diff --git a/src/slot_machine.c b/src/slot_machine.c index 9db6e67fd..9c81bcfb6 100644 --- a/src/slot_machine.c +++ b/src/slot_machine.c @@ -295,9 +295,6 @@ enum { DIG_DISPLAY_BONUS_BIG }; -// DO NOT SUBMIT until committing in the 'DO NOT SUBMIT' state. -// Keep for posterity as more of an unabridged explanation. - // How ReelTime works // ================== // Entering ReelTime: @@ -1781,13 +1778,6 @@ static void DrawMachineBias(void) if (sSlotMachine->reelTimeSpinsLeft == 0) { - // DO NOT SUBMIT until deleting this!!! Test code to see effects of - // power bolts on ReelTime. - // if ((Random() % 100) < 30) { - // sSlotMachine->machineBias = BIAS_REELTIME; - // } else { - // sSlotMachine->machineBias = BIAS_POWER; - // } if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7))) { if (ShouldTrySpecialBias()) @@ -2556,39 +2546,12 @@ static bool8 DecideStop_Bias_Reel2_Bet3(void) // If you can line up the bias tag in the same row as reel 1 within 4 turns if (DecideStop_Bias_Reel2_Bet1or2()) { - // DO NOT SUBMIT until cleaning up this long-winded musing on Game - // Freak's choices... - // - // QUESTION: Why is the 2-3 turn requirement in place?? That leaves out - // some potential middle row matches. E.g., - // - Bias tag in top of reel 1 and it takes 1 turn to get it in the top - // of reel 2 - // - Bias tag in bottom row of reel 1 and it takes 4 turns to get it in - // the bottom row of reel 2 - // * In both cases above, it would have been possible to get the bias - // tag in the middle row of reel 2, but we aren't considering it... - // It'll just be matched in the same row instead - // - // The exact intent is a bit unclear. It could either be: - // 1. Skewing toward a diagonal match rather than a straight match with - // 2/5 probability. - // 2. A programming error: They meant to guard against scenarios where a - // match in the middle is impossible within 4 turns. E.g., - // - Bias tag in top of reel 1 and it would take 5 turns to get it - // to match in the middle of reel 2 - // - Bias tag in bottom of reel 1 and bias tag is currently in - // bottom of reel 2 - // But if this were the case, you would expect the inequality to be - // sSlotMachine->reelExtraTurns[1] >= 1 ... - // * I'll give them the benefit of the doubt and assume it was (1). - // After all, the fact that they then check whether it's even - // possible to match in the middle makes (2) redundant. - // // If bias tag is not in the middle row of reel 1 and it takes either // 2 or 3 turns to get it in the same row for reel 2 if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4) { - // Try to match the bias tag in middle row of reel 2 within 4 turns + // Try turning this into a diagonal match by lining up the bias tag + // in the middle row of reel 2 within 4 turns. for (i = 0; i <= 4; i++) { if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)