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-rw-r--r--src/engine/server/server.cpp2
-rw-r--r--src/game/editor/editor.cpp2
-rw-r--r--src/game/layers.cpp2
-rw-r--r--src/game/server/entities/laser.cpp8
4 files changed, 7 insertions, 7 deletions
diff --git a/src/engine/server/server.cpp b/src/engine/server/server.cpp
index 87122225..6f6d9e1c 100644
--- a/src/engine/server/server.cpp
+++ b/src/engine/server/server.cpp
@@ -1137,7 +1137,7 @@ int CServer::LoadMap(const char *pMapName)
 	str_copy(m_aCurrentMap, pMapName, sizeof(m_aCurrentMap));
 	//map_set(df);
 
-	// load compelate map into memory for download
+	// load complete map into memory for download
 	{
 		IOHANDLE File = Storage()->OpenFile(aBuf, IOFLAG_READ, IStorage::TYPE_ALL);
 		m_CurrentMapSize = (int)io_length(File);
diff --git a/src/game/editor/editor.cpp b/src/game/editor/editor.cpp
index 500e600b..5c897953 100644
--- a/src/game/editor/editor.cpp
+++ b/src/game/editor/editor.cpp
@@ -957,7 +957,7 @@ void CEditor::DoToolbar(CUIRect ToolBar)
 		if(DoButton_Editor(&s_BorderBut, "Border", pT?0:-1, &Button, 0, "Adds border tiles"))
 		{
 			if(pT)
-                DoMapBorder();
+				DoMapBorder();
 		}
 	}
 
diff --git a/src/game/layers.cpp b/src/game/layers.cpp
index 82c0a61b..6deb0829 100644
--- a/src/game/layers.cpp
+++ b/src/game/layers.cpp
@@ -29,7 +29,7 @@ void CLayers::Init(class IKernel *pKernel)
 			if(pLayer->m_Type == LAYERTYPE_TILES)
 			{
 				CMapItemLayerTilemap *pTilemap = reinterpret_cast<CMapItemLayerTilemap *>(pLayer);
-				if(pTilemap->m_Flags&1)
+				if(pTilemap->m_Flags&TILESLAYERFLAG_GAME)
 				{
 					m_pGameLayer = pTilemap;
 					m_pGameGroup = pGroup;
diff --git a/src/game/server/entities/laser.cpp b/src/game/server/entities/laser.cpp
index af66fe0c..7278995f 100644
--- a/src/game/server/entities/laser.cpp
+++ b/src/game/server/entities/laser.cpp
@@ -21,15 +21,15 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
 bool CLaser::HitCharacter(vec2 From, vec2 To)
 {
 	vec2 At;
-	CCharacter *OwnerChar = GameServer()->GetPlayerChar(m_Owner);
-	CCharacter *Hit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, OwnerChar);
-	if(!Hit)
+	CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
+	CCharacter *pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pOwnerChar);
+	if(!pHit)
 		return false;
 
 	m_From = From;
 	m_Pos = At;
 	m_Energy = -1;
-	Hit->TakeDamage(vec2(0.f, 0.f), GameServer()->Tuning()->m_LaserDamage, m_Owner, WEAPON_RIFLE);
+	pHit->TakeDamage(vec2(0.f, 0.f), GameServer()->Tuning()->m_LaserDamage, m_Owner, WEAPON_RIFLE);
 	return true;
 }