diff --git a/src/include/depend.h b/src/include/depend.h
index d58e15a02..f2e7439f9 100644
--- a/src/include/depend.h
+++ b/src/include/depend.h
@@ -9,11 +9,10 @@
 //	   FreeCraft - A free fantasy real time strategy game engine
 //
 /**@name depend.h	-	The units/upgrade dependencies headerfile. */
-/*
-**	(c) Copyright 2000 by Vladi Belperchinov-Shabanski
-**
-**	$Id$
-*/
+//
+//	(c) Copyright 2000,2001 by Vladi Belperchinov-Shabanski
+//
+//	$Id$
 
 #ifndef __DEPEND_H__
 #define __DEPEND_H__
@@ -47,7 +46,7 @@ struct _depend_rule_ {
     union {
 	UnitType* UnitType;		/// unit type pointer
 	int	  Upgrade;		/// upgrade number
-    } 			Kind;		/// required object
+    }			Kind;		/// required object
     DependRule*		Rule;		/// next and/or rule
 };
 
diff --git a/src/include/missile.h b/src/include/missile.h
index 44f3906d5..71a6409a6 100644
--- a/src/include/missile.h
+++ b/src/include/missile.h
@@ -9,11 +9,10 @@
 //	   FreeCraft - A free fantasy real time strategy game engine
 //
 /**@name missile.h	-	The missile headerfile. */
-/*
-**	(c) Copyright 1998-2000 by Lutz Sammer
-**
-**	$Id$
-*/
+//
+//	(c) Copyright 1998-2001 by Lutz Sammer
+//
+//	$Id$
 
 #ifndef __MISSILE_H__
 #define __MISSILE_H__
@@ -58,7 +57,7 @@ struct _missile_type_ {
 //  SoundConfig FiredSound;		/// fired sound (FIXME: must write this)
     SoundConfig	ImpactSound;		/// impact sound for this missile type
 
-    int		Class;			/// missile class 
+    int		Class;			/// missile class
     int		Speed;			/// missile speed
 
     char*	ImpactName;		/// Impact missile type name
@@ -92,16 +91,16 @@ typedef struct _missile_ {
     int		Wait;			/// delay
 
     Unit*	SourceUnit;		/// unit that fires (could be killed)
-    Unit* 	TargetUnit;             /// target unit, used for spells
+    Unit*	TargetUnit;             /// target unit, used for spells
+
+    int		Damage;                 /// direct damage that missile applies
 
-    int 	Damage;                 /// direct damage that missile applies
-    
     int		D;			/// for point to point missiles
     int		Dx;			/// delta x
     int		Dy;			/// delta y
     int		Xstep;			/// X step
     int		Ystep;			/// Y step
-    
+
     int TTL;				/// time to live (ticks) used for spells
     int (*Controller)( void* this_missile );    /// used to controll spells
 } Missile;
@@ -119,7 +118,7 @@ extern MissileType* MissileTypeGreenCross;	/// Green cross missile type
 --	Functions
 ----------------------------------------------------------------------------*/
 
-    /// load the graphics for the missiles 
+    /// load the graphics for the missiles
 extern void LoadMissileSprites(void);
     /// Get missile type by ident.
 extern MissileType* MissileTypeByIdent(const char*);
diff --git a/src/include/script_sound.h b/src/include/script_sound.h
index 25cf0865a..656baa5ca 100644
--- a/src/include/script_sound.h
+++ b/src/include/script_sound.h
@@ -9,11 +9,10 @@
 //	   FreeCraft - A free fantasy real time strategy game engine
 //
 /**@name ccl_sound.h	-	The Ccl sound header file. */
-/*
-**	(c) Copyright 1999,2000 by Lutz Sammer and Fabrice Rossi
-**
-**	$Id$
-*/
+//
+//	(c) Copyright 1999-2001 by Lutz Sammer and Fabrice Rossi
+//
+//	$Id$
 
 #ifndef __CCL_SOUND_H__
 #define __CCL_SOUND_H__
@@ -38,7 +37,7 @@ extern SoundId ccl_sound_id(SCM sound);	/// scheme -> sound id
 
 extern void SoundCclRegister(void);	/// register ccl features
 
-#endif 	// } !defined(USE_CCL) && defined(WITH_SOUND)
+#endif	// } !defined(USE_CCL) && defined(WITH_SOUND)
 
 #if defined(USE_CCL2) && defined(WITH_SOUND)	// {
 
@@ -55,7 +54,7 @@ extern SoundId ccl_sound_id(SCM sound);	/// scheme -> sound id
 
 extern void SoundCclRegister(void);	/// register ccl features
 
-#endif 	// { defined(USE_CCL2) && defined(WITH_SOUND)
+#endif	// { defined(USE_CCL2) && defined(WITH_SOUND)
 
 //-----------------------------------------------------------------------------
 
diff --git a/src/network/commands.cpp b/src/network/commands.cpp
index 9668d6fb8..fc9f2a151 100644
--- a/src/network/commands.cpp
+++ b/src/network/commands.cpp
@@ -633,7 +633,7 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
 	    }
 	    CommandMineGold(unit,dest,status);
 	    break;
- 	case MessageCommandHaul:
+	case MessageCommandHaul:
 	    dest=NoUnitP;
 	    if( Dest!=(unsigned short)0xFFFF ) {
 		dest=UnitSlots[Dest];
@@ -641,20 +641,20 @@ global void ParseCommand(unsigned short Type,UnitRef Unum,unsigned short x,unsig
 	    }
 	    CommandHaulOil(unit,dest,status);
 	    break;
- 	case MessageCommandReturn:
+	case MessageCommandReturn:
 	    CommandReturnGoods(unit,status);
 	    break;
- 	case MessageCommandTrain:
+	case MessageCommandTrain:
 	    CommandTrainUnit(unit,UnitTypes+Dest,status);
 	    break;
 	case MessageCommandCancelTrain:
 	    // FIXME: cancel slot?
 	    CommandCancelTraining(unit,0);
 	    break;
- 	case MessageCommandUpgrade:
+	case MessageCommandUpgrade:
 	    CommandUpgradeTo(unit,UnitTypes+Dest,status);
 	    break;
- 	case MessageCommandResearch:
+	case MessageCommandResearch:
 	    CommandResearch(unit,Upgrades+x,status);
 	    break;
 	case MessageCommandDemolish:
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 6af1ca938..084d8eb9a 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -79,7 +79,7 @@ typedef struct _network_command_ {
     UnitRef		Unit;		/// Command for unit.
     unsigned short	X;		/// Map position X.
     unsigned short	Y;		/// Map position Y.
-    UnitRef 		Dest;		/// Destination unit.
+    UnitRef		Dest;		/// Destination unit.
 } NetworkCommand;
 
 /**
@@ -397,7 +397,7 @@ local void NetworkClientSetup(void)
 
 	// Wait on answer (timeout 1s)
 	if( NetSocketReady(NetworkFildes,1000) ) {
-	    
+
 	    if( !NetRecvUDP(NetworkFildes,&message,sizeof(message)) ) {
 		exit(-1);
 	    }
@@ -423,7 +423,7 @@ local void NetworkClientSetup(void)
 	DebugLevel0Fn(" waiting for clients\n");
 	NetRecvUDP(NetworkFildes,&message,sizeof(message));
 
-	if( NetLastHost!=host || NetLastPort!=port 
+	if( NetLastHost!=host || NetLastPort!=port
 		|| message.Type!=MessageInitConfig ) {
 	    DebugLevel0Fn(" received wrong packet\n");
 	    continue;
@@ -545,7 +545,7 @@ global void ExitNetwork1(void)
     NetCloseUDP(NetworkFildes);
 
     NetExit();			// machine dependend setup
-	
+
     NetworkFildes=-1;
     NetworkInSync=1;
 }
@@ -690,7 +690,7 @@ global void NetworkEvent(void)
 	    // Both directions are same fast/slow
 	    ncq=(NetworkCommandQueue*)(CommandsOut->last);
 	    while( ncq->List->prev ) {
-		DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n); 
+		DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
 		if( ncq->Time==n ) {
 		    NetworkSendPacket(ncq);
 		    break;
@@ -704,7 +704,7 @@ global void NetworkEvent(void)
 #else
 	    ncq=(NetworkCommandQueue*)(CommandsOut->first);
 	    while( ncq->List->next ) {
-		DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n); 
+		DebugLevel3Fn(" resend %d? %d\n",ncq->Time,n);
 		if( ncq->Time==n ) {
 		    NetworkSendPacket(ncq);
 		    break;
@@ -891,7 +891,7 @@ local void NetworkResendCommands(void)
     //
     packet.Commands[0].Type=MessageResend;
     packet.Commands[0].Frame=
-    		(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
+		(FrameCounter/NetworkUpdates)*NetworkUpdates+NetworkUpdates;
 
     ncq=(NetworkCommandQueue*)(CommandsOut->last);
 
@@ -961,7 +961,7 @@ local void NetworkExecCommands(void)
 		ncq=(NetworkCommandQueue*)(CommandsOut->last);
 		// FIXME: how many packets must be kept exactly?
 		//if( ncq->Time+NetworkLag+NetworkUpdates>=FrameCounter )
-		// THIS is too much if( ncq->Time>=FrameCounter ) 
+		// THIS is too much if( ncq->Time>=FrameCounter )
 		if( ncq->Time+NetworkLag>=FrameCounter ) {
 		    break;
 		}
@@ -1019,7 +1019,7 @@ local void NetworkSyncCommands(void)
     for( i=0; i<HostsCount; ++i ) {
 	DebugLevel3Fn(" sync %d\n",NetPlyNr[i]);
 	ncq=&NetworkIn[n&0xFF][NetPlyNr[i]];
-	DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n); 
+	DebugLevel3Fn(" sync %d==%d\n",ncq->Time,n);
 	if( ncq->Time!=n ) {
 	    NetworkInSync=0;
 	    NetworkDelay=NetworkUpdates;