diff --git a/src/action/command.cpp b/src/action/command.cpp
index 68094a253..f7f6009bd 100644
--- a/src/action/command.cpp
+++ b/src/action/command.cpp
@@ -140,39 +140,39 @@ global void CommandQuit(int player)
     int i;
     int j;
 
-    if (Players[player].TotalNumUnits != 0) {
+    if( Players[player].TotalNumUnits!=0 ) {
 	// Set player to neutral, remove allied/enemy/shared vision status
-	Players[player].Type = PlayerNeutral;
-	for (i = 0; i < NumPlayers; ++i) {
-	    if (i == player) {
+	Players[player].Type=PlayerNeutral;
+	for( i=0; i<NumPlayers; ++i) {
+	    if( i==player ) {
 		continue;
 	    }
-	    Players[i].Allied &= ~(1 << player);
-	    Players[i].Enemy &= ~(1 << player);
+	    Players[i].Allied&=~(1 << player);
+	    Players[i].Enemy&=~(1 << player);
 #ifdef NEW_FOW
-	// Check All tiles and mark unseen ones as explored.
-	if (Players[player].SharedVision&(1<<i) &&
-		(Players[i].SharedVision&(1<<player))) {
-	    for(j=0;j<TheMap.Width*TheMap.Height;j++) {
-		if (TheMap.Fields[j].Visible[i] &&
-			!TheMap.Fields[j].Visible[player]) {
-		    TheMap.Fields[j].Visible[player]=1;
-		}
-		if (TheMap.Fields[j].Visible[player] &&
-			!TheMap.Fields[j].Visible[i]) {
-		    TheMap.Fields[j].Visible[i]=1;
+	    // Check all tiles and mark unseen ones as explored.
+	    if( Players[player].SharedVision&(1<<i)
+		    && (Players[i].SharedVision&(1<<player)) ) {
+		for( j=0; j<TheMap.Width*TheMap.Height; ++j) {
+		    if( TheMap.Fields[j].Visible[i]
+			    && !TheMap.Fields[j].Visible[player] ) {
+			TheMap.Fields[j].Visible[player]=1;
+		    }
+		    if( TheMap.Fields[j].Visible[player]
+			    && !TheMap.Fields[j].Visible[i] ) {
+			TheMap.Fields[j].Visible[i]=1;
+		    }
 		}
 	    }
-	}
 #endif
-	    Players[i].SharedVision &= ~(1 << player);
-	    Players[player].Allied &= ~(1 << i);
-	    Players[player].Enemy &= ~(1 << i);
-	    Players[player].SharedVision &= ~(1 << i);
+	    Players[i].SharedVision&=~(1<<player);
+	    Players[player].Allied&=~(1<<i);
+	    Players[player].Enemy&=~(1<<i);
+	    Players[player].SharedVision&=~(1<<i);
 	}
-	SetMessage("Player \"%s\" has left the game", Players[player].Name);
+	SetMessage("Player \"%s\" has left the game",Players[player].Name);
     } else {
-	SetMessage("Player \"%s\" has been killed", Players[player].Name);
+	SetMessage("Player \"%s\" has been killed",Players[player].Name);
     }
 }
 
@@ -196,7 +196,7 @@ global void CommandStopUnit(Unit* unit)
     ReleaseOrder(&unit->SavedOrder);
     ReleaseOrder(&unit->NewOrder);
 #ifdef HIERARCHIC_PATHFINDER
-	PfHierReleaseData (unit);
+    PfHierReleaseData(unit);
 #endif
     unit->SavedOrder=unit->NewOrder=*order;
 }
@@ -1406,16 +1406,16 @@ global void CommandSharedVision(int player,int state,int opponent)
     
     if( state==0 ) {
 #ifdef NEW_FOW
-	// Check All tiles and mark unseen ones as explored.
-	if (Players[player].SharedVision&(1<<opponent) &&
-		(Players[opponent].SharedVision&(1<<player))) {
-	    for(i=0;i<TheMap.Width*TheMap.Height;i++) {
-		if (TheMap.Fields[i].Visible[opponent] &&
-			!TheMap.Fields[i].Visible[player]) {
+	// Check all tiles and mark unseen ones as explored.
+	if( Players[player].SharedVision&(1<<opponent)
+		&& (Players[opponent].SharedVision&(1<<player)) ) {
+	    for( i=0; i<TheMap.Width*TheMap.Height; ++i) {
+		if( TheMap.Fields[i].Visible[opponent]
+			&& !TheMap.Fields[i].Visible[player] ) {
 		    TheMap.Fields[i].Visible[player]=1;
 		}
-		if (TheMap.Fields[i].Visible[player] &&
-			!TheMap.Fields[i].Visible[opponent]) {
+		if( TheMap.Fields[i].Visible[player]
+			&& !TheMap.Fields[i].Visible[opponent] ) {
 		    TheMap.Fields[i].Visible[opponent]=1;
 		}
 	    }
@@ -1425,14 +1425,15 @@ global void CommandSharedVision(int player,int state,int opponent)
     } else {
 	Players[player].SharedVision|=(1<<opponent);
 #ifdef NEW_FOW
-	// Check All tiles and mark SeenTiles for wood
-	if (Players[player].SharedVision&(1<<opponent) &&
-		(Players[opponent].SharedVision&(1<<player))
-		&& (player==ThisPlayer->Player || opponent==ThisPlayer->Player)) {
+	// Check all tiles and mark SeenTiles for wood
+	if( Players[player].SharedVision&(1<<opponent)
+		&& Players[opponent].SharedVision&(1<<player)
+		&& (player==ThisPlayer->Player
+		    || opponent==ThisPlayer->Player) ) {
 	    int y;
-	    for(i=0;i<TheMap.Width;i++) {
-		for(y=0;y<TheMap.Height;y++) {
-		    if( IsTileVisible(ThisPlayer,i,y) > 1) {
+	    for( i=0; i<TheMap.Width; ++i) {
+		for( y=0; y<TheMap.Height; ++y) {
+		    if( IsMapFieldVisible(ThisPlayer,i,y) ) {
 			MapMarkSeenTile(i,y);
 			UnitsMarkSeen(i,y);
 		    }
@@ -1442,8 +1443,8 @@ global void CommandSharedVision(int player,int state,int opponent)
 #endif
     }
     // MUST update seen buildings when vision is shared or unshared
-    for( i=0; i<NumUnits; ++i) {
-	unit = Units[i];
+    for( i=0; i<NumUnits; ++i ) {
+	unit=Units[i];
 	UnitMarkSeen(unit);
     }