrl(key))
         inp->dat.inp.input[inp->dat.inp.pos++] = key;
 
-      // Didn't get a useful key.
+      /* Didn't get a useful key. */
       else return 0;
 
       n = gl_printWidth(&gl_smallFont, inp->dat.inp.input+inp->dat.inp.view);
@@ -1090,7 +1090,7 @@ static int toolkit_inputInput(Uint8 type, Widget* inp, SDLKey key) {
   return 0;
 }
 
-// Render the window.
+/* Render the window. */
 void toolkit_render(void) {
   int i;
 
@@ -1105,23 +1105,23 @@ void toolkit_render(void) {
 
 }
 
-// Toolkit input is handled here.
-// If we return 1, the input isn't passed.
+/* Toolkit input is handled here. */
+/* If we return 1, the input isn't passed. */
 int toolkit_input(SDL_Event* event) {
   switch(event->type) {
   case SDL_MOUSEMOTION:
   case SDL_MOUSEBUTTONDOWN:
   case SDL_MOUSEBUTTONUP:
     toolkit_mouseEvent(event);
-    return 1; // Block input.
+    return 1; /* Block input. */
   case SDL_KEYDOWN:
   case SDL_KEYUP:
     return toolkit_keyEvent(event);
   }
-  return 0; // Don't block unput.
+  return 0; /* Don't block unput. */
 }
 
-// Input.
+/* Input. */
 static int mouse_down = 0;
 static void toolkit_mouseEvent(SDL_Event* event) {
   int i;
@@ -1129,11 +1129,11 @@ static void toolkit_mouseEvent(SDL_Event* event) {
   Window* w;
   Widget* wgt, *wgt_func;
 
-  // Set mouse button status.
+  /* Set mouse button status. */
   if(event->type == SDL_MOUSEBUTTONDOWN) mouse_down = 1;
   else if(event->type == SDL_MOUSEBUTTONUP) mouse_down = 0;
 
-  // Absolute positions.
+  /* Absolute positions. */
   if(event->type == SDL_MOUSEMOTION) {
     x = (double)event->motion.x;
     y = SCREEN_H - (double)event->motion.y;
@@ -1145,22 +1145,22 @@ static void toolkit_mouseEvent(SDL_Event* event) {
 
   w = &windows[nwindows-1];
 
-  // Always treat button ups to stop hanging states.
+  /* Always treat button ups to stop hanging states. */
   if((event->type != SDL_MOUSEBUTTONUP) &&
      ((x < w->x) || (x > (w->x + w->w)) || (y < w->y) || (y > (w->y + w->h))))
-    return; // Not in current window.
+    return; /* Not in current window. */
 
-  // Relative positions.
+  /* Relative positions. */
   x -= w->x;
   y -= w->y;
 
   wgt_func = NULL;
   for(i = 0; i < w->nwidgets; i++) {
     wgt = &w->widgets[i];
-    // Widget in range?
+    /* Widget in range? */
     if((x > wgt->x) && (x < (wgt->x + wgt->w)) &&
        (y > wgt->y) && (y < (wgt->y + wgt->h))) {
-      // Custom widgets take it from here.
+      /* Custom widgets take it from here. */
       if((wgt->type == WIDGET_CUST) && wgt->dat.cst.mouse)
         (*wgt->dat.cst.mouse)(event, x-wgt->x, y-wgt->y);
       else
@@ -1188,7 +1188,7 @@ static void toolkit_mouseEvent(SDL_Event* event) {
                       "Does not have a function trigger",
                       wgt->name, w->name);
               else
-                wgt_func = wgt; // Run it at the end in case of close.
+                wgt_func = wgt; /* Run it at the end in case of close. */
             }
           }
           wgt->status = WIDGET_STATUS_NORMAL;
@@ -1204,7 +1204,7 @@ static void toolkit_mouseEvent(SDL_Event* event) {
   if(wgt_func) (*wgt_func->dat.btn.fptr)(wgt_func->name);
 }
 
-// Handle the key events.
+/* Handle the key events. */
 static SDLKey input_key;
 static unsigned int input_keyTime;
 static int input_keyCounter;
@@ -1235,15 +1235,15 @@ static int toolkit_keyEvent(SDL_Event* event) {
   wgt = (wdw->focus != -1) ? &wdw->widgets[wdw->focus] : NULL;
   key = event->key.keysym.sym;
 
-  // Hack to simulate key repetition.
+  /* Hack to simulate key repetition. */
   if((key == SDLK_BACKSPACE) || isalnum(key)) {
     if(event->type == SDL_KEYDOWN)    toolkit_regKey(key);
     else if(event->type == SDL_KEYUP) toolkit_unregKey(key);
   }
 
-  // Handle input widgets.
+  /* Handle input widgets. */
   if(wgt && (wgt->type == WIDGET_INPUT))
-    // Grab all the events it wants.
+    /* Grab all the events it wants. */
     if(toolkit_inputInput(event->type, wgt, key)) return 1;
 
   switch(key) {
@@ -1310,22 +1310,22 @@ void toolkit_update(void) {
   }
 }
 
-// Focus next widget.
+/* Focus next widget. */
 static void toolkit_nextFocus(void) {
-  Window* wdw = &windows[nwindows-1]; // Get active window.
+  Window* wdw = &windows[nwindows-1]; /* Get active window. */
 
   if(wdw->nwidgets==0)
     wdw->focus = -1;
   else if(wdw->focus >= wdw->nwidgets)
     wdw->focus = -1;
-  else if((++wdw->focus+1) && // Just increment.
+  else if((++wdw->focus+1) && /* Just increment. */
           toolkit_isFocusable(&wdw->widgets[wdw->focus]))
     return;
   else
     toolkit_nextFocus();
 }
 
-// Return 1 if the window is focusable.
+/* Return 1 if the window is focusable. */
 static int toolkit_isFocusable(Widget* wgt) {
   if(wgt == NULL) return 0;
 
@@ -1363,7 +1363,7 @@ static void toolkit_triggerFocus(void) {
   }
 }
 
-// Try to scroll up/down by direction.
+/* Try to scroll up/down by direction. */
 static void toolkit_listScroll(Widget* wgt, int direction) {
   if(wgt == NULL) return;
 
@@ -1379,20 +1379,20 @@ static void toolkit_listScroll(Widget* wgt, int direction) {
   }
 }
 
-// List mouse even focus.
+/* List mouse even focus. */
 static void toolkit_listFocus(Widget* lst, double bx, double by) {
   (void)bx;
   int i;
 
   i = (lst->h - by) / (gl_defFont.h + 2.);
   if(i< lst->dat.lst.noptions) {
-    // Should not be out of boundaries.
+    /* Should not be out of boundaries. */
     lst->dat.lst.selected = i;
-    toolkit_listScroll(lst, 0); // Check boundaries and trigger callback.
+    toolkit_listScroll(lst, 0); /* Check boundaries and trigger callback. */
   }
 }
 
-// Get what is selected currently in a list.
+/* Get what is selected currently in a list. */
 char* toolkit_getList(const unsigned int wid, char* name) {
   Widget* wgt = window_getwgt(wid, name);
 
@@ -1402,7 +1402,7 @@ char* toolkit_getList(const unsigned int wid, char* name) {
   return wgt->dat.lst.options[wgt->dat.lst.selected];
 }
 
-// Get the position of current item in the list.
+/* Get the position of current item in the list. */
 int toolkit_getListPos(const unsigned int wid, char* name) {
   Widget* wgt = window_getwgt(wid, name);
 
@@ -1412,7 +1412,7 @@ int toolkit_getListPos(const unsigned int wid, char* name) {
   return wgt->dat.lst.selected;
 }
 
-// Return the focused widget.
+/* Return the focused widget. */
 static Widget* toolkit_getFocus(void) {
   Window* wdw;
   wdw = &windows[nwindows-1];
@@ -1432,7 +1432,7 @@ void dialogue_alert(const char* fmt, ...) {
 
   if(fmt == NULL) return;
   else {
-    // Get the message.
+    /* Get the message. */
     va_start(ap, fmt);
     vsprintf(msg, fmt, ap);
     va_end(ap);
@@ -1440,7 +1440,7 @@ void dialogue_alert(const char* fmt, ...) {
 
   h = gl_printHeight(&gl_smallFont, 260, msg);
 
-  // Create window.
+  /* Create window. */
   wdw = window_create("Warning", -1, -1, 300, 90+h);
 
   window_addText(wdw, 20, -30, 260, h, 0, "txtAlert",
@@ -1459,19 +1459,19 @@ static void dialogue_alertClose(char* str) {
 static glFont* dialogue_getSize(char* msg, int* w, int* h) {
   glFont* font;
 
-  font = &gl_smallFont;   // Try to use smallfont.
+  font = &gl_smallFont;   /* Try to use smallfont. */
   (*h) = gl_printHeight(font, (*w)-40, msg);
   if(strlen(msg) > 100) {
-    // Make font bigger for large text area's.
+    /* Make font bigger for large text area's. */
     font = &gl_defFont;
     (*h) = gl_printHeight(font, (*w)-40, msg);
-    if((*h) > 200) (*w) += MIN((*h)-200, 600); // Too big, so we make it wider.
+    if((*h) > 200) (*w) += MIN((*h)-200, 600); /* Too big, so we make it wider. */
     (*h) = gl_printHeight(font, (*w)-40, msg);
   }
   return font;
 }
 
-// Display an alert popup with only an OK button and a message.
+/* Display an alert popup with only an OK button and a message. */
 static unsigned int msg_wid = 0;
 void dialogue_msg(char* caption, const char* fmt, ...) {
   char msg[4096];
@@ -1483,16 +1483,16 @@ void dialogue_msg(char* caption, const char* fmt, ...) {
 
   if(fmt == NULL) return;
   else {
-    // Get the message.
+    /* Get the message. */
     va_start(ap, fmt);
     vsprintf(msg, fmt, ap);
     va_end(ap);
   }
 
-  w = 300; // Default width.
+  w = 300; /* Default width. */
   font = dialogue_getSize(msg, &w, &h);
 
-  // Create the window.
+  /* Create the window. */
   msg_wid = window_create(caption, -1, -1, w, 110+h);
   window_addText(msg_wid, 20, -40, w-40, h, 0, "txtMsg",
                  font, &cBlack, msg);
@@ -1510,7 +1510,7 @@ static void dialogue_msgClose(char* str) {
   loop_done = 1;
 }
 
-// Runs a dialogue with a Yes No button, return 1 if yes.
+/* Runs a dialogue with a Yes No button, return 1 if yes. */
 static int yesno_result;
 static unsigned int yesno_wid = 0;
 int dialogue_YesNo(char* caption, const char* fmt, ...) {
@@ -1523,7 +1523,7 @@ int dialogue_YesNo(char* caption, const char* fmt, ...) {
 
   if(fmt == NULL) return -1;
   else {
-    // Get the message.
+    /* Get the message. */
     va_start(ap, fmt);
     vsprintf(msg, fmt, ap);
     va_end(ap);
@@ -1532,38 +1532,38 @@ int dialogue_YesNo(char* caption, const char* fmt, ...) {
   w = 300;
   font = dialogue_getSize(msg, &w, &h);
 
-  // Create window.
+  /* Create window. */
   yesno_wid = window_create(caption, -1, -1, w, h+110);
-  // Text.
+  /* Text. */
   window_addText(yesno_wid, 20, -40, w-40, h, 0, "txtYesNo",
                  font, &cBlack, msg);
-  // Buttons.
+  /* Buttons. */
   window_addButton(yesno_wid, w/2-50-10, 20, 50, 30, "btnYes", "Yes",
                    dialogue_YesNoClose);
 
   window_addButton(yesno_wid, w/2+50+10, 20, 50, 30, "btnNo", "No",
                    dialogue_YesNoClose);
 
-  // Tricky secondary loop.
+  /* Tricky secondary loop. */
   toolkit_loop();
 
-  // Return the result.
+  /* Return the result. */
   return yesno_result;
 }
 
 static void dialogue_YesNoClose(char* str) {
-  // Store the result.
+  /* Store the result. */
   if(strcmp(str, "btnYes")==0) yesno_result = 1;
   else if(strcmp(str, "btnNo")==0) yesno_result = 0;
 
-  // Destroy the window.
+  /* Destroy the window. */
   window_destroy(yesno_wid);
   yesno_wid = 0;
 
   loop_done = 1;
 }
 
-// Toolkit input boxes, return input.
+/* Toolkit input boxes, return input. */
 static unsigned int input_wid = 0;
 char* dialogue_input(char* title, int min, int max, const char* fmt, ...) {
   char msg[512], *input;
@@ -1574,47 +1574,47 @@ char* dialogue_input(char* title, int min, int max, const char* fmt, ...) {
 
   if(fmt == NULL) return NULL;
   else {
-    // Get the message.
+    /* Get the message. */
     va_start(ap, fmt);
     vsprintf(msg, fmt, ap);
     va_end(ap);
   }
 
-  // Get text height.
+  /* Get text height. */
   h = gl_printHeight(&gl_smallFont, 200, msg);
 
-  // Create the window.
+  /* Create the window. */
   input_wid = window_create(title, -1, -1, 240, h+140);
   window_setFptr(input_wid, dialogue_inputClose);
-  // Text.
+  /* Text. */
   window_addText(input_wid, 30, -30, 200, h, 0, "txtInput",
                  &gl_smallFont, &cDConsole, msg);
 
-  // Input.
+  /* Input. */
   window_addInput(input_wid, 20, -50-h, 200, 20, "inpInput", max, 1);
 
-  //Button.
+  /*Button. */
   window_addButton(input_wid, -20, 20, 80, 30,
                    "btnClose", "Done", dialogue_inputClose);
 
-  // Tricky secondary loop.
+  /* Tricky secondary loop. */
   input = NULL;
   while(!input || ((int)strlen(input) < min)) {
-    // Must be longer than min.
+    /* Must be longer than min. */
     if(input) {
       dialogue_alert("Input must be at least %d characters long!", min);
       free(input);
       input = NULL;
     }
 
-    if(toolkit_loop()) // Error in loop -> quit.
+    if(toolkit_loop()) /* Error in loop -> quit. */
       return NULL;
 
-    // Save the input.
+    /* Save the input. */
     input = strdup(window_getInput(input_wid, "inpInput"));
   }
 
-  // Cleanup.
+  /* Cleanup. */
   window_destroy(input_wid);
   input_wid = 0;
 
@@ -1624,11 +1624,11 @@ char* dialogue_input(char* title, int min, int max, const char* fmt, ...) {
 static void dialogue_inputClose(char* str) {
   (void)str;
 
-  // Break the loop.
+  /* Break the loop. */
   loop_done = 1;
 }
 
-// Init.
+/* Init. */
 int toolkit_init(void) {
   windows = malloc(sizeof(Window)*MIN_WINDOWS);
   nwindows = 0;
@@ -1637,7 +1637,7 @@ int toolkit_init(void) {
   return 0;
 }
 
-// Exit the toolkit.
+/* Exit the toolkit. */
 void toolkit_exit(void) {
   int i;
   for(i = 0; i < nwindows; i++) {
@@ -1646,22 +1646,22 @@ void toolkit_exit(void) {
   }
 }
 
-// Spawns a secondary loop that only works until the toolkit dies.
-// A lot like the main while loop in lephisto.c.
+/* Spawns a secondary loop that only works until the toolkit dies. */
+/* A lot like the main while loop in lephisto.c. */
 static int toolkit_loop(void) {
   SDL_Event event, quit = { .type = SDL_QUIT };
 
   loop_done = 0;
   while(!loop_done && toolkit) {
     while(SDL_PollEvent(&event)) {
-      // Event loopz.
+      /* Event loopz. */
       if(event.type == SDL_QUIT) {
-        // Pass quit event to main engine.
+        /* Pass quit event to main engine. */
         loop_done = 1;
         SDL_PushEvent(&quit);
         return 1;
       }
-      // Handles all the events and player keybinds.
+      /* Handles all the events and player keybinds. */
       input_handle(&event);
     }
     main_loop();
diff --git a/src/weapon.c b/src/weapon.c
index 41ae537..e450e24 100644
--- a/src/weapon.c
+++ b/src/weapon.c
@@ -15,50 +15,50 @@
 
 #define weapon_isSmart(w) (w->think)
 
-#define VOICE_PRIORITY_BOLT   10  // Default.
-#define VOICE_PRIORITY_AMMO   8   // Higher.
-#define VOICE_PRIORITY_BEAM   6   // Even higher.
+#define VOICE_PRIORITY_BOLT   10  /* Default. */
+#define VOICE_PRIORITY_AMMO   8   /* Higher. */
+#define VOICE_PRIORITY_BEAM   6   /* Even higher. */
 
 #define WEAPON_CHUNK 32
 
-// Some stuff from pilot.
+/* Some stuff from pilot. */
 extern Pilot** pilot_stack;
 extern int pilots;
 
-// Player stuff.
+/* Player stuff. */
 extern unsigned int player_target;
 
-// Ai stuff.
+/* Ai stuff. */
 extern void ai_attacked(Pilot* attacked, const unsigned int attacker);
 
 typedef struct Weapon_ {
-  Solid* solid; // Actually has its own solid. :D
+  Solid* solid; /* Actually has its own solid. :D */
 
-  unsigned int parent; // The pilot that just shot at you!
-  unsigned int target; // Target to hit. Only used by seeking stuff.
-  const Outfit* outfit; // Related outfit that fired.
-  unsigned int timer; // Mainly used to see when the weapon was fired.
+  unsigned int parent; /* The pilot that just shot at you! */
+  unsigned int target; /* Target to hit. Only used by seeking stuff. */
+  const Outfit* outfit; /* Related outfit that fired. */
+  unsigned int timer; /* Mainly used to see when the weapon was fired. */
 
-  alVoice* voice; // Virtual voise.
+  alVoice* voice; /* Virtual voise. */
 
-  // Update position and render.
-  void(*update)(struct Weapon_*, const double, WeaponLayer); // Position update and render.
-  void(*think)(struct Weapon_*, const double); // Some missiles need to be inteligent.a
+  /* Update position and render. */
+  void(*update)(struct Weapon_*, const double, WeaponLayer); /* Position update and render. */
+  void(*think)(struct Weapon_*, const double); /* Some missiles need to be inteligent.a */
 
   double pid_last;
   double pid_int;
 } Weapon;
 
-// Behind Pilot layer.
-static Weapon** wbackLayer = NULL; // Behind pilots.
-static int nwbackLayer     = 0;    // Number of elements.
-static int mwbackLayer     = 0;    // Allocated memory size.
-// Behind player layer.
-static Weapon** wfrontLayer = NULL;  // Behind pilots.
-static int nwfrontLayer    = 0;    // Number of elements.
-static int mwfrontLayer    = 0;    // Allocated memory size.
+/* Behind Pilot layer. */
+static Weapon** wbackLayer = NULL; /* Behind pilots. */
+static int nwbackLayer     = 0;    /* Number of elements. */
+static int mwbackLayer     = 0;    /* Allocated memory size. */
+/* Behind player layer. */
+static Weapon** wfrontLayer = NULL;  /* Behind pilots. */
+static int nwfrontLayer    = 0;    /* Number of elements. */
+static int mwfrontLayer    = 0;    /* Allocated memory size. */
 
-// Static.
+/* Static. */
 static Weapon* weapon_create(const Outfit* outfit, const double dir,
                              const Vec2* pos, const Vec2* vel,
                              const unsigned int parent,
@@ -70,14 +70,14 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer);
 static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer);
 static void weapon_destroy(Weapon* w, WeaponLayer layer);
 static void weapon_free(Weapon* w);
-// Think.
+/* Think. */
 static void think_seeker(Weapon* w, const double dt);
 static void think_smart(Weapon* w, const double dt);
-// Extern.
+/* Extern. */
 void weapon_minimap(const double res, const double w,
     const double h, const RadarShape shape);
 
-// Draw the minimap weapons (player.c).
+/* Draw the minimap weapons (player.c). */
 #define PIXEL(x,y) if((shape == RADAR_RECT && ABS(x) < w/2. && ABS(y)<h/2.) || \
   (shape == RADAR_CIRCLE && (((x)*(x)+(y)*(y))<rc))) glVertex2i((x),(y))
 void weapon_minimap(const double res, const double w,
@@ -101,7 +101,7 @@ void weapon_minimap(const double res, const double w,
 }
 #undef PIXEL
 
-// Pause/Unpause the weapon system.
+/* Pause/Unpause the weapon system. */
 void weapons_pause(void) {
   int i;
   unsigned int t = SDL_GetTicks();
@@ -129,10 +129,10 @@ void weapons_delay(unsigned int delay) {
     wfrontLayer[i]->timer += delay;
 }
 
-// Seeker brain, You get what you pay for. :)
+/* Seeker brain, You get what you pay for. :) */
 static void think_seeker(Weapon* w, const double dt) {
   double diff;
-  if(w->target == w->parent) return; // HEY! Self harm is not allowed.
+  if(w->target == w->parent) return; /* HEY! Self harm is not allowed. */
 
   Pilot* p = pilot_get(w->target);
   if(p == NULL) {
@@ -140,11 +140,11 @@ static void think_seeker(Weapon* w, const double dt) {
     return;
   }
 
-  // Ammo isn't locked on yet..
+  /* Ammo isn't locked on yet.. */
   if(SDL_GetTicks() > (w->timer + w->outfit->u.amm.lockon)) {
     diff = angle_diff(w->solid->dir, vect_angle(&w->solid->pos, &p->solid->pos));
     w->solid->dir_vel = 10 * diff * w->outfit->u.amm.turn;
-    // Face the target.
+    /* Face the target. */
     if(w->solid->dir_vel > w->outfit->u.amm.turn)
       w->solid->dir_vel = w->outfit->u.amm.turn;
     else if(w->solid->dir_vel < -w->outfit->u.amm.turn)
@@ -156,16 +156,16 @@ static void think_seeker(Weapon* w, const double dt) {
   limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
 }
 
-// ========================================================
-// Smart seeker brain. Much better at homing.
-// ========================================================
+/* ======================================================== */
+/* Smart seeker brain. Much better at homing. */
+/* ======================================================== */
 static void think_smart(Weapon* w, const double dt) {
   Vec2 sv, tv;
   double t;
 
-  if(w->target == w->parent) return; // No self shooting here.
+  if(w->target == w->parent) return; /* No self shooting here. */
 
-  Pilot* p = pilot_get(w->target); // No null pilots..
+  Pilot* p = pilot_get(w->target); /* No null pilots.. */
 
   if(p == NULL) {
     limit_speed(&w->solid->vel, w->outfit->u.amm.speed, dt);
@@ -181,7 +181,7 @@ static void think_smart(Weapon* w, const double dt) {
 
     t = -angle_diff(w->solid->dir, vect_angle(&tv, &sv));
 
-    w->solid->dir_vel = t * w->outfit->u.amm.turn; // Face the target.
+    w->solid->dir_vel = t * w->outfit->u.amm.turn; /* Face the target. */
 
     if(w->solid->dir_vel > w->outfit->u.amm.turn)
       w->solid->dir_vel = w->outfit->u.amm.turn;
@@ -195,13 +195,13 @@ static void think_smart(Weapon* w, const double dt) {
 
 }
 
-// Update all the weapon layers.
+/* Update all the weapon layers. */
 void weapons_update(const double dt) {
   weapons_updateLayer(dt, WEAPON_LAYER_BG);
   weapons_updateLayer(dt, WEAPON_LAYER_FG);
 }
 
-// Update all weapons in the layer.
+/* Update all weapons in the layer. */
 static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
   Weapon** wlayer;
   int* nlayer;
@@ -221,7 +221,7 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
   for(i = 0; i < (*nlayer); i++) {
     w = wlayer[i];
     switch(wlayer[i]->outfit->type) {
-    // Most missiles behave the same.
+    /* Most missiles behave the same. */
     case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
     case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
     case OUTFIT_TYPE_MISSILE_SWARM_AMMO:
@@ -233,7 +233,7 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
       }
       break;
     case OUTFIT_TYPE_BOLT:
-      // Check see if it exceeds distance.
+      /* Check see if it exceeds distance. */
     case OUTFIT_TYPE_TURRET_BOLT:
       if(SDL_GetTicks() > wlayer[i]->timer) {
         weapon_destroy(wlayer[i],layer);
@@ -244,12 +244,12 @@ static void weapons_updateLayer(const double dt, const WeaponLayer layer) {
       break;
     }
     weapon_update(wlayer[i], dt, layer);
-    // If the weapon has been deleted we are going to have to hold back one.
+    /* If the weapon has been deleted we are going to have to hold back one. */
     if(w != wlayer[i]) i--;
   }
 }
 
-// Render all the weapons.
+/* Render all the weapons. */
 void weapons_render(const WeaponLayer layer) {
   Weapon** wlayer;
   int* nlayer;
@@ -269,20 +269,20 @@ void weapons_render(const WeaponLayer layer) {
     weapon_render(wlayer[i]);
 }
 
-// Render the weapons.
+/* Render the weapons. */
 static void weapon_render(const Weapon* w) {
   int sx, sy;
   glTexture* gfx;
 
   gfx = outfit_gfx(w->outfit);
 
-  // Get the sprite corresponding to the direction facing.
+  /* Get the sprite corresponding to the direction facing. */
   gl_getSpriteFromDir(&sx, &sy, gfx, w->solid->dir);
 
   gl_blitSprite(gfx, w->solid->pos.x, w->solid->pos.y, sx, sy, NULL);
 }
 
-// Update the weapon.
+/* Update the weapon. */
 static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
   int i, wsx, wsy, psx, psy;
   glTexture* gfx;
@@ -295,7 +295,7 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
     psx = pilot_stack[i]->tsx;
     psy = pilot_stack[i]->tsy;
 
-    if(w->parent == pilot_stack[i]->id) continue; // Hey! That's you.
+    if(w->parent == pilot_stack[i]->id) continue; /* Hey! That's you. */
 
     if((weapon_isSmart(w)) && (pilot_stack[i]->id == w->target) &&
        CollideSprite(gfx, wsx, wsy, &w->solid->pos,
@@ -316,20 +316,20 @@ static void weapon_update(Weapon* w, const double dt, WeaponLayer layer) {
 
   (*w->solid->update)(w->solid, dt);
 
-  // Update the sound.
+  /* Update the sound. */
   if(w->voice)
     voice_update(w->voice, w->solid->pos.x, w->solid->pos.y,
                  w->solid->vel.x, w->solid->vel.y);
 }
 
-// Good shot.
+/* Good shot. */
 static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
-  // Someone should let the ai know it's been attacked.
+  /* Someone should let the ai know it's been attacked. */
   if(!pilot_isPlayer(p)) {
     if((player_target == p->id) || (RNG(0,2) == 0)) {
       if((w->parent == PLAYER_ID) &&
           (!pilot_isFlag(p, PILOT_HOSTILE) || (RNG(0, 2) == 0))) {
-        faction_modPlayer(p->faction, -1); // Slowly lower faction.
+        faction_modPlayer(p->faction, -1); /* Slowly lower faction. */
         pilot_setFlag(p, PILOT_HOSTILE);
       }
       ai_attacked(p, w->parent);
@@ -342,29 +342,29 @@ static void weapon_hit(Weapon* w, Pilot* p, WeaponLayer layer) {
              VX(w->solid->pos), VY(w->solid->pos),
              VX(p->solid->vel), VY(p->solid->vel), SPFX_LAYER_FRONT);
 
-  // Let the ship know that is should take some kind of damage.
+  /* Let the ship know that is should take some kind of damage. */
   pilot_hit(p, w->solid, w->parent,
       outfit_damageType(w->outfit), outfit_damage(w->outfit));
-  // We don't need the weapon particle any longer.
+  /* We don't need the weapon particle any longer. */
   weapon_destroy(w, layer);
 }
 
 static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
                              const Vec2* vel, unsigned int parent, const unsigned int target) {
   Vec2 v;
-  double mass = 1; // Presumer lasers have a mass of 1.
-  double rdir = dir; // Real direction (accuracy).
+  double mass = 1; /* Presumer lasers have a mass of 1. */
+  double rdir = dir; /* Real direction (accuracy). */
   Weapon* w = MALLOC_L(Weapon);
-  w->parent = parent; // Non-Changeable.
-  w->target = target; // Non-Changeable.
-  w->outfit = outfit; // Non-Changeable.
+  w->parent = parent; /* Non-Changeable. */
+  w->target = target; /* Non-Changeable. */
+  w->outfit = outfit; /* Non-Changeable. */
   w->update = weapon_update;
   w->timer = SDL_GetTicks();
   w->think = NULL;
 
   switch(outfit->type) {
   case OUTFIT_TYPE_BOLT:
-    // Need accuracy and speed based on player. -- Another contribution from VLack.
+    /* Need accuracy and speed based on player. -- Another contribution from VLack. */
     rdir += RNG(-outfit->u.blt.accuracy/2., outfit->u.blt.accuracy/2.)/180.*M_PI;
     if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
     vectcpy(&v, vel);
@@ -378,7 +378,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
   case OUTFIT_TYPE_MISSILE_SEEK_AMMO:
     mass = w->outfit->mass;
     w->solid = solid_create(mass, dir, pos, vel);
-    w->think = think_seeker; // Eeek!!!
+    w->think = think_seeker; /* Eeek!!! */
     w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
                               w->solid->pos.x, w->solid->pos.y,
                               w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
@@ -386,7 +386,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
   case OUTFIT_TYPE_MISSILE_SEEK_SMART_AMMO:
     mass = w->outfit->mass;
     w->solid = solid_create(mass, dir, pos, vel);
-    w->think = think_smart; // Smartass.
+    w->think = think_smart; /* Smartass. */
     w->voice = sound_addVoice(VOICE_PRIORITY_AMMO,
                               w->solid->pos.x, w->solid->pos.y,
                               w->solid->vel.x, w->solid->vel.y, w->outfit->u.amm.sound, 0);
@@ -406,7 +406,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
                               w->solid->vel.x, w->solid->vel.y, w->outfit->u.blt.sound, 0);
     break;
   default:
-    // Just dump it where the player is.
+    /* Just dump it where the player is. */
     w->voice = NULL;
     w->solid = solid_create(mass, dir, pos, vel);
     break;
@@ -414,7 +414,7 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
   return w;
 }
 
-// Add a new weapon.
+/* Add a new weapon. */
 void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
                 const Vec2* vel, unsigned int parent, unsigned int target) {
 
@@ -427,7 +427,7 @@ void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
   WeaponLayer layer = (parent == PLAYER_ID) ? WEAPON_LAYER_FG : WEAPON_LAYER_BG;
   Weapon* w = weapon_create(outfit, dir, pos, vel, parent, target);
 
-  // Set the propper layer.
+  /* Set the propper layer. */
   Weapon** curLayer = NULL;
   int* mLayer = NULL;
   int* nLayer = NULL;
@@ -446,9 +446,9 @@ void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
     ERR("Invalid WEAPON_LAYER specified.");
     return;
   }
-  if(*mLayer > *nLayer) // More memory allocated than what we need.
+  if(*mLayer > *nLayer) /* More memory allocated than what we need. */
     curLayer[(*nLayer)++] = w;
-  else { // Need to allocate more memory.
+  else { /* Need to allocate more memory. */
     switch(layer) {
     case WEAPON_LAYER_BG:
       (*mLayer) += WEAPON_CHUNK;
@@ -463,7 +463,7 @@ void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
   }
 }
 
-// Destroy the weapon.
+/* Destroy the weapon. */
 static void weapon_destroy(Weapon* w, WeaponLayer layer) {
   int i;
   Weapon** wlayer;
@@ -478,7 +478,7 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
     nlayer = &nwfrontLayer;
     break;
   }
-  for(i = 0; wlayer[i] != w; i++); // Get us to the current posision.
+  for(i = 0; wlayer[i] != w; i++); /* Get us to the current posision. */
   weapon_free(wlayer[i]);
   wlayer[i] = NULL;
   (*nlayer)--;
@@ -487,14 +487,14 @@ static void weapon_destroy(Weapon* w, WeaponLayer layer) {
     wlayer[i] = wlayer[i+1];
 }
 
-// Clear the weapon.
+/* Clear the weapon. */
 static void weapon_free(Weapon* w) {
   sound_delVoice(w->voice);
   solid_free(w->solid);
   free(w);
 }
 
-// Clear all the weapons, do not free the layers.
+/* Clear all the weapons, do not free the layers. */
 void weapon_clear(void) {
   int i;
   for(i = 0; i < nwbackLayer; i++)

From 858295b3f46b8f5ca132276c3dec49c10b8b7b43 Mon Sep 17 00:00:00 2001
From: Steven Arnow <s@rdw.se>
Date: Sat, 22 Jun 2013 22:17:28 +0200
Subject: [PATCH 2/2] Ahem. Forgot headers. Apparently, all the source/header
 should be updated. Woops

---
 src/ai.h           |  14 ++--
 src/colour.h       |  18 ++---
 src/conf.h         |   4 +-
 src/economy.h      |   6 +-
 src/faction.h      |  12 ++--
 src/font.h         |  22 +++---
 src/hook.h         |  26 +++----
 src/input.h        |   8 +--
 src/joystick.h     |   6 +-
 src/lephisto.h     |  12 ++--
 src/llua.h         |   8 +--
 src/lluadef.h      |   4 +-
 src/ltime.h        |   6 +-
 src/map.h          |   4 +-
 src/misn_lua.h     |   8 +--
 src/mission.h      |  50 ++++++-------
 src/music.h        |   8 +--
 src/opengl.h       |  60 ++++++++--------
 src/outfit.h       | 102 +++++++++++++--------------
 src/pack.h         |  14 ++--
 src/physics.h      |  22 +++---
 src/pilot.h        | 172 ++++++++++++++++++++++-----------------------
 src/player.h       |  46 ++++++------
 src/rng.h          |   2 +-
 src/ship.h         |  46 ++++++------
 src/sound.h        |  14 ++--
 src/space.h        | 128 ++++++++++++++++-----------------
 src/spfx.h         |  16 ++---
 src/toolkit.h      |  40 +++++------
 src/weapon.h       |   6 +-
 src/xml.h          |  18 ++---
 utils/mkspr/main.c |  24 +++----
 utils/pack/main.c  |   4 +-
 33 files changed, 465 insertions(+), 465 deletions(-)

diff --git a/src/ai.h b/src/ai.h
index 7d7dfb9..eda2980 100644
--- a/src/ai.h
+++ b/src/ai.h
@@ -5,32 +5,32 @@
 #define MAX_DIR_ERR 0.5*M_PI/180.
 #define MIN_VEL_ERR 5.0
 
-#define FACE_WVEL       0.1 // Weight of velocity compared to position to face.
+#define FACE_WVEL       0.1 /* Weight of velocity compared to position to face. */
 
-// Max number of AI timers.
+/* Max number of AI timers. */
 #define MAX_AI_TIMERS 2
 
 typedef enum TaskData_ { TYPE_NULL, TYPE_INT, TYPE_PTR } TaskData;
 
-// Basic task.
+/* Basic task. */
 typedef struct Task_ {
   struct Task_* next;
   char* name;
 
   TaskData dtype;
   union {
-    void* target; // Vec2 etc.
-    unsigned int ID; // Pilot ID etc.
+    void* target; /* Vec2 etc. */
+    unsigned int ID; /* Pilot ID etc. */
   } dat;
 } Task;
 
-// Ai profile.
+/* Ai profile. */
 typedef struct AI_Profile_ {
   char* name;
   lua_State* L;
 } AI_Profile;
 
-// Misc.
+/* Misc. */
 AI_Profile* ai_getProfile(char* name);
 
 int ai_init(void);
diff --git a/src/colour.h b/src/colour.h
index 817f34c..1dd67cc 100644
--- a/src/colour.h
+++ b/src/colour.h
@@ -1,17 +1,17 @@
 #pragma once
 
-// Colours.
+/* Colours. */
 typedef struct glColour_ {
   double r, g, b, a;
 } glColour;
 
-// Default colors.
-// -- Greyscale.
+/* Default colors. */
+/* -- Greyscale. */
 extern glColour cWhite;
 #define cGrey   cGrey70
 extern glColour cBlack;
 
-// Greys
+/* Greys */
 extern glColour cGrey90;
 extern glColour cGrey80;
 extern glColour cGrey70;
@@ -30,21 +30,21 @@ extern glColour cDarkBlue;
 extern glColour cBlue;
 extern glColour cPurple;
 
-// Game specific.
+/* Game specific. */
 extern glColour cConsole;
 extern glColour cDConsole;
-// Toolkit.
+/* Toolkit. */
 extern glColour cHilight;
-// Objects.
+/* Objects. */
 extern glColour cInert;
 extern glColour cNeutral;
 extern glColour cFriend;
 extern glColour cHostile;
-// Radar.
+/* Radar. */
 extern glColour cRadar_player;
 extern glColour cRadar_targ;
 extern glColour cRadar_weap;
-// Health.
+/* Health. */
 extern glColour cShield;
 extern glColour cArmour;
 extern glColour cEnergy;
diff --git a/src/conf.h b/src/conf.h
index b081c4a..f25fb92 100644
--- a/src/conf.h
+++ b/src/conf.h
@@ -1,10 +1,10 @@
 #pragma once
 
-// Loading.
+/* Loading. */
 void conf_setDefaults(void);
 int conf_loadConfig(const char* file);
 void conf_parseCLI(int argc, char** argv);
 
-// Saving.
+/* Saving. */
 int conf_saveConfig(void);
 
diff --git a/src/economy.h b/src/economy.h
index 74eb3e6..76619dc 100644
--- a/src/economy.h
+++ b/src/economy.h
@@ -3,14 +3,14 @@
 typedef struct Commodity_ {
   char* name;
   char* description;
-  int low, medium, high; // Prices.
+  int low, medium, high; /* Prices. */
 } Commodity;
 
-// Commidity stuff.
+/* Commidity stuff. */
 Commodity* commodity_get(const char* name);
 int commodity_load(void);
 void commodity_free(void);
 
-// Misc.
+/* Misc. */
 void credits2str(char* str, unsigned int credits, int decimals);
 
diff --git a/src/faction.h b/src/faction.h
index 0a6f817..87342e9 100644
--- a/src/faction.h
+++ b/src/faction.h
@@ -2,27 +2,27 @@
 
 #define FACTION_PLAYER 0
 
-// Get stuff.
+/* Get stuff. */
 int faction_get(const char* name);
 int faction_getAlliance(char* name);
 char* faction_name(int f);
 
-// Player stuff.
+/* Player stuff. */
 void faction_modPlayer(int f, int mod);
 int faction_getPlayer(int f);
 
-// Works with only factions.
+/* Works with only factions. */
 int areEnemies(int a, int b);
 int areAllies(int a, int b);
 
-// Faction + Alliance.
+/* Faction + Alliance. */
 int faction_ofAlliance(int f, int a);
 
-// Check.
+/* Check. */
 int faction_isAlliance(int a);
 int faction_isFaction(int f);
 
-// Load/Free.
+/* Load/Free. */
 int factions_load(void);
 void factions_free(void);
 
diff --git a/src/font.h b/src/font.h
index dceb7bb..43c76ab 100644
--- a/src/font.h
+++ b/src/font.h
@@ -1,39 +1,39 @@
 #pragma once
 #include "opengl.h"
 
-// Font info.
+/* Font info. */
 typedef struct glFont_ {
-  int h; // Height.
+  int h; /* Height. */
   int* w;
   GLuint* textures;
   GLuint list_base;
 } glFont;
 
-extern glFont gl_defFont; // Default font.
-extern glFont gl_smallFont; // Small font.
+extern glFont gl_defFont; /* Default font. */
+extern glFont gl_smallFont; /* Small font. */
 
-// glFont loading/freeing.
-// If font is NULL it uses the internal default font, same with gl_print
+/* glFont loading/freeing. */
+/* If font is NULL it uses the internal default font, same with gl_print */
 void gl_fontInit(glFont* font, const char* fname, const unsigned int h);
 void gl_freeFont(glFont* font);
 
-// Print text.
+/* Print text. */
 void gl_print(const glFont* ft_font, const double x, const double y,
               const glColour* c, const char* fmt, ...);
 
-// Print text to a max length.
+/* Print text to a max length. */
 int gl_printMax(const glFont* ft_font, const int max,
                 const double x, const double y, const glColour* c, const char* fmt, ...);
 
-// Print text centered in width at x.
+/* Print text centered in width at x. */
 int gl_printMid(const glFont* ft_font, const int width,
                 double x, const double y, const glColour* c, const char* fmt, ...);
 
-// Respects \n -> bx, by is top left position.
+/* Respects \n -> bx, by is top left position. */
 int gl_printText(const glFont* ft_font, const int width, const int height,
                  double bx, double by, glColour* c, const char* fmt, ...);
 
-// Get the width of the text that you wish to print.
+/* Get the width of the text that you wish to print. */
 int  gl_printWidth(const glFont* ft_font, const char* fmt, ...);
 
 int gl_printHeight(const glFont* ft_font, const int width,
diff --git a/src/hook.h b/src/hook.h
index dbc88c0..eca95d9 100644
--- a/src/hook.h
+++ b/src/hook.h
@@ -1,25 +1,25 @@
 #pragma once
 #include "mission.h"
 
-// Add/Run hooks.
+/* Add/Run hooks. */
 unsigned int hook_add(unsigned int parent, char* func, char* stack);
 void hook_rm(unsigned int id);
 void hook_rmParent(unsigned int parent);
 
-// ========================================================
-// Run Hooks:
-//
-// Currently used:
-//    -- "land"     - When landed.
-//    -- "takeoff"  - When taking off.
-//    -- "jump"     - When changing systems.
-//    -- "time"     - When time is increment drastically 
-//                    (hyperspace and taking off.
-// ========================================================
+/* ======================================================== */
+/* Run Hooks: */
+/* */
+/* Currently used: */
+/*    -- "land"     - When landed. */
+/*    -- "takeoff"  - When taking off. */
+/*    -- "jump"     - When changing systems. */
+/*    -- "time"     - When time is increment drastically  */
+/*                    (hyperspace and taking off. */
+/* ======================================================== */
 
 int hooks_run(char* stack);
-void hook_runID(unsigned int id); // Runs hook of specific id.
+void hook_runID(unsigned int id); /* Runs hook of specific id. */
 
-// Destroy hook.
+/* Destroy hook. */
 void hook_cleanup(void);
 
diff --git a/src/input.h b/src/input.h
index 9147766..4ecd11f 100644
--- a/src/input.h
+++ b/src/input.h
@@ -1,7 +1,7 @@
 #pragma once
 #include <SDL.h>
 
-// Input types.
+/* Input types. */
 typedef enum {
   KEYBIND_NULL,
   KEYBIND_KEYBOARD,
@@ -9,15 +9,15 @@ typedef enum {
   KEYBIND_JBUTTON
 } KeybindType;
 
-// Set input.
+/* Set input. */
 void input_setDefault(void);
 void input_setKeybind(char* keybind, KeybindType type, int key, int reverse);
 int  input_getKeybind(char* keybind, KeybindType* type, int* reverse);
 
-// Handle the events.
+/* Handle the events. */
 void input_handle(SDL_Event* event);
 
-// Init/Exit.
+/* Init/Exit. */
 void input_init(void);
 void input_exit(void);
 
diff --git a/src/joystick.h b/src/joystick.h
index 0ad9e50..30cff30 100644
--- a/src/joystick.h
+++ b/src/joystick.h
@@ -1,12 +1,12 @@
 #pragma once
 
-// Get the joystick index number based on its name.
+/* Get the joystick index number based on its name. */
 int joystick_get(char* namjoystick);
 
-// set the game to use the joystick of index indjoystick.
+/* set the game to use the joystick of index indjoystick. */
 int joystick_use(int indjoystick);
 
-// Exit functions.
+/* Exit functions. */
 int joystick_init(void);
 void joystick_exit(void);
 
diff --git a/src/lephisto.h b/src/lephisto.h
index aa36e98..78d9396 100644
--- a/src/lephisto.h
+++ b/src/lephisto.h
@@ -12,18 +12,18 @@
 
 #define pow2(x)  ((x)*(x))
 
-#define DATA_DEF    "data"  // Default data packfile.
-extern char* data;          // Modifiable datafile.
-#define DATA        data    // Data file.
-#define DATA_NAME_LEN 32    // Max length of data name.
+#define DATA_DEF    "data"  /* Default data packfile. */
+extern char* data;          /* Modifiable datafile. */
+#define DATA        data    /* Data file. */
+#define DATA_NAME_LEN 32    /* Max length of data name. */
 extern char dataname[DATA_NAME_LEN];
 
-// Max filename path.
+/* Max filename path. */
 #ifndef PATH_MAX
 #  define PATH_MAX 128
 #endif
 
 #ifndef M_PI
-#define M_PI 3.14159265358979323846 // Pi.
+#define M_PI 3.14159265358979323846 /* Pi. */
 #endif
 
diff --git a/src/llua.h b/src/llua.h
index 348eaec..2d2fc88 100644
--- a/src/llua.h
+++ b/src/llua.h
@@ -1,10 +1,10 @@
 #pragma once
 #include "lua.h"
 
-// Individual libraries.
-int lua_loadLephisto(lua_State* L);   // Always read only.
+/* Individual libraries. */
+int lua_loadLephisto(lua_State* L);   /* Always read only. */
 int lua_loadSpace(lua_State* L, int readonly);
 int lua_loadTime(lua_State* L, int readonly);
-int lua_loadRnd(lua_State* L);        // Always read only.
-int lua_loadTk(lua_State* L);         // Always read only.
+int lua_loadRnd(lua_State* L);        /* Always read only. */
+int lua_loadTk(lua_State* L);         /* Always read only. */
 
diff --git a/src/lluadef.h b/src/lluadef.h
index cf8275a..0f89e04 100644
--- a/src/lluadef.h
+++ b/src/lluadef.h
@@ -4,7 +4,7 @@
 #include "lauxlib.h"
 #include "lualib.h"
 
-// Debug stuff.
+/* Debug stuff. */
 #define LLUA_DEBUG(str, args...) \
   (fprintf(stdout, "Lua: "str"\n", ## args))
 
@@ -19,7 +19,7 @@
     return 0; \
   }
 
-// Comfortability macros.
+/* Comfortability macros. */
 #define luaL_dobuffer(L, b, n, s) \
   (luaL_loadbuffer(L, b, n, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
 
diff --git a/src/ltime.h b/src/ltime.h
index 89efd22..f436da2 100644
--- a/src/ltime.h
+++ b/src/ltime.h
@@ -1,13 +1,13 @@
 #pragma once
 
-// How long a 'unit' of time is.
+/* How long a 'unit' of time is. */
 #define LTIME_UNIT_LENGTH 1000
 
-// Get.
+/* Get. */
 unsigned int ltime_get(void);
 char* ltime_pretty(unsigned int t);
 
-// Set.
+/* Set. */
 void ltime_set(unsigned int t);
 void ltime_inc(unsigned int t);
 
diff --git a/src/map.h b/src/map.h
index a150efe..8f25f10 100644
--- a/src/map.h
+++ b/src/map.h
@@ -1,9 +1,9 @@
 #pragma once
 
-// Open the map window.
+/* Open the map window. */
 void map_open(void);
 
-// Misc.
+/* Misc. */
 void map_clear(void);
 void map_jump(void);
 
diff --git a/src/misn_lua.h b/src/misn_lua.h
index 36083ae..199dee7 100644
--- a/src/misn_lua.h
+++ b/src/misn_lua.h
@@ -2,15 +2,15 @@
 
 #include "lua.h"
 
-// Check if a flag exists on the variable stack.
+/* Check if a flag exists on the variable stack. */
 int var_checkflag(char* str);
 void var_cleanup(void);
 
-// Load the libraries for a lua state.
+/* Load the libraries for a lua state. */
 int misn_loadLibs(lua_State* L);
-int misn_loadCondLibs(lua_State* L); // Safe read only stuff.
+int misn_loadCondLibs(lua_State* L); /* Safe read only stuff. */
 
-// Individual library stuff.
+/* Individual library stuff. */
 int lua_loadMisn(lua_State* L);
 int lua_loadVar(lua_State* L, int readonly);
 int lua_loadPlayer(lua_State* L);
diff --git a/src/mission.h b/src/mission.h
index 5a1b075..bcae8de 100644
--- a/src/mission.h
+++ b/src/mission.h
@@ -1,7 +1,7 @@
 #pragma once
 #include "misn_lua.h"
 
-// Availability by location.
+/* Availability by location. */
 #define MIS_AVAIL_NONE        0
 #define MIS_AVAIL_COMPUTER    1
 #define MIS_AVAIL_BAR         2
@@ -9,73 +9,73 @@
 #define MIS_AVAIL_SHIPYARD    4
 #define MIS_AVAIL_LAND        5
 
-// Flags.
+/* Flags. */
 #define mis_isFlag(m,f)   ((m)->flags  & (f))
 #define mis_setFlag(m,f)  ((m)->flags |= (f))
 #define mis_rmFlag(m,f)   ((m)->flags ^= (f))
 
-#define MISSION_UNIQUE        1 // Unique missions can't be repeated.
+#define MISSION_UNIQUE        1 /* Unique missions can't be repeated. */
 
-// Static mission data.
+/* Static mission data. */
 typedef struct MissionData_ {
-  char* name; // the name of the mission.
+  char* name; /* the name of the mission. */
 
-  // Availability.
+  /* Availability. */
   struct {
-    int loc;      // Location.
-    int chance;   // Chance of it appearing.
+    int loc;      /* Location. */
+    int chance;   /* Chance of it appearing. */
 
-    // For specific cases.
+    /* For specific cases. */
     char* planet;
     char* system;
 
-    // For generic cases.
+    /* For generic cases. */
     int* factions;
     int nfactions;
 
-    char* cond;   // Conditional that must be met.
+    char* cond;   /* Conditional that must be met. */
   } avail;
 
-  unsigned int flags; // Flags to store binary properties.
+  unsigned int flags; /* Flags to store binary properties. */
 
   char* lua;
 } MissionData;
 
-// Active mission.
+/* Active mission. */
 typedef struct Mission_ {
   MissionData* data;
-  // Unique mission identifier, used for keeping track of hooks.
+  /* Unique mission identifier, used for keeping track of hooks. */
   unsigned int id;
 
-  char* title;  // Not to be confused with name..
-  char* desc;   // Description of the mission.
-  char* reward; // Rewards - in text.
+  char* title;  /* Not to be confused with name.. */
+  char* desc;   /* Description of the mission. */
+  char* reward; /* Rewards - in text. */
 
-  // Mission cargo give to the player - Need to cleanup.
+  /* Mission cargo give to the player - Need to cleanup. */
   unsigned int* cargo;
   int ncargo;
 
-  lua_State* L; // The state of the running lua code.
+  lua_State* L; /* The state of the running lua code. */
 } Mission;
 
-#define MISSION_MAX 6 // No sense in the player having unlimited missions..
+#define MISSION_MAX 6 /* No sense in the player having unlimited missions.. */
 extern Mission player_missions[MISSION_MAX];
 
-// For mission computer.
+/* For mission computer. */
 Mission* missions_computer(int* n, int faction, char* planet, char* system);
-// Player accepted mission - mission computer.
+/* Player accepted mission - mission computer. */
 int mission_accept(Mission* mission);
 void missions_bar(int faction, char* planet, char* system);
 
-// Misc.
+/* Misc. */
 int mission_getID(char* name);
 MissionData* mission_get(int id);
 
-// Cargo stuff.
+/* Cargo stuff. */
 void mission_linkCargo(Mission* misn, unsigned int cargo_id);
 void mission_unlinkCargo(Mission* misn, unsigned int cargo_id);
 
-// Load/Quit.
+/* Load/Quit. */
 int missions_load(void);
 void mission_cleanup(Mission* misn);
 void missions_free(void);
diff --git a/src/music.h b/src/music.h
index 136afc9..8d071d0 100644
--- a/src/music.h
+++ b/src/music.h
@@ -1,22 +1,22 @@
 #pragma once
 #include "lua.h"
 
-// Thread.
+/* Thread. */
 int music_thread(void* unused);
 void music_kill(void);
 
-// Init/Exit.
+/* Init/Exit. */
 int music_init(void);
 int music_makeList(void);
 void music_exit(void);
 
-// Music control.
+/* Music control. */
 void music_volume(const double vol);
 void music_load(const char* name);
 void music_play(void);
 void music_stop(void);
 
-// Lua control.
+/* Lua control. */
 int lua_loadMusic(lua_State* L, int read_only);
 int music_choose(char* situation);
 
diff --git a/src/opengl.h b/src/opengl.h
index 22985f9..66b7181 100644
--- a/src/opengl.h
+++ b/src/opengl.h
@@ -5,7 +5,7 @@
 #include "colour.h"
 #include "physics.h"
 
-// Recommended for compatibility bullshit.
+/* Recommended for compatibility bullshit. */
 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
 #  define RMASK 0xff000000
 #  define GMASK 0x00ff0000
@@ -19,7 +19,7 @@
 #endif
 #define RGBMASK RMASK,GMASK,BMASK,AMASK
 
-// Info about opengl screen.
+/* Info about opengl screen. */
 #define OPENGL_FULLSCREEN   (1<<0)
 #define OPENGL_DOUBLEBUF    (1<<1)
 #define OPENGL_AA_POINT     (1<<2)
@@ -27,15 +27,15 @@
 #define OPENGL_AA_POLYGON   (1<<4)
 #define OPENGL_FRAG_SHADER  (1<<5)
 #define OPENGL_VERT_SHADER  (1<<6)
-#define gl_has(f)           (gl_screen.flags & (f)) // Check for the flag.
+#define gl_has(f)           (gl_screen.flags & (f)) /* Check for the flag. */
 typedef struct glInfo_ {
-  int w, h;         // Window dimensions.
-  int depth;        // Depth in bpp.
-  int r, g, b, a;   // Framebuffer values in bits.
-  int flags;        // Store different properties.
-  int tex_max;      // Max texture size.
+  int w, h;         /* Window dimensions. */
+  int depth;        /* Depth in bpp. */
+  int r, g, b, a;   /* Framebuffer values in bits. */
+  int flags;        /* Store different properties. */
+  int tex_max;      /* Max texture size. */
 } glInfo;
-extern glInfo gl_screen; // Local structure set with gl_init etc.
+extern glInfo gl_screen; /* Local structure set with gl_init etc. */
 
 #define SCREEN_W  gl_screen.w
 #define SCREEN_H  gl_screen.h
@@ -43,56 +43,56 @@ extern glInfo gl_screen; // Local structure set with gl_init etc.
 #define COLOUR(x)   glColor4d((x).r, (x).g, (x).b, (x).a)
 #define ACOLOUR(x,a) glColor4d((x).r, (x).g, (x).b, a)
 
-// Spritesheet info.
+/* Spritesheet info. */
 typedef struct glTexture_ {
-  double w, h;        // Real size of the image (excluding POT buffer.
-  double rw, rh;      // Size of POT surface.
-  double sx, sy;      // Number of sprites on x and y axes.
-  double sw, sh;      // Size of each sprite.
-  GLuint texture;     // The opengl texture itself.
-  uint8_t* trans;     // Maps the transparency.
+  double w, h;        /* Real size of the image (excluding POT buffer. */
+  double rw, rh;      /* Size of POT surface. */
+  double sx, sy;      /* Number of sprites on x and y axes. */
+  double sw, sh;      /* Size of each sprite. */
+  GLuint texture;     /* The opengl texture itself. */
+  uint8_t* trans;     /* Maps the transparency. */
 } glTexture;
 
-// gl_texute loading/freeing.
-glTexture* gl_loadImage(SDL_Surface* surface); // Frees the surface.
+/* gl_texute loading/freeing. */
+glTexture* gl_loadImage(SDL_Surface* surface); /* Frees the surface. */
 glTexture* gl_newImage(const char* path);
 glTexture* gl_newSprite(const char* path, const int sx, const int sy);
 void gl_freeTexture(glTexture* texture);
 
-// Rendering.
-// Blits a sprite, relative pos.
+/* Rendering. */
+/* Blits a sprite, relative pos. */
 void gl_blitSprite(const glTexture* sprite, const double bx, const double by,
                    const int sx, const int sy, const glColour* c);
 
-// Blits a texture rotated, relative pos.
+/* Blits a texture rotated, relative pos. */
 void gl_blitRotate(const glTexture* texture,
     const double bx, const double by,
     const double dir, const glColour* c);
 
-// Blit the entire image, absolute pos.
+/* Blit the entire image, absolute pos. */
 void gl_blitStatic(const glTexture* texture, const double bx, const double by,
                    const glColour* c);
 
-// Bind the camera to a vector.
+/* Bind the camera to a vector. */
 void gl_bindCamera(const Vec2* pos);
 
-// Circle drawing.
+/* Circle drawing. */
 void gl_drawCircle(const double x, const double y, const double r);
 void gl_drawCircleInRect(const double x, const double y, const double r,
                          const double rc, const double ry, const double rw,
                          const double rh);
 
-// Initialize/cleanup.
+/* Initialize/cleanup. */
 int gl_init(void);
 void gl_exit(void);
 
-// Misc.
+/* Misc. */
 int gl_isTrans(const glTexture* t, const int x, const int y);
 void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir);
 void gl_screenshot(const char* filename);
-//#if DEBUG == 1
+/*#if DEBUG == 1 */
 void gl_checkErr(void);
-//#else
-//#define gl_checkErr()
-//#endif
+/*#else */
+/*#define gl_checkErr() */
+/*#endif */
 
diff --git a/src/outfit.h b/src/outfit.h
index fce8b2a..8d39f8a 100644
--- a/src/outfit.h
+++ b/src/outfit.h
@@ -3,10 +3,10 @@
 #include "sound.h"
 
 #define outfit_isProp(o,p)  ((o)->properties & p)
-// Property flags.
+/* Property flags. */
 #define OUTFIT_PROP_WEAP_SECONDARY (1<<0)
 
-// Outfit types.
+/* Outfit types. */
 typedef enum OutfitType_ {
   OUTFIT_TYPE_NULL                      = 0,
   OUTFIT_TYPE_BOLT                      = 1,
@@ -33,94 +33,94 @@ typedef enum DamageType_ {
   DAMAGE_TYPE_KINETIC = 2
 } DamageType;
 
-// An outfit depends a lot on the type.
+/* An outfit depends a lot on the type. */
 typedef struct Outfit_ {
   char* name;
 
-  // General specs.
+  /* General specs. */
   int max;
   int tech;
   int mass;
 
-  // Store stuff.
+  /* Store stuff. */
   unsigned int price;
   char* description;
 
-  glTexture* gfx_store; // Store graphic.
+  glTexture* gfx_store; /* Store graphic. */
 
-  int properties; // Properties stored bitwise.
+  int properties; /* Properties stored bitwise. */
 
-  // Type dependant.
+  /* Type dependant. */
   OutfitType type;
   union {
-    struct { // Bolt.
-      unsigned int delay; // Delay between shots.
-      double speed;       // Speed of shot. (not applicable to beam.
+    struct { /* Bolt. */
+      unsigned int delay; /* Delay between shots. */
+      double speed;       /* Speed of shot. (not applicable to beam. */
       double range;
-      double accuracy;    // Desviation accuracy.
-      double energy;      // Energy usage.
-      DamageType dtype;   // Damage type.
-      double damage;      // Damage.
+      double accuracy;    /* Desviation accuracy. */
+      double energy;      /* Energy usage. */
+      DamageType dtype;   /* Damage type. */
+      double damage;      /* Damage. */
 
       glTexture* gfx_space;
-      ALuint sound; // Sound to play.
-      int spfx;     // Special effect on hit.
+      ALuint sound; /* Sound to play. */
+      int spfx;     /* Special effect on hit. */
     } blt;
-    struct { // Beam.
-      double range;     // Distance it travels.
-      glColour colour;  // Beam colour.
-      double energy;    // Energy drained.
-      double damage_armour, damage_shield; // Damage.
+    struct { /* Beam. */
+      double range;     /* Distance it travels. */
+      glColour colour;  /* Beam colour. */
+      double energy;    /* Energy drained. */
+      double damage_armour, damage_shield; /* Damage. */
     } bem;
-    struct { // Launcher.
-      unsigned int delay; // Delay between shots.
+    struct { /* Launcher. */
+      unsigned int delay; /* Delay between shots. */
       char* ammo;
     } lau;
-    struct { // Ammo.
-      unsigned int duration;  // Duration.
-      double speed;           // Max speed.
-      double turn;            // Turn vel.
-      double thrust;          // Acceleration.
-      double energy;          // Energy usage.
-      DamageType dtype;       // Damage type.
-      double damage;          // Damage.
+    struct { /* Ammo. */
+      unsigned int duration;  /* Duration. */
+      double speed;           /* Max speed. */
+      double turn;            /* Turn vel. */
+      double thrust;          /* Acceleration. */
+      double energy;          /* Energy usage. */
+      DamageType dtype;       /* Damage type. */
+      double damage;          /* Damage. */
 
       glTexture* gfx_space;
-      ALuint sound;         // Sound to play.
-      int spfx;             // Special effect on hit.
-      unsigned int lockon;  // Time taken to lock on the target.
+      ALuint sound;         /* Sound to play. */
+      int spfx;             /* Special effect on hit. */
+      unsigned int lockon;  /* Time taken to lock on the target. */
     } amm;
-    struct { // Modification.
-      // Movement.
+    struct { /* Modification. */
+      /* Movement. */
       double thrust, turn, speed;
 
-      // Health.
+      /* Health. */
       double armour, armour_regen;
       double shield, shield_regen;
       double energy, energy_regen;
       double fuel;
 
-      // Misc.
-      int cargo; // Cargo space to add.
+      /* Misc. */
+      int cargo; /* Cargo space to add. */
     } mod;
-    struct { // Afterburner.
-      double rumble;                    // Percent of rumble.
-      ALuint sound;                     // Sound of the afterburner.
-      double thrust_perc, thrust_abs;   // Percent and absolute thrust bonus.
-      double speed_perc, speed_abs;     // Percent and absolute speed bonus.
-      double energy;                    // Energy used while active.
+    struct { /* Afterburner. */
+      double rumble;                    /* Percent of rumble. */
+      ALuint sound;                     /* Sound of the afterburner. */
+      double thrust_perc, thrust_abs;   /* Percent and absolute thrust bonus. */
+      double speed_perc, speed_abs;     /* Percent and absolute speed bonus. */
+      double energy;                    /* Energy used while active. */
     } afb;
   } u;
 } Outfit;
 
-// Misc.
+/* Misc. */
 void outfit_calcDamage(double* dshield, double* darmour,
     DamageType dtype, double dmg);
 
-// Get.
+/* Get. */
 Outfit* outfit_get(const char* name);
 char** outfit_getTech(int* n, const int* tech, const int techmax);
-// Outfit types.
+/* Outfit types. */
 int outfit_isWeapon(const Outfit* o);
 int outfit_isLauncher(const Outfit* o);
 int outfit_isAmmo(const Outfit* o);
@@ -130,7 +130,7 @@ int outfit_isAfterburner(const Outfit* o);
 const char* outfit_getType(const Outfit* o);
 const char* outfit_getTypeBroad(const Outfit* o);
 
-// Get data from outfit.
+/* Get data from outfit. */
 glTexture* outfit_gfx(const Outfit* o);
 int outfit_spfx(const Outfit* o);
 double outfit_damage(const Outfit* o);
@@ -138,7 +138,7 @@ DamageType outfit_damageType(const Outfit* o);
 int outfit_delay(const Outfit* o);
 double outfit_energy(const Outfit* o);
 
-// Load/free outfit stack.
+/* Load/free outfit stack. */
 int outfit_load(void);
 void outfit_free(void);
 
diff --git a/src/pack.h b/src/pack.h
index 65d4142..badb15b 100644
--- a/src/pack.h
+++ b/src/pack.h
@@ -1,23 +1,23 @@
 #pragma once
 #include <fcntl.h>
-#ifndef _POSIX_SOURCE // No posix.
+#ifndef _POSIX_SOURCE /* No posix. */
 #include <stdio.h>
 #endif
 #include <stdint.h>
 
 typedef struct Packfile_ {
 #ifdef _POSIX_SOURCE
-  int fd; // File descriptor.
+  int fd; /* File descriptor. */
 #else
   FILE* fp;
 #endif
-  uint32_t pos; // position.
-  uint32_t start, end; // file limits.
+  uint32_t pos; /* position. */
+  uint32_t start, end; /* file limits. */
 } Packfile;
 
-// Packfile manipulation. Automatically allocated and freed (with open and close).
+/* Packfile manipulation. Automatically allocated and freed (with open and close). */
 
-// Basic.
+/* Basic. */
 int pack_check(const char* filename);
 int pack_files(const char* outfile, const char** infiles, const uint32_t nfiles);
 int pack_open(Packfile* file, const char* packfile, const char* filename);
@@ -26,7 +26,7 @@ off_t pack_seek(Packfile* file, off_t offset, int whence);
 long pack_tell(Packfile* file);
 int pack_close(Packfile* file);
 
-// Fancy stuff.
+/* Fancy stuff. */
 void* pack_readfile(const char* packfile, const char* filename, uint32_t* filesize);
 char** pack_listfiles(const char* packfile, uint32_t* nfiles);
 
diff --git a/src/physics.h b/src/physics.h
index 37e7ff8..ebf7caf 100644
--- a/src/physics.h
+++ b/src/physics.h
@@ -14,19 +14,19 @@
 #define vect_odist(v)   MOD((v)->x, (v)->y)
 
 
-// Base of 2D vectors.
+/* Base of 2D vectors. */
 typedef struct Vec2_ {
-  double x, y; // Cartesian values.
-  double mod, angle; // Polar values.
+  double x, y; /* Cartesian values. */
+  double mod, angle; /* Polar values. */
 } Vec2;
 
-// Misc
+/* Misc */
 double angle_diff(const double ref, double a);
 void limit_speed(Vec2* vel, const double speed, const double dt);
 
-// Vector manupulation.
+/* Vector manupulation. */
 void vect_cset(Vec2* v, const double x, const double y);
-// Doesn't set mod nor angle.
+/* Doesn't set mod nor angle. */
 void vect_csetmin(Vec2* v, const double x, const double y);
 void vect_pset(Vec2* v, const double mod, const double angle);
 void vectcpy(Vec2* dest, const Vec2* src);
@@ -34,14 +34,14 @@ void vectnull(Vec2* v);
 double vect_angle(const Vec2* ref, const Vec2* v);
 void vect_cadd(Vec2* v, const double x, const double y);
 
-// Describe any solid in 2D space.
+/* Describe any solid in 2D space. */
 typedef struct Solid_ {
-  double mass, dir, dir_vel; // Properties.
-  Vec2 vel, pos, force; // Position/velocity vectors.
-  void(*update)(struct Solid_*, const double); // Update method.
+  double mass, dir, dir_vel; /* Properties. */
+  Vec2 vel, pos, force; /* Position/velocity vectors. */
+  void(*update)(struct Solid_*, const double); /* Update method. */
 } Solid;
 
-// Solid manipulation.
+/* Solid manipulation. */
 void solid_init(Solid* dest, const double mass, const double dir,
                 const Vec2* pos, const Vec2* vel);
 Solid* solid_create(const double mass, const double dir,
diff --git a/src/pilot.h b/src/pilot.h
index 834470b..606ad02 100644
--- a/src/pilot.h
+++ b/src/pilot.h
@@ -9,139 +9,139 @@
 
 #define PLAYER_ID 1
 
-#define HYPERSPACE_ENGINE_DELAY   3000  // Warm up the engines.
-#define HYPERSPACE_FLY_DELAY      5000  // Time taken to hyperspace.
-#define HYPERSPACE_STARS_BLUR     2000  // Time stars blur.
-#define HYPERSPACE_STARS_LENGTH   1000  // Length the stars blur to at max.
-#define HYPERSPACE_FADEOUT        1000  // Time fadeout.
-#define HYPERSPACE_FUEL           100   // Amount of fuel taken.
+#define HYPERSPACE_ENGINE_DELAY   3000  /* Warm up the engines. */
+#define HYPERSPACE_FLY_DELAY      5000  /* Time taken to hyperspace. */
+#define HYPERSPACE_STARS_BLUR     2000  /* Time stars blur. */
+#define HYPERSPACE_STARS_LENGTH   1000  /* Length the stars blur to at max. */
+#define HYPERSPACE_FADEOUT        1000  /* Time fadeout. */
+#define HYPERSPACE_FUEL           100   /* Amount of fuel taken. */
 
-// Aproximation for pilot size.
+/* Aproximation for pilot size. */
 #define PILOT_SIZE_APROX          0.8
-#define PILOT_DISABLED_ARMOUR     0.3   // Based on armour percentage.
+#define PILOT_DISABLED_ARMOUR     0.3   /* Based on armour percentage. */
 
-// Hooks.
-#define PILOT_HOOK_NONE           0     // No hook.
-#define PILOT_HOOK_DEATH          1     // Pilot died.
+/* Hooks. */
+#define PILOT_HOOK_NONE           0     /* No hook. */
+#define PILOT_HOOK_DEATH          1     /* Pilot died. */
 
-// Flags.
+/* Flags. */
 #define pilot_isFlag(p,f)   (p->flags & (f))
 #define pilot_setFlag(p,f)  (p->flags |= (f))
 #define pilot_rmFlag(p,f)   (p->flags ^= (f))
-// Creation.
-#define PILOT_PLAYER        (1<<0)  // Pilot is a player.
-#define PILOT_HASTURRET     (1<<20) // Pilot has turrets.
-#define PILOT_NO_OUTFITS    (1<<21) // Do not create the pilot with outfits.
-#define PILOT_EMPTY         (1<<22) // Do not add pilot to stack.
-// Dynamic.
-#define PILOT_HOSTILE       (1<<1)  // Pilot is hostile to the player.
-#define PILOT_COMBAT        (1<<2)  // Pilot is engaged in combat.
-#define PILOT_AFTERBURNER   (1<<3)  // Pilot has her afterburner activated.
-#define PILOT_HYP_PREP      (1<<5)  // Pilot is getting ready for hyperspace.
-#define PILOT_HYP_BEGIN     (1<<6)  // Pilot is starting engines.
-#define PILOT_HYPERSPACE    (1<<7)  // Pilot is in hyperspace.
-#define PILOT_BOARDED       (1<<8)  // Pilot has been boarded already!
-#define PILOT_DISABLED      (1<<9)  // Pilot is disabled.
-#define PILOT_DEAD          (1<<10) // Pilot is on it's death bed.
-#define PILOT_EXPLODED      (1<<11) // Pilot did final death explosion.
-#define PILOT_DELETE        (1<<15) // Pilot will get delete asap.
+/* Creation. */
+#define PILOT_PLAYER        (1<<0)  /* Pilot is a player. */
+#define PILOT_HASTURRET     (1<<20) /* Pilot has turrets. */
+#define PILOT_NO_OUTFITS    (1<<21) /* Do not create the pilot with outfits. */
+#define PILOT_EMPTY         (1<<22) /* Do not add pilot to stack. */
+/* Dynamic. */
+#define PILOT_HOSTILE       (1<<1)  /* Pilot is hostile to the player. */
+#define PILOT_COMBAT        (1<<2)  /* Pilot is engaged in combat. */
+#define PILOT_AFTERBURNER   (1<<3)  /* Pilot has her afterburner activated. */
+#define PILOT_HYP_PREP      (1<<5)  /* Pilot is getting ready for hyperspace. */
+#define PILOT_HYP_BEGIN     (1<<6)  /* Pilot is starting engines. */
+#define PILOT_HYPERSPACE    (1<<7)  /* Pilot is in hyperspace. */
+#define PILOT_BOARDED       (1<<8)  /* Pilot has been boarded already! */
+#define PILOT_DISABLED      (1<<9)  /* Pilot is disabled. */
+#define PILOT_DEAD          (1<<10) /* Pilot is on it's death bed. */
+#define PILOT_EXPLODED      (1<<11) /* Pilot did final death explosion. */
+#define PILOT_DELETE        (1<<15) /* Pilot will get delete asap. */
 
-// Just makes life simpler.
+/* Just makes life simpler. */
 #define pilot_isPlayer(p)   ((p)->flags & PILOT_PLAYER)
 #define pilot_isDisabled(p) ((p)->flags & PILOT_DISABLED)
 
 typedef struct PilotOutfit_ {
-  Outfit* outfit;     // Associated outfit.
-  int quantity;       // Number of outfits of this type that the pilot has.
-  unsigned int timer; // Used to store last used weapon time.
+  Outfit* outfit;     /* Associated outfit. */
+  int quantity;       /* Number of outfits of this type that the pilot has. */
+  unsigned int timer; /* Used to store last used weapon time. */
 } PilotOutfit;
 
-// Pilot commodity.
+/* Pilot commodity. */
 typedef struct PilotCommodity_ {
   Commodity* commodity;
   int quantity;
-  unsigned int id;  // Special mission id for cargo.
+  unsigned int id;  /* Special mission id for cargo. */
 } PilotCommodity;
 
-// Primary pilot structure.
+/* Primary pilot structure. */
 typedef struct Pilot_ {
-  unsigned int id;  // Pilots id.
-  char* name;       // Pilot's name (if unique).
-  char* title;      // Title - Usuall indicating special properties - TODO.
+  unsigned int id;  /* Pilots id. */
+  char* name;       /* Pilot's name (if unique). */
+  char* title;      /* Title - Usuall indicating special properties - TODO. */
 
   int faction;
 
-  // Object characteristics.
-  Ship* ship;     // Pilots ship.
-  Solid* solid;   // Associated solid (physics).
-  int tsx, tsy;   // Current sprite, calculated on update.
+  /* Object characteristics. */
+  Ship* ship;     /* Pilots ship. */
+  Solid* solid;   /* Associated solid (physics). */
+  int tsx, tsy;   /* Current sprite, calculated on update. */
 
   double thrust, turn, speed;
 
-  // Current health.
+  /* Current health. */
   double armour, shield, energy, fuel;
   double armour_max, shield_max, energy_max, fuel_max;
   double armour_regen, shield_regen, energy_regen;
 
-  void (*think)(struct Pilot_*); // AI thinking for the pilot.
-  void (*update)(struct Pilot_*, const double); // Update the pilot.
-  void (*render)(struct Pilot_*); // Rendering the pilot.
+  void (*think)(struct Pilot_*); /* AI thinking for the pilot. */
+  void (*update)(struct Pilot_*, const double); /* Update the pilot. */
+  void (*render)(struct Pilot_*); /* Rendering the pilot. */
 
-  // Outfit management.
+  /* Outfit management. */
   PilotOutfit* outfits;
   int noutfits;
-  PilotOutfit* secondary;   // Secondary weapon.
-  PilotOutfit* ammo;        // Secondary ammo (if needed).
-  PilotOutfit* afterburner; // Ze afterburner.
+  PilotOutfit* secondary;   /* Secondary weapon. */
+  PilotOutfit* ammo;        /* Secondary ammo (if needed). */
+  PilotOutfit* afterburner; /* Ze afterburner. */
 
-  // Cargo.
-  int credits; // Moniez the pilot has.
-  PilotCommodity* commodities; // Commodity and quantity.
+  /* Cargo. */
+  int credits; /* Moniez the pilot has. */
+  PilotCommodity* commodities; /* Commodity and quantity. */
   int ncommodities;
   int cargo_free;
 
-  // Misc.
-  uint32_t flags; // Used for AI etc.
-  unsigned int ptimer;  // Generic timer for internal pilot use.
+  /* Misc. */
+  uint32_t flags; /* Used for AI etc. */
+  unsigned int ptimer;  /* Generic timer for internal pilot use. */
 
-  // Hook attached to the pilot.
+  /* Hook attached to the pilot. */
   int hook_type;
   int hook;
 
-  // AI.
-  AI_Profile* ai; // Ai personality profile.
-  unsigned int tcontrol; // Timer for control tick.
-  unsigned int timer[MAX_AI_TIMERS]; // Timers for AI.
-  Task* task; // Current action.
+  /* AI. */
+  AI_Profile* ai; /* Ai personality profile. */
+  unsigned int tcontrol; /* Timer for control tick. */
+  unsigned int timer[MAX_AI_TIMERS]; /* Timers for AI. */
+  Task* task; /* Current action. */
 } Pilot;
 
-// Fleets.
+/* Fleets. */
 typedef struct FleetPilot_ {
-  Ship* ship; // Ship that the pilot is flying.
-  char* name; // For special 'unique' names.
-  int chance; // Chance of this pilot appearing in the fleet.
+  Ship* ship; /* Ship that the pilot is flying. */
+  char* name; /* For special 'unique' names. */
+  int chance; /* Chance of this pilot appearing in the fleet. */
 } FleetPilot;
 
 typedef struct Fleet_ {
-  char* name;   // Fleet name, used as an identifier.
-  int faction;  // Faction of the fleet.
+  char* name;   /* Fleet name, used as an identifier. */
+  int faction;  /* Faction of the fleet. */
 
-  AI_Profile* ai; // A useable profile.
+  AI_Profile* ai; /* A useable profile. */
 
-  FleetPilot* pilots; // The pilots in the fleet.
-  int npilots; // Total number of pilots.
+  FleetPilot* pilots; /* The pilots in the fleet. */
+  int npilots; /* Total number of pilots. */
 } Fleet;
 
-// Grabing pilot crap.
-extern Pilot* player; // The player.
+/* Grabing pilot crap. */
+extern Pilot* player; /* The player. */
 Pilot* pilot_get(unsigned int id);
 unsigned int pilot_getNext(const unsigned int id);
 unsigned int pilot_getNearest(const Pilot* p);
-unsigned int pilot_getHostile(void); // Only for the player.
+unsigned int pilot_getHostile(void); /* Only for the player. */
 Fleet* fleet_get(const char* name);
 int pilot_getJumps(const Pilot* p);
 
-// MISC.
+/* MISC. */
 void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
 void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
     const DamageType dtype, const double damage);
@@ -149,23 +149,23 @@ void pilot_setSecondary(Pilot* p, const char* secondary);
 void pilot_setAmmo(Pilot* p);
 void pilot_setAfterburner(Pilot* p);
 double pilot_face(Pilot* p, const float dir);
-// Outfits.
-int pilot_freeSpace(Pilot* p); // Pilot space.
+/* Outfits. */
+int pilot_freeSpace(Pilot* p); /* Pilot space. */
 int pilot_addOutfit(Pilot* pilot, Outfit* outfit, int quantity);
 int pilot_rmOutfit(Pilot* pilot, Outfit* outfit, int quantity);
 char* pilot_getOutfits(Pilot* pilot);
 void pilot_calcStats(Pilot* pilot);
-// Normal cargo.
-int pilot_cagoUsed(Pilot* pilot);   // Get amount of cargo onboard.
-int pilot_cargoFree(Pilot* p);      // Cargo space.
+/* Normal cargo. */
+int pilot_cagoUsed(Pilot* pilot);   /* Get amount of cargo onboard. */
+int pilot_cargoFree(Pilot* p);      /* Cargo space. */
 int pilot_addCargo(Pilot* pilot, Commodity* cargo, int quantity);
 int pilot_rmCargo(Pilot* pilot, Commodity* cargo, int quantity);
-// Mission cargo - Not to be confused with normal cargo.
+/* Mission cargo - Not to be confused with normal cargo. */
 unsigned int pilot_addMissionCargo(Pilot* pilot, Commodity* cargo, int quantity);
 int pilot_rmMissionCargo(Pilot* pilot, unsigned int cargo_id);
 
 
-// Creation.
+/* Creation. */
 void pilot_init(Pilot* dest, Ship* ship, char* name, int faction,
                 AI_Profile* ai, const double dir, const Vec2* pos,
                 const Vec2* vel, const int flags);
@@ -179,16 +179,16 @@ Pilot* pilot_createEmpty(Ship* ship, char* name,
 
 Pilot* pilot_copy(Pilot* src);
 
-// Init/Cleanup.
+/* Init/Cleanup. */
 void pilot_destroy(Pilot* p);
 void pilots_free(void);
 void pilots_clean(void);
 void pilots_cleanAll(void);
 void pilot_free(Pilot* p);
-int fleet_load(void); // TODO
+int fleet_load(void); /* TODO */
 void fleet_free(void);
 
-// Update.
+/* Update. */
 void pilots_update(double dt);
 void pilots_render(void);
 
diff --git a/src/player.h b/src/player.h
index 3d0b618..0152832 100644
--- a/src/player.h
+++ b/src/player.h
@@ -1,58 +1,58 @@
 #pragma once
 #include "pilot.h"
 
-// Flag definitions.
-#define PLAYER_TURN_LEFT    (1<<0)    // Player is turning left.
-#define PLAYER_TURN_RIGHT   (1<<1)    // Player is turning right.
-#define PLAYER_REVERSE      (1<<2)    // Player is facint opposite vel.
-#define PLAYER_AFTERBURNER  (1<<3)    // Player is burning it up.
-#define PLAYER_DESTROYED    (1<<9)    // Player goes BOOM!
-#define PLAYER_FACE         (1<<10)   // Player is facing target.
-#define PLAYER_PRIMARY      (1<<11)   // Player is shooting primary weapon.
-#define PLAYER_SECONDARY    (1<<12)   // Player is shooting secondary weapon.
-#define PLAYER_LANDACK      (1<<13)   // Player has permission to land.
-#define PLAYER_CREATING     (1<<14)   // Player is being created.
+/* Flag definitions. */
+#define PLAYER_TURN_LEFT    (1<<0)    /* Player is turning left. */
+#define PLAYER_TURN_RIGHT   (1<<1)    /* Player is turning right. */
+#define PLAYER_REVERSE      (1<<2)    /* Player is facint opposite vel. */
+#define PLAYER_AFTERBURNER  (1<<3)    /* Player is burning it up. */
+#define PLAYER_DESTROYED    (1<<9)    /* Player goes BOOM! */
+#define PLAYER_FACE         (1<<10)   /* Player is facing target. */
+#define PLAYER_PRIMARY      (1<<11)   /* Player is shooting primary weapon. */
+#define PLAYER_SECONDARY    (1<<12)   /* Player is shooting secondary weapon. */
+#define PLAYER_LANDACK      (1<<13)   /* Player has permission to land. */
+#define PLAYER_CREATING     (1<<14)   /* Player is being created. */
 
-// Flag functions.
+/* Flag functions. */
 #define player_isFlag(f)  (player_flags  & f)
 #define player_setFlag(f) if(!player_isFlag(f)) (player_flags |= f)
 #define player_rmFlag(f)  if(player_isFlag(f)) (player_flags ^= f)
 
-// The player.
+/* The player. */
 extern Pilot* pilot;
 extern char* player_name;
 extern unsigned int player_flags;
 extern int combat_crating;
 
-// Enums.
+/* Enums. */
 
-// For render functions.
+/* For render functions. */
 typedef enum RadarShape_ { RADAR_RECT, RADAR_CIRCLE } RadarShape;
 
-// Creation/Cleanup.
+/* Creation/Cleanup. */
 void player_new(void);
 void player_newShip(Ship* ship, double px, double py,
                     double vx, double vy, double dir);
 void player_cleanup(void);
 int gui_load(const char* name);
 
-// Render.
+/* Render. */
 int gui_init(void);
 void gui_free(void);
 void player_render(void);
-void player_renderBG(void); // Render BG layer.
+void player_renderBG(void); /* Render BG layer. */
 
-// Misc.
+/* Misc. */
 void player_message(const char* fmt, ...);
 void player_clear(void);
 void player_warp(const double x, const double y);
 const char* player_rating(void);
-// Cargo.
+/* Cargo. */
 int player_outfitOwned(const char* outfitname);
 int player_cargoOwned(const char* commodityname);
 void player_rmMissionCargo(unsigned int cargo_id);
 
-// Pilot ships.
+/* Pilot ships. */
 char** player_ships(int* nships);
 int    player_nships(void);
 Pilot* player_getShip(char* shipname);
@@ -60,11 +60,11 @@ char*  player_getLoc(char* shipname);
 void   player_setLoc(char* shipname, char* loc);
 void   player_swapShip(char* shipname);
 
-// Player missions.
+/* Player missions. */
 void player_missionFinished(int id);
 int player_missionAlreadyDone(int id);
 
-// Keybind actions.
+/* Keybind actions. */
 void player_setRadarRel(int mod);
 void player_secondaryNext(void);
 void player_targetPlanet(void);
diff --git a/src/rng.h b/src/rng.h
index 6e5089a..9b4576a 100644
--- a/src/rng.h
+++ b/src/rng.h
@@ -1,6 +1,6 @@
 #pragma once
 
-#define RNG(L,H)  ((int)L + (int)((double)(H-L+1) * randfp())) // L <= RNG <= H
+#define RNG(L,H)  ((int)L + (int)((double)(H-L+1) * randfp())) /* L <= RNG <= H */
 #define RNGF()  (randfp())
 
 void rng_init(void);
diff --git a/src/ship.h b/src/ship.h
index 2ebe8ac..33ce395 100644
--- a/src/ship.h
+++ b/src/ship.h
@@ -3,7 +3,7 @@
 #include "outfit.h"
 #include "sound.h"
 
-// Target gfx dimensions.
+/* Target gfx dimensions. */
 #define SHIP_TARGET_W 128
 #define SHIP_TARGET_H 96
 
@@ -23,63 +23,63 @@ typedef enum ShipClass_ {
   SHIP_CLASS_HYB_HEAVY  = 12
 } ShipClass;
 
-// Small wrapper for the outfits.
+/* Small wrapper for the outfits. */
 typedef struct ShipOutfit_ {
-  struct ShipOutfit_* next; // Linked list.
-  Outfit* data; // Data itself.
+  struct ShipOutfit_* next; /* Linked list. */
+  Outfit* data; /* Data itself. */
   int quantity;
 } ShipOutfit;
 
 
-// Ship structure.
+/* Ship structure. */
 typedef struct Ship_ {
-  char* name; // Ship name.
-  ShipClass class; // Ship class.
+  char* name; /* Ship name. */
+  ShipClass class; /* Ship class. */
 
-  // Store stuff.
-  int price;      // Price!
+  /* Store stuff. */
+  int price;      /* Price! */
   int tech;
-  char* fabricator;  // Manufacturer.
-  char* description; // Sales pitch.
+  char* fabricator;  /* Manufacturer. */
+  char* description; /* Sales pitch. */
 
-  // Movement.
+  /* Movement. */
   double thrust, turn, speed;
 
-  // Graphics.
+  /* Graphics. */
   glTexture* gfx_space, *gfx_target;
 
-  // GUI interface.
+  /* GUI interface. */
   char* gui;
 
-  // Sound.
+  /* Sound. */
   ALuint sound;
 
-  // Characteristics.
+  /* Characteristics. */
   int crew;
   int mass;
-  int fuel; // How many jumps by default.
+  int fuel; /* How many jumps by default. */
 
-  // Health.
+  /* Health. */
   double armour, armour_regen;
   double shield, shield_regen;
   double energy, energy_regen;
 
-  // Capacity.
+  /* Capacity. */
   int cap_cargo, cap_weapon;
 
-  // Outfits
+  /* Outfits */
   ShipOutfit* outfit;
 } Ship;
 
-// Get.
+/* Get. */
 Ship* ship_get(const char* name);
 char** ship_getTech(int* n, const int* tech, const int techmax);
 char* ship_class(Ship* p);
 
-// Load/quit.
+/* Load/quit. */
 int ships_load(void);
 void ships_free(void);
 
-// Toolkit.
+/* Toolkit. */
 void ship_view(char* shipname);
 
diff --git a/src/sound.h b/src/sound.h
index 942c205..14c2e82 100644
--- a/src/sound.h
+++ b/src/sound.h
@@ -2,31 +2,31 @@
 #include <AL/al.h>
 #include "physics.h"
 
-#define VOICE_LOOPING   (1<<10) // Voice loops.
-#define VOICE_STATIC    (1<<11) // Voice isn't relative.
+#define VOICE_LOOPING   (1<<10) /* Voice loops. */
+#define VOICE_STATIC    (1<<11) /* Voice isn't relative. */
 
 struct alVoice;
 typedef struct alVoice alVoice;
 
-// Sound subsystem.
+/* Sound subsystem. */
 int sound_init(void);
 void sound_exit(void);
 void sound_update(void);
 
-// Sound manupulation functions.
+/* Sound manupulation functions. */
 ALuint sound_get(char* name);
 void sound_volume(const double vol);
 
-// Voice manipulation function.
+/* Voice manipulation function. */
 alVoice* sound_addVoice(int priority, double px, double py,
     double vx, double vy, const ALuint buffer, const unsigned int flags);
 
-void sound_delVoice(alVoice* voice); // Delete voice.
+void sound_delVoice(alVoice* voice); /* Delete voice. */
 
 void voice_update(alVoice* voice, double px, double py, double vx, double vy);
 void voice_buffer(alVoice* voice, const ALuint buffer, const unsigned int flags);
 void voice_stop(alVoice* voice);
 
-// Listener manipulation.
+/* Listener manipulation. */
 void sound_listener(double dir, double px, double py, double vx, double vy);
 
diff --git a/src/space.h b/src/space.h
index e9da6bc..c7a2ac5 100644
--- a/src/space.h
+++ b/src/space.h
@@ -9,110 +9,110 @@
 
 #define PLANET_TECH_MAX   8
 
-// Planet types. I didn't take them from Star Trek, I promise.
+/* Planet types. I didn't take them from Star Trek, I promise. */
 typedef enum PlanetClass_ {
   PLANET_CLASS_NULL = 0,
-  PLANET_CLASS_A,   // Geothermal.
-  PLANET_CLASS_B,   // Geomorteus.
-  PLANET_CLASS_C,   // Geoinactive.
-  PLANET_CLASS_D,   // Asteroid/Moon.
-  PLANET_CLASS_E,   // Geoplastic.
-  PLANET_CLASS_F,   // Geometallic.
-  PLANET_CLASS_G,   // GroCrystaline.
-  PLANET_CLASS_H,   // Desert.
-  PLANET_CLASS_I,   // Gas Supergiant.
-  PLANET_CLASS_J,   // Gas Giant.
-  PLANET_CLASS_K,   // Adaptable.
-  PLANET_CLASS_L,   // Marginal.
-  PLANET_CLASS_M,   // Terrestrial.
-  PLANET_CLASS_N,   // Reducing.
-  PLANET_CLASS_O,   // Pelagic.
-  PLANET_CLASS_P,   // Glaciated.
-  PLANET_CLASS_Q,   // Variable.
-  PLANET_CLASS_R,   // Rogue.
-  PLANET_CLASS_S,   // Ultragiant.
-  PLANET_CLASS_T,   // Ultragiant.
-  PLANET_CLASS_X,   // Demon.
-  PLANET_CLASS_Y,   // Demon.
-  PLANET_CLASS_Z,   // Demon.
-  STATION_CLASS_A,  // Civilian station.
-  STATION_CLASS_B,  // Military station.
-  STATION_CLASS_C,  // Interfactional station.
-  STATION_CLASS_D,  // Robotoc station.
+  PLANET_CLASS_A,   /* Geothermal. */
+  PLANET_CLASS_B,   /* Geomorteus. */
+  PLANET_CLASS_C,   /* Geoinactive. */
+  PLANET_CLASS_D,   /* Asteroid/Moon. */
+  PLANET_CLASS_E,   /* Geoplastic. */
+  PLANET_CLASS_F,   /* Geometallic. */
+  PLANET_CLASS_G,   /* GroCrystaline. */
+  PLANET_CLASS_H,   /* Desert. */
+  PLANET_CLASS_I,   /* Gas Supergiant. */
+  PLANET_CLASS_J,   /* Gas Giant. */
+  PLANET_CLASS_K,   /* Adaptable. */
+  PLANET_CLASS_L,   /* Marginal. */
+  PLANET_CLASS_M,   /* Terrestrial. */
+  PLANET_CLASS_N,   /* Reducing. */
+  PLANET_CLASS_O,   /* Pelagic. */
+  PLANET_CLASS_P,   /* Glaciated. */
+  PLANET_CLASS_Q,   /* Variable. */
+  PLANET_CLASS_R,   /* Rogue. */
+  PLANET_CLASS_S,   /* Ultragiant. */
+  PLANET_CLASS_T,   /* Ultragiant. */
+  PLANET_CLASS_X,   /* Demon. */
+  PLANET_CLASS_Y,   /* Demon. */
+  PLANET_CLASS_Z,   /* Demon. */
+  STATION_CLASS_A,  /* Civilian station. */
+  STATION_CLASS_B,  /* Military station. */
+  STATION_CLASS_C,  /* Interfactional station. */
+  STATION_CLASS_D,  /* Robotoc station. */
 } PlanetClass;
 
-// Planet services.
-#define PLANET_SERVICE_LAND       (1<<0) // Can we land?
-#define PLANET_SERVICE_BASIC      (1<<1) // Refueling, spaceport bar, new.
+/* Planet services. */
+#define PLANET_SERVICE_LAND       (1<<0) /* Can we land? */
+#define PLANET_SERVICE_BASIC      (1<<1) /* Refueling, spaceport bar, new. */
 #define PLANET_SERVICE_COMMODITY  (1<<2)
 #define PLANET_SERVICE_OUTFITS    (1<<3)
 #define PLANET_SERVICE_SHIPYARD   (1<<4)
 #define planet_hasService(p,s)    ((p)->services & s)
 
 typedef struct Planet_ {
-  char* name;               // Planet name
-  Vec2 pos;                 // Position in star system.
+  char* name;               /* Planet name */
+  Vec2 pos;                 /* Position in star system. */
 
-  PlanetClass class;        // Planet type.
-  int faction;              // Planet faction.
+  PlanetClass class;        /* Planet type. */
+  int faction;              /* Planet faction. */
 
-  char* description;        // Planet description.
-  char* bar_description;    // Spaceport bar description.
-  unsigned int services;    // Offered services.
-  Commodity** commodities;  // Commodities sold.
-  int ncommodities;         // Amount in stock.
+  char* description;        /* Planet description. */
+  char* bar_description;    /* Spaceport bar description. */
+  unsigned int services;    /* Offered services. */
+  Commodity** commodities;  /* Commodities sold. */
+  int ncommodities;         /* Amount in stock. */
 
-  // tech[0] stores global tech level (everything that and below) while
-  // tech[1-PLANET_TECH_MAX] stores the unique tech levels.
+  /* tech[0] stores global tech level (everything that and below) while */
+  /* tech[1-PLANET_TECH_MAX] stores the unique tech levels. */
   int tech[PLANET_TECH_MAX];
 
-  glTexture* gfx_space;     // Graphics in space.
-  glTexture* gfx_exterior;  // Graphics in the exterior.
+  glTexture* gfx_space;     /* Graphics in space. */
+  glTexture* gfx_exterior;  /* Graphics in the exterior. */
 } Planet;
 
-// Star systems.
+/* Star systems. */
 typedef struct SystemFleet_ {
-  Fleet* fleet;         // Fleet to appear.
-  int chance;           // Chance of fleet appearing in the system.
+  Fleet* fleet;         /* Fleet to appear. */
+  int chance;           /* Chance of fleet appearing in the system. */
 } SystemFleet;
 
 typedef struct StarSystem_ {
-  char* name;           // Star system identifier.
-  Vec2 pos;             // Position.
-  int stars, asteroids; // Un numero!
-  double interference;  // Un uh.. Percentage.
+  char* name;           /* Star system identifier. */
+  Vec2 pos;             /* Position. */
+  int stars, asteroids; /* Un numero! */
+  double interference;  /* Un uh.. Percentage. */
 
-  int faction;          // Overall faction.
+  int faction;          /* Overall faction. */
 
-  Planet* planets;      // Planets.
-  int nplanets;         // Total number of planets.
+  Planet* planets;      /* Planets. */
+  int nplanets;         /* Total number of planets. */
 
-  SystemFleet* fleets;  // Fleets that can appear in the current system.
-  int nfleets;          // Total number of fleets.
+  SystemFleet* fleets;  /* Fleets that can appear in the current system. */
+  int nfleets;          /* Total number of fleets. */
 
-  int* jumps;           // Adjacent star system index number.
-  int njumps;           // Number of adjacent jumps.
+  int* jumps;           /* Adjacent star system index number. */
+  int njumps;           /* Number of adjacent jumps. */
 } StarSystem;
 
-extern StarSystem* cur_system; // Current star system.
+extern StarSystem* cur_system; /* Current star system. */
 
-// Load/Exit.
+/* Load/Exit. */
 void space_init(const char* sysname);
 int space_load(void);
 void space_exit(void);
 
-// Planet stuff.
+/* Planet stuff. */
 char* planet_getSystem(char* planetname);
 Planet* planet_get(char* planetname);
 
-// Render.
+/* Render. */
 void space_render(double dt);
 void planets_render(void);
 
-// Update.
+/* Update. */
 void space_update(const double dt);
 
-// Misc.
+/* Misc. */
 StarSystem** system_getJumpPath(int* njumps, char* sysstart, char* sysend);
 int space_canHyperspace(Pilot* p);
 int space_hyperspace(Pilot* p);
diff --git a/src/spfx.h b/src/spfx.h
index 809c5c6..17838bf 100644
--- a/src/spfx.h
+++ b/src/spfx.h
@@ -5,33 +5,33 @@
 #define SPFX_LAYER_FRONT  0
 #define SPFX_LAYER_BACK  1
 
-#define SHAKE_DECAY 50. // Decay parameter.
-#define SHAKE_MAX   50.*SCREEN_W*SCREEN_H/1024./768. // Max parameter.
+#define SHAKE_DECAY 50. /* Decay parameter. */
+#define SHAKE_MAX   50.*SCREEN_W*SCREEN_H/1024./768. /* Max parameter. */
 
-// Stack manipulation.
+/* Stack manipulation. */
 int spfx_get(char* name);
 void spfx_add(const int effect,
               const double px, const double py,
               const double vx, const double vy,
               const int layer);
 
-// Stack mass manipulation functions.
+/* Stack mass manipulation functions. */
 void spfx_update(const double dt);
 void spfx_render(const int layer);
 void spfx_clear(void);
 
-// Get ready to rumble!
+/* Get ready to rumble! */
 void spfx_start(double dt);
 void spfx_shake(double mod);
 
-// Other effects.
+/* Other effects. */
 void spfx_cinematic(void);
 
-// Load/free.
+/* Load/free. */
 int spfx_load(void);
 void spfx_free(void);
 
-// Pause/Unpause routines.
+/* Pause/Unpause routines. */
 void spfx_pause(void);
 void spfx_unpause(void);
 void spfx_delay(unsigned int delay);
diff --git a/src/toolkit.h b/src/toolkit.h
index b072ba0..1e32092 100644
--- a/src/toolkit.h
+++ b/src/toolkit.h
@@ -5,7 +5,7 @@
 
 extern int toolkit;
 
-// Creation.
+/* Creation. */
 unsigned int window_create(char* name, const int x, const int y,
                            const int w, const int h);
 
@@ -21,19 +21,19 @@ void window_addImage(const unsigned int wid, const int x, const int y,
                      char* name, glTexture* image, int border);
 
 void window_addList(const unsigned int wid,
-                    const int x, const int y, // Position.
-                    const int w, const int h, // Size.
+                    const int x, const int y, /* Position. */
+                    const int w, const int h, /* Size. */
                     char* name, char** items, int nitems, int defitem,
                     void(*call)(char*));
 
 void window_addRect(const unsigned int wid,
-                    const int x, const int y, // Position.
-                    const int w, const int h, // size.
-                    char* name, glColour* colour, int border); // Properties.
+                    const int x, const int y, /* Position. */
+                    const int w, const int h, /* size. */
+                    char* name, glColour* colour, int border); /* Properties. */
 
 void window_addCust(const unsigned int wid,
-                    const int x, const int y, // Position.
-                    const int w, const int h, // Size.
+                    const int x, const int y, /* Position. */
+                    const int w, const int h, /* Size. */
                     char* name, const int border,
                     void(*render) (double x, double y, double w, double h),
                     void(*mouse) (SDL_Event* event, double x, double y));
@@ -43,27 +43,27 @@ void window_addInput(const unsigned int wid,
                      const int w, const int h,
                      char* name, const int max, const int oneline);
 
-// Popups and alerts.
+/* Popups and alerts. */
 
-// Does not pause execution.
+/* Does not pause execution. */
 void  dialogue_alert(const char* fmt, ...);
 void  dialogue_msg(char* caption, const char* fmt, ...);
-// Yes = 1, No = 0.
+/* Yes = 1, No = 0. */
 int   dialogue_YesNo(char* caption, const char* fmt, ...);
 char* dialogue_input(char* title, int min, int max, const char* fmt, ...);
 
-// Modification.
+/* Modification. */
 void window_setFptr(const unsigned int wid, void(*fptr)(char*));
-// Text.
+/* Text. */
 void window_modifyText(const unsigned int wid, char* name, char* newstring);
-// Button.
+/* Button. */
 void window_disableButton(const unsigned int wid, char* name);
 void window_enableButton(const unsigned int wid, char* name);
-// Image.
+/* Image. */
 void window_modifyImage(const unsigned int wid, char* name, glTexture* image);
 void window_imgColour(const unsigned int wid, char* name, glColour* colour);
 
-// Get the window by name.
+/* Get the window by name. */
 int window_exists(const char* wdwname);
 unsigned int window_get(const char* wdwname);
 char* toolkit_getList(const unsigned int wid, char* name);
@@ -71,18 +71,18 @@ int toolkit_getListPos(const unsigned int wid, char* name);
 glTexture* window_getImage(const unsigned int wid, char* name);
 char* window_getInput(const unsigned int wid, char* name);
 
-// Destroy window.
+/* Destroy window. */
 void window_destroy(const unsigned int wid);
 void window_destroyWidget(unsigned wid, const char* wgtname);
 
-// Render.
+/* Render. */
 void toolkit_render(void);
 
-// Input.
+/* Input. */
 int toolkit_input(SDL_Event* event);
 void toolkit_update(void);
 
-// Init/Exit.
+/* Init/Exit. */
 int toolkit_init(void);
 void toolkit_exit(void);
 
diff --git a/src/weapon.h b/src/weapon.h
index 461c345..93456f4 100644
--- a/src/weapon.h
+++ b/src/weapon.h
@@ -8,16 +8,16 @@ void weapon_add(const Outfit* outfit, const double dir, const Vec2* pos,
                 const Vec2* vel, unsigned int parent,
                 const unsigned int target);
 
-// Pausing.
+/* Pausing. */
 void weapons_pause(void);
 void weapons_unpause(void);
 void weapons_delay(unsigned int delay);
 
-// Update.
+/* Update. */
 void weapons_update(const double dt);
 void weapons_render(const WeaponLayer layer);
 
-// Clean.
+/* Clean. */
 void weapon_clear(void);
 void weapon_exit(void);
 
diff --git a/src/xml.h b/src/xml.h
index a3c41ce..10b02c4 100644
--- a/src/xml.h
+++ b/src/xml.h
@@ -8,24 +8,24 @@
 #define XML_NODE_START  1
 #define XML_NODE_TEXT   3
 
-// Check if node n is of name s.
+/* Check if node n is of name s. */
 #define xml_isNode(n,s) (((n)->type == XML_NODE_START) && \
   (strcmp((char*)(n)->name, s)==0))
 
-// Get the next node.
+/* Get the next node. */
 #define xml_nextNode(n) \
   ((n!=NULL) && ((n = n->next) != NULL))
 
-// Get the property s of node n. This mallocs.
+/* Get the property s of node n. This mallocs. */
 #define xml_nodeProp(n,s) (char*)xmlGetProp(n, (xmlChar*)s)
 
-// Get data different ways.
+/* Get data different ways. */
 #define xml_get(n)      ((char*)(n)->children->content)
 #define xml_getInt(n)   (atoi((char*)(n)->children->content))
 #define xml_getLong(n)  (atoi((char*)(n)->children->content))
 #define xml_getFloat(n) (atof((char*)(n)->children->content))
 
-// Reader crap.
+/* Reader crap. */
 #define xmlr_int(n,s,i) \
   if(xml_isNode(n,s)) { i = xml_getInt(n);    continue; }
 #define xmlr_long(n,s,l) \
@@ -39,9 +39,9 @@
 #define xmlr_attr(n,s,a) \
   a = xml_nodeProp(n,s)
 
-// Writer crap.
+/* Writer crap. */
 
-// Encompassing element.
+/* Encompassing element. */
 #define xmlw_startElem(w, str) \
   if(xmlTextWriterStartElement(w, (xmlChar*)str) < 0) { \
     ERR("xmlw: Unable to create start element"); return -1; }
@@ -50,7 +50,7 @@
   if(xmlTextWriterEndElement(w) < 0) { \
     ERR("xmlw: Unable to create end element"); return -1; }
 
-// Other stuff.
+/* Other stuff. */
 #define xmlw_elem(w, n, str, args...) \
   if(xmlTextWriterWriteFormatElement(w, (xmlChar*)n, str, ## args) < 0) { \
     ERR("xmlw: Unable to write format element"); return -1; }
@@ -67,7 +67,7 @@
   if(xmlTextWriterWriteFormatString(w, str, ## val) < 0) { \
     ERR("xmlw: Unable to write element data"); return -1; }
 
-// Document level.
+/* Document level. */
 #define xmlw_start(w) \
   if(xmlTextWriterStartDocument(writer, NULL, "UTF-8", NULL) < 0) { \
     ERR("xmlw: Unable to start document"); return -1; }
diff --git a/utils/mkspr/main.c b/utils/mkspr/main.c
index 3575b33..ca3f90b 100644
--- a/utils/mkspr/main.c
+++ b/utils/mkspr/main.c
@@ -18,7 +18,7 @@
 #endif
 #define RGBAMASK RMASK, GMASK, BMASK, AMASK
 
-// Logging macros.
+/* Logging macros. */
 #define LOG(str, args...)(fprintf(stdout, str"\n", ## args))
 #define WARN(str, args...)(fprintf(stderr, "Warning: "str"\n", ## args))
 #define ERR(str, args...) { fprintf(stderr, "ERROR %s:%d: "str"\n", \
@@ -37,7 +37,7 @@ int main(int argc, char* argv[]) {
   SDL_Surface* final, *tmp, **load;
   SDL_Rect r;
 
-  // Init variables.
+  /* Init variables. */
   r.w = r.h = 0;
 
   if(argc == 2) {
@@ -55,22 +55,22 @@ int main(int argc, char* argv[]) {
   tmp   = NULL;
   final = NULL;
 
-  // Init SDL.
+  /* Init SDL. */
   if(SDL_Init(SDL_INIT_VIDEO)) ERR("Initializing SDL: %s", SDL_GetError());
-  // Create the window.
+  /* Create the window. */
   tmp = SDL_SetVideoMode(320, 240, 0, SDL_NOFRAME);
   if(tmp == NULL) ERR("Initializing video surface: %s", SDL_GetError());
 
-  // Open RAM for the images.
+  /* Open RAM for the images. */
   load = malloc(sizeof(SDL_Surface*)*(ws*hs));
   if(load == NULL) ERR("Out of RAM");
 
-  // Load all the images to RAM.
+  /* Load all the images to RAM. */
   for(i = 0; i < (ws*hs); i++) {
-    // Filenames will be in the sequence of: 000.png, 001.png, ..., 045.png, etc.
+    /* Filenames will be in the sequence of: 000.png, 001.png, ..., 045.png, etc. */
     sprintf(file, "%d%d%d.png", i/100, (i%100)/10, i%10);
 
-    // Load the image properly.
+    /* Load the image properly. */
     tmp  = IMG_Load(file);
     if(tmp == NULL) ERR("Problem loading file '%s': %s", file, IMG_GetError());
     sflags = tmp->flags & (SDL_SRCALPHA | SDL_SRCCOLORKEY);
@@ -82,7 +82,7 @@ int main(int argc, char* argv[]) {
 
     load[i] = tmp;
 
-    // Check if size has changed.
+    /* Check if size has changed. */
     if(r.w == 0 && r.h == 0) {
       r.w = load[i]->w;
       r.h = load[i]->h;
@@ -90,21 +90,21 @@ int main(int argc, char* argv[]) {
     else if((r.w != load[i]->w) || (r.h != load[i]->h))
       ERR("File '%s' is not of the same dimensions as the files before!", file);
 
-    // Create the suface if it hasn't been created already.
+    /* Create the suface if it hasn't been created already. */
     if(!final) {
       final = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_SRCALPHA, ws*r.w, hs*r.h,
             load[i]->format->BitsPerPixel, RGBAMASK);
       if(!final) ERR("Problem creating RGB Surface: %s", SDL_GetError());
       tmp = final;
     }
-    // New position.
+    /* New position. */
     r.y = r.h * (i/ws);
     r.x = r.w * (i%ws);
     if(SDL_BlitSurface(load[i], NULL, final, &r))
       ERR("Problem blitting surface '%s' to final surface: %s", file, SDL_GetError());
     SDL_FreeSurface(load[i]);
   }
-  // Draw the result and cleanup.
+  /* Draw the result and cleanup. */
   save_png(final, "sprite.png");
   SDL_FreeSurface(final);
   free(load);
diff --git a/utils/pack/main.c b/utils/pack/main.c
index 5ad76c5..6ab771b 100644
--- a/utils/pack/main.c
+++ b/utils/pack/main.c
@@ -23,7 +23,7 @@ int main(int argc, char** argv) {
   argv += 2;
 
   if(nfiles == 0) {
-    // No files, list what it has.
+    /* No files, list what it has. */
     list = pack_listfiles(packfile, &nlist);
     fprintf(stdout, "Packfile '%s' contains:\n", packfile);
     for(i = 0; i < nlist; i++) {
@@ -31,7 +31,7 @@ int main(int argc, char** argv) {
       free(list[i]);
     }
     free(list);
-  } else { // Create a packfile.
+  } else { /* Create a packfile. */
     pack_files(packfile, (const char**)argv, nfiles);
   }