diff --git a/code/game/gamemodes/events/holidays/Holidays.dm b/code/game/gamemodes/events/holidays/Holidays.dm
index 913b58e23b..49780638d8 100644
--- a/code/game/gamemodes/events/holidays/Holidays.dm
+++ b/code/game/gamemodes/events/holidays/Holidays.dm
@@ -126,9 +126,9 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
if(8) //Aug
switch(DD)
-// if(10)
-// Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer, \
-// on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common."
+/* if(10)
+ Holiday["S'randarr's Day"] = "A Tajaran holiday that occurs on the longest day of the year in summer,
+ on Ahdomai. It is named after the Tajaran deity of Light, and huge celebrations are common." */
//VOREStation Add - Of course we need this.
if(8)
Holiday["Vore Day"] = "A holiday representing the innate desire in all/most/some/a few of us to devour each other or be devoured. \
@@ -167,10 +167,10 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t
Holiday["Kindness Day"] = "Kindness Day is an unofficial holiday to highlight good deeds in the \
community, focusing on the positive power and the common thread of kindness which binds humanity and \
friends together."
-// if(28) //Space thanksgiving.
-// Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
+/* if(28) //Space thanksgiving.
+ Holiday["Appreciation Day"] = "Originally an old holiday from Earth, Appreciation Day follows many of the \
traditions that its predecessor did, such as having a large feast (turkey often included), gathering with family, and being thankful \
- for what one has in life."
+ for what one has in life." */
if(28 > DD > 20)
if(time2text(world.timeofday, "Day") == "Thursday")
Holiday["Thanksgiving"] = "Originally an old holiday from Earth, Thanksgiving follows many of the \
diff --git a/code/game/gamemodes/technomancer/core_obj.dm b/code/game/gamemodes/technomancer/core_obj.dm
index 42fb58e662..a943330ff6 100644
--- a/code/game/gamemodes/technomancer/core_obj.dm
+++ b/code/game/gamemodes/technomancer/core_obj.dm
@@ -30,8 +30,8 @@
"wizard's cloak" = "wizard_cloak"
)
- // Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than \
- // mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
+ /* Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than
+ mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario. */
var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list().
var/list/wards_in_use = list() // Wards don't count against the cap for other summons.
var/max_summons = 10 // Maximum allowed summoned entities. Some cores will have different caps.
diff --git a/code/game/gamemodes/technomancer/equipment.dm b/code/game/gamemodes/technomancer/equipment.dm
index 8d1fb4c6ad..940e31f3cd 100644
--- a/code/game/gamemodes/technomancer/equipment.dm
+++ b/code/game/gamemodes/technomancer/equipment.dm
@@ -1,8 +1,5 @@
/datum/technomancer/equipment/default_core
name = "Manipulation Core"
-// desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \
-// another core, don't forget to refund the old core. This has a capacity of 10,000 units of energy, and recharges at a \
-// rate of 50 units. It also reduces incoming instability from functions by 20%."
desc = "The default core that you most likely already have. This is here in-case you change your mind after buying \
another core, don't forget to refund the old core.
\
Capacity: 10k
\
diff --git a/code/modules/maps/tg/map_template.dm b/code/modules/maps/tg/map_template.dm
index 5fa66e3b47..3a2f284fd6 100644
--- a/code/modules/maps/tg/map_template.dm
+++ b/code/modules/maps/tg/map_template.dm
@@ -9,9 +9,9 @@
var/annihilate = FALSE // If true, all (movable) atoms at the location where the map is loaded will be deleted before the map is loaded in.
var/fixed_orientation = FALSE // If true, the submap will not be rotated randomly when loaded.
- var/cost = null // The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until \
- it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. \
- Set to -1 to force the submap to always be made.
+ var/cost = null /*The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until
+ it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc.
+ Set to -1 to force the submap to always be made. */
var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually.
var/discard_prob = 0 // If non-zero, there is a chance that the map seeding algorithm will skip this template when selecting potential templates to use.
diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
index a846b560d6..f2b814e8a5 100644
--- a/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
+++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/hivebot/ranged_damage.dm
@@ -88,9 +88,9 @@
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
-// Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
-// Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and \
-// the projectiles have an AoE component, where as backline hivebots do not.
+/* Close to mid-ranged shooter that arcs over other things, ideal if allies are in front of it.
+ Difference from siege hivebots is that siege hivebots have limited charges for their attacks, are very long range, and
+ the projectiles have an AoE component, where as backline hivebots do not. */
/mob/living/simple_mob/mechanical/hivebot/ranged_damage/backline
name = "backline hivebot"
desc = "A robot that can fire short-ranged projectiles over their allies."
diff --git a/code/modules/surgery/organs_internal.dm b/code/modules/surgery/organs_internal.dm
index 42ed967263..69d5f520f3 100644
--- a/code/modules/surgery/organs_internal.dm
+++ b/code/modules/surgery/organs_internal.dm
@@ -431,15 +431,15 @@
// HEART SURGERY //
//////////////////////////////////////////////////////////////////
// To be finished after some tests.
-// /datum/surgery_step/ribcage/heart/cut
-// allowed_tools = list(
-// /obj/item/weapon/surgical/scalpel = 100, \
-// /obj/item/weapon/material/knife = 75, \
-// /obj/item/weapon/material/shard = 50, \
-// )
+/* /datum/surgery_step/ribcage/heart/cut
+ allowed_tools = list(
+ /obj/item/weapon/surgical/scalpel = 100,
+ /obj/item/weapon/material/knife = 75,
+ /obj/item/weapon/material/shard = 50,
+ )
-// min_duration = 30
-// max_duration = 40
+ min_duration = 30
+ max_duration = 40
-// /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
-// return ..() && target.op_stage.ribcage == 2
\ No newline at end of file
+ /datum/surgery_step/ribcage/heart/cut/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
+ return ..() && target.op_stage.ribcage == 2 */
\ No newline at end of file