summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/slot_machine.c41
1 files changed, 2 insertions, 39 deletions
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)