diff --git a/src/d_main.c b/src/d_main.c
index eaeae4b10f09580b108e46fbc3e0ff80e56b8bdc..9fa506bee472054d13148d3a9ce6a961f83d4b47 100644
--- a/src/d_main.c
+++ b/src/d_main.c
@@ -287,7 +287,7 @@ static void D_Display(void)
 				F_TitleScreenDrawer();
 				break;
 			}
-			// Intentional fall-through
+			/* FALLTHRU */
 		case GS_LEVEL:
 			if (!gametic)
 				break;
diff --git a/src/g_game.c b/src/g_game.c
index 89a96f3d0a2aeb424c1e0fc9ab06718503e8065e..2b7a1c9813c09f6a9993d661733426ea76e19a07 100644
--- a/src/g_game.c
+++ b/src/g_game.c
@@ -4583,7 +4583,7 @@ void G_GhostTicker(void)
 				default:
 				case GHC_RETURNSKIN:
 					g->mo->skin = g->oldmo.skin;
-					// fallthru
+					/* FALLTHRU */
 				case GHC_NORMAL: // Go back to skin color
 					g->mo->color = g->oldmo.color;
 					break;
diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c
index 98166a1cef1719d1584880890943226ee3f8c1d8..c4fb1c0fccbff02c74885bb0ff07006236371330 100644
--- a/src/sdl/i_system.c
+++ b/src/sdl/i_system.c
@@ -530,7 +530,7 @@ static void Impl_HandleKeyboardConsoleEvent(KEY_EVENT_RECORD evt, HANDLE co)
 				break;
 			case VK_RETURN:
 				entering_con_command = false;
-				// Fall through.
+				/* FALLTHRU */
 			default:
 				event.data1 = MapVirtualKey(evt.wVirtualKeyCode,2); // convert in to char
 		}
diff --git a/src/win32/win_sys.c b/src/win32/win_sys.c
index d10f73b587e521ca1dfbd2ced7b46e381d78600a..93b3ff52381998528099495a738236c918351498 100644
--- a/src/win32/win_sys.c
+++ b/src/win32/win_sys.c
@@ -327,7 +327,7 @@ static inline VOID I_GetConsoleEvents(VOID)
 							break;
 						case VK_RETURN:
 							entering_con_command = false;
-							// Fall through.
+							/* FALLTHRU */
 						default:
 							ev.data1 = MapVirtualKey(input.Event.KeyEvent.wVirtualKeyCode,2); // convert in to char
 					}
diff --git a/src/win32/win_vid.c b/src/win32/win_vid.c
index e2f32fa618d2ff646f1b81a2f156e798cc88f154..11c7a6744b4132baff1a48a4a2b72ec8d43736d8 100644
--- a/src/win32/win_vid.c
+++ b/src/win32/win_vid.c
@@ -322,9 +322,9 @@ static inline boolean I_SkipFrame(void)
 		case GS_LEVEL:
 			if (!paused)
 				return false;
-			/* FALLTHRU */
 		//case GS_TIMEATTACK: -- sorry optimisation but now we have a cool level platter and that being laggardly looks terrible
 #ifndef CLIENT_LOADINGSCREEN
+		/* FALLTHRU */
 		case GS_WAITINGPLAYERS:
 #endif
 			return skip; // Skip odd frames