@@ -369,7 +369,7 @@ void CCharacter::HandleNinja()
369369
370370 // Hit a player, give them damage and stuffs...
371371 GameServer ()->CreateSound (pChr->m_Pos , SOUND_NINJA_HIT, TeamMask ());
372- // set his velocity to fast upward (for now)
372+ // set their velocity to fast upward (for now)
373373 dbg_assert (m_NumObjectsHit < MAX_CLIENTS, " m_aHitObjects overflow" );
374374 m_aHitObjects[m_NumObjectsHit++] = ClientId;
375375
@@ -520,7 +520,7 @@ void CCharacter::FireWeapon()
520520 if ((pTarget == this || (pTarget->IsAlive () && !CanCollide (pTarget->GetPlayer ()->GetCid ()))))
521521 continue ;
522522
523- // set his velocity to fast upward (for now)
523+ // set their velocity to fast upward (for now)
524524 if (length (pTarget->m_Pos - ProjStartPos) > 0 .0f )
525525 GameServer ()->CreateHammerHit (pTarget->m_Pos - normalize (pTarget->m_Pos - ProjStartPos) * GetProximityRadius () * 0 .5f , TeamMask ());
526526 else
@@ -1219,7 +1219,7 @@ bool CCharacter::IsSnappingCharacterInView(int SnappingClientId)
12191219{
12201220 int Id = m_pPlayer->GetCid ();
12211221
1222- // A player may not be clipped away if his hook or a hook attached to him is in the field of view
1222+ // A player may not be clipped away if their hook or a hook attached to them is in the field of view
12231223 bool PlayerAndHookNotInView = NetworkClippedLine (SnappingClientId, m_Pos, m_Core.m_HookPos );
12241224 bool AttachedHookInView = false ;
12251225 if (PlayerAndHookNotInView)
@@ -2263,12 +2263,12 @@ void CCharacter::DDRacePostCoreTick()
22632263 // following jump rules can be overridden by tiles, like Refill Jumps, Stopper and Wall Jump
22642264 if (m_Core.m_Jumps == -1 )
22652265 {
2266- // The player has only one ground jump, so his feet are always dark
2266+ // The player has only one ground jump, so their feet are always dark
22672267 m_Core.m_Jumped |= 2 ;
22682268 }
22692269 else if (m_Core.m_Jumps == 0 )
22702270 {
2271- // The player has no jumps at all, so his feet are always dark
2271+ // The player has no jumps at all, so their feet are always dark
22722272 m_Core.m_Jumped |= 2 ;
22732273 }
22742274 else if (m_Core.m_Jumps == 1 && m_Core.m_Jumped > 0 )
@@ -2278,7 +2278,7 @@ void CCharacter::DDRacePostCoreTick()
22782278 }
22792279 else if (m_Core.m_JumpedTotal < m_Core.m_Jumps - 1 && m_Core.m_Jumped > 1 )
22802280 {
2281- // The player has not yet used up all his jumps, so his feet remain light
2281+ // The player has not yet used up all their jumps, so their feet remain light
22822282 m_Core.m_Jumped = 1 ;
22832283 }
22842284
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