@@ -178,7 +178,7 @@ void parse_prop_table(const char* filename)
178178 }
179179 // an entry does not exist
180180 else {
181- // Don't create ship if it has +nocreate and is in a modular table.
181+ // Don't create prop if it has +nocreate and is in a modular table.
182182 if (!create_if_not_found && Parsing_modular_table) {
183183 if (!skip_to_start_of_string_either (" $Name:" , " #End" )) {
184184 error_display (1 , " Missing [#End] or [$Name] after prop class %s" , fname);
@@ -212,7 +212,7 @@ void parse_prop_table(const char* filename)
212212 if (valid) {
213213 pip->pof_file = temp;
214214 } else {
215- WarningEx (LOCATION, " Ship %s\n POF file \" %s\" invalid!" , pip->name .c_str (), temp);
215+ WarningEx (LOCATION, " Prop %s\n POF file \" %s\" invalid!" , pip->name .c_str (), temp);
216216 }
217217 }
218218
@@ -360,7 +360,7 @@ void prop_init()
360360}
361361
362362/* *
363- * Returns object index of ship .
363+ * Returns object index of prop .
364364 * @return -1 means failed.
365365 */
366366int prop_create (matrix* orient, vec3d* pos, int prop_type, const char * name)
@@ -432,22 +432,19 @@ int prop_create(matrix* orient, vec3d* pos, int prop_type, const char* name)
432432 for (int i = 0 ; i < pm->n_detail_levels ; i++)
433433 pm->detail_depth [i] = (i < pip->num_detail_levels ) ? i2fl (pip->detail_distance [i]) : 0 .0f ;
434434
435- flagset<Object::Object_Flags> default_ship_object_flags;
436- default_ship_object_flags.set (Object::Object_Flags::Renders);
437- default_ship_object_flags.set (Object::Object_Flags::Physics);
438- default_ship_object_flags.set (Object::Object_Flags::Immobile);
439- // JAS: Nav buoys don't need to do collisions!
440- // G5K: Corrected to apply specifically for ships with the no-collide flag. (In retail, navbuoys already have this
441- // flag, so this doesn't break anything.)
442- default_ship_object_flags.set (Object::Object_Flags::Collides, !pip->flags [Prop::Info_Flags::No_collide]);
435+ flagset<Object::Object_Flags> default_prop_object_flags;
436+ default_prop_object_flags.set (Object::Object_Flags::Renders);
437+ default_prop_object_flags.set (Object::Object_Flags::Physics);
438+ default_prop_object_flags.set (Object::Object_Flags::Immobile);
439+ default_prop_object_flags.set (Object::Object_Flags::Collides, !pip->flags [Prop::Info_Flags::No_collide]);
443440
444441 int objnum = obj_create (OBJ_PROP,
445442 -1 ,
446443 new_id,
447444 orient,
448445 pos,
449446 model_get_radius (pip->model_num ),
450- default_ship_object_flags );
447+ default_prop_object_flags );
451448 Assert (objnum >= 0 );
452449
453450 propp->objnum = objnum;
@@ -493,16 +490,14 @@ int prop_create(matrix* orient, vec3d* pos, int prop_type, const char* name)
493490
494491 // animation::anim_set_initial_states(propp);
495492
496- // Start up stracking for this ship in multi.
493+ // Start up stracking for this prop in multi.
497494 // if (Game_mode & (GM_MULTIPLAYER)) {
498495 // multi_rollback_ship_record_add_ship(objnum);
499496 // }
500497
501- // Set time when ship is created
498+ // Set time when prop is created
502499 propp->create_time = timer_get_milliseconds ();
503500
504- // ship_make_create_time_unique(shipp);
505-
506501 propp->time_created = Missiontime;
507502
508503 return objnum;
@@ -622,26 +617,25 @@ void change_prop_type(int n, int prop_type)
622617{
623618 prop* sp = prop_id_lookup (n);
624619
625- // do a quick out if we're already using the new ship class
620+ // do a quick out if we're already using the new prop class
626621 if (sp->prop_info_index == prop_type)
627622 return ;
628623
629624 int objnum = sp->objnum ;
630- // auto prop_entry = ship_registry_get(sp->prop_name);
631625
632- prop_info* sip = &(Prop_info[prop_type]);
633- prop_info* sip_orig = &Prop_info[sp->prop_info_index ];
626+ prop_info* pip = &(Prop_info[prop_type]);
627+ prop_info* pip_orig = &Prop_info[sp->prop_info_index ];
634628 object* objp = &Objects[objnum];
635629
636- // point to new ship data
630+ // point to new prop data
637631 prop_model_change (n, prop_type);
638632 sp->prop_info_index = prop_type;
639633
640634 // check class-specific flags
641635
642- if (sip ->flags [Prop::Info_Flags::No_collide]) // changing TO a no-collision ship class
636+ if (pip ->flags [Prop::Info_Flags::No_collide]) // changing TO a no-collision prop class
643637 obj_set_flags (objp, objp->flags - Object::Object_Flags::Collides);
644- else if (sip_orig ->flags [Prop::Info_Flags::No_collide]) // changing FROM a no-collision ship class
638+ else if (pip_orig ->flags [Prop::Info_Flags::No_collide]) // changing FROM a no-collision prop class
645639 obj_set_flags (objp, objp->flags + Object::Object_Flags::Collides);
646640}
647641
@@ -669,9 +663,6 @@ void prop_render(object* obj, model_draw_list* scene)
669663 render_info.set_alpha_mult (propp->alpha_mult );
670664 }
671665
672- // Valathil - maybe do a scripting hook here to do some scriptable effects?
673- // ship_render_set_animated_effect(&render_info, shipp, &render_flags);
674-
675666 if (pip->flags [Prop::Info_Flags::No_lighting]) {
676667 render_flags |= MR_NO_LIGHTING;
677668 }
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