diff --git a/src/core.c b/src/core.c
index 421c8d30e..38398e677 100644
--- a/src/core.c
+++ b/src/core.c
@@ -2320,7 +2320,7 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
     //rlDisableShader();
 }
 
-// Returns a ray trace from mouse position
+// Get a ray trace from mouse position
 Ray GetMouseRay(Vector2 mouse, Camera camera)
 {
     Ray ray = { 0 };
@@ -2381,7 +2381,7 @@ Matrix GetCameraMatrix(Camera camera)
     return MatrixLookAt(camera.position, camera.target, camera.up);
 }
 
-// Returns camera 2d transform matrix
+// Get camera 2d transform matrix
 Matrix GetCameraMatrix2D(Camera2D camera)
 {
     Matrix matTransform = { 0 };
@@ -2409,7 +2409,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
     return matTransform;
 }
 
-// Returns the screen space position from a 3d world space position
+// Get the screen space position from a 3d world space position
 Vector2 GetWorldToScreen(Vector3 position, Camera camera)
 {
     Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
@@ -2417,7 +2417,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
     return screenPosition;
 }
 
-// Returns size position for a 3d world space position (useful for texture drawing)
+// Get size position for a 3d world space position (useful for texture drawing)
 Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
 {
     // Calculate projection matrix (from perspective instead of frustum
@@ -2459,7 +2459,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
     return screenPosition;
 }
 
-// Returns the screen space position for a 2d camera world space position
+// Get the screen space position for a 2d camera world space position
 Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
 {
     Matrix matCamera = GetCameraMatrix2D(camera);
@@ -2468,7 +2468,7 @@ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
     return (Vector2){ transform.x, transform.y };
 }
 
-// Returns the world space position for a 2d camera screen space position
+// Get the world space position for a 2d camera screen space position
 Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
 {
     Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
@@ -2486,7 +2486,7 @@ void SetTargetFPS(int fps)
     TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
 }
 
-// Returns current FPS
+// Get current FPS
 // NOTE: We calculate an average framerate
 int GetFPS(void)
 {
@@ -2513,7 +2513,7 @@ int GetFPS(void)
     return (int)roundf(1.0f/average);
 }
 
-// Returns time in seconds for last frame drawn (delta time)
+// Get time in seconds for last frame drawn (delta time)
 float GetFrameTime(void)
 {
     return (float)CORE.Time.frame;
@@ -2588,7 +2588,7 @@ void TakeScreenshot(const char *fileName)
     TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
 }
 
-// Returns a random value between min and max (both included)
+// Get a random value between min and max (both included)
 int GetRandomValue(int min, int max)
 {
     if (min > max)
@@ -3357,7 +3357,7 @@ bool IsMouseButtonUp(int button)
     return !IsMouseButtonDown(button);
 }
 
-// Returns mouse position X
+// Get mouse position X
 int GetMouseX(void)
 {
 #if defined(PLATFORM_ANDROID)
@@ -3367,7 +3367,7 @@ int GetMouseX(void)
 #endif
 }
 
-// Returns mouse position Y
+// Get mouse position Y
 int GetMouseY(void)
 {
 #if defined(PLATFORM_ANDROID)
@@ -3377,7 +3377,7 @@ int GetMouseY(void)
 #endif
 }
 
-// Returns mouse position XY
+// Get mouse position XY
 Vector2 GetMousePosition(void)
 {
     Vector2 position = { 0 };
@@ -3419,7 +3419,7 @@ void SetMouseScale(float scaleX, float scaleY)
     CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
 }
 
-// Returns mouse wheel movement Y
+// Get mouse wheel movement Y
 float GetMouseWheelMove(void)
 {
 #if defined(PLATFORM_ANDROID)
@@ -3447,7 +3447,7 @@ void SetMouseCursor(int cursor)
 #endif
 }
 
-// Returns touch position X for touch point 0 (relative to screen size)
+// Get touch position X for touch point 0 (relative to screen size)
 int GetTouchX(void)
 {
 #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
@@ -3457,7 +3457,7 @@ int GetTouchX(void)
 #endif
 }
 
-// Returns touch position Y for touch point 0 (relative to screen size)
+// Get touch position Y for touch point 0 (relative to screen size)
 int GetTouchY(void)
 {
 #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
@@ -3467,7 +3467,7 @@ int GetTouchY(void)
 #endif
 }
 
-// Returns touch position XY for a touch point index (relative to screen size)
+// Get touch position XY for a touch point index (relative to screen size)
 // TODO: Touch position should be scaled depending on display size and render size
 Vector2 GetTouchPosition(int index)
 {
diff --git a/src/gestures.h b/src/gestures.h
index ece65b39c..2ed9f8fd9 100644
--- a/src/gestures.h
+++ b/src/gestures.h
@@ -490,7 +490,7 @@ float GetGesturePinchAngle(void)
 // Module specific Functions Definition
 //----------------------------------------------------------------------------------
 #if defined(GESTURES_STANDALONE)
-// Returns angle from two-points vector with X-axis
+// Get angle from two-points vector with X-axis
 static float Vector2Angle(Vector2 v1, Vector2 v2)
 {
     float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
diff --git a/src/raylib.h b/src/raylib.h
index ee813cbf7..e8418f9a7 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1004,22 +1004,22 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
 RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
 
 // Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
-RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
-RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Returns camera 2d transform matrix
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
-RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
-RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
-RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
+RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Get a ray trace from mouse position
+RLAPI Matrix GetCameraMatrix(Camera camera);                      // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Get camera 2d transform matrix
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Get the screen space position for a 3d world space position
+RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
 
 // Timing-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
-RLAPI int GetFPS(void);                                           // Returns current FPS
-RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn (delta time)
-RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
+RLAPI int GetFPS(void);                                           // Get current FPS
+RLAPI float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
+RLAPI double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
 
 // Misc. functions
-RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
+RLAPI int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
 RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
 
@@ -1101,19 +1101,19 @@ RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mou
 RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
 RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
 RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
-RLAPI int GetMouseX(void);                                    // Returns mouse position X
-RLAPI int GetMouseY(void);                                    // Returns mouse position Y
-RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
+RLAPI int GetMouseX(void);                                    // Get mouse position X
+RLAPI int GetMouseY(void);                                    // Get mouse position Y
+RLAPI Vector2 GetMousePosition(void);                         // Get mouse position XY
 RLAPI void SetMousePosition(int x, int y);                    // Set mouse position XY
 RLAPI void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
 RLAPI void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
-RLAPI float GetMouseWheelMove(void);                          // Returns mouse wheel movement Y
+RLAPI float GetMouseWheelMove(void);                          // Get mouse wheel movement Y
 RLAPI void SetMouseCursor(int cursor);                        // Set mouse cursor
 
 // Input-related functions: touch
-RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
-RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
-RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
+RLAPI int GetTouchX(void);                                    // Get touch position X for touch point 0 (relative to screen size)
+RLAPI int GetTouchY(void);                                    // Get touch position Y for touch point 0 (relative to screen size)
+RLAPI Vector2 GetTouchPosition(int index);                    // Get touch position XY for a touch point index (relative to screen size)
 
 //------------------------------------------------------------------------------------
 // Gestures and Touch Handling Functions (Module: gestures)
@@ -1299,14 +1299,14 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
 RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint);      // Draw a textured polygon
 
 // Color/pixel related functions
-RLAPI Color Fade(Color color, float alpha);                                 // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI int ColorToInt(Color color);                                          // Returns hexadecimal value for a Color
-RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
-RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
-RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
-RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
+RLAPI Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color);                                          // Get hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
 RLAPI Color GetColor(int hexValue);                                         // Get Color structure from hexadecimal value
 RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
 RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
@@ -1362,7 +1362,7 @@ RLAPI char *TextToUtf8(int *codepoints, int length);                  // Encode
 // UTF8 text strings management functions
 RLAPI int *GetCodepoints(const char *text, int *count);               // Get all codepoints in a string, codepoints count returned by parameters
 RLAPI int GetCodepointsCount(const char *text);                       // Get total number of characters (codepoints) in a UTF8 encoded string
-RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
+RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
 RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength);    // Encode codepoint into utf8 text (char array length returned as parameter)
 
 //------------------------------------------------------------------------------------
diff --git a/src/raymath.h b/src/raymath.h
index 833bfd2e3..037139201 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
     return result;
 }
 
-// Returns Vector3 as float array
+// Get Vector3 as float array
 RMDEF float3 Vector3ToFloatV(Vector3 v)
 {
     float3 buffer = { 0 };
@@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat)
     return result;
 }
 
-// Returns the trace of the matrix (sum of the values along the diagonal)
+// Get the trace of the matrix (sum of the values along the diagonal)
 RMDEF float MatrixTrace(Matrix mat)
 {
     float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
@@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
     return result;
 }
 
-// Returns identity matrix
+// Get identity matrix
 RMDEF Matrix MatrixIdentity(void)
 {
     Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
@@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
     return result;
 }
 
-// Returns two matrix multiplication
+// Get two matrix multiplication
 // NOTE: When multiplying matrices... the order matters!
 RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
 {
@@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
     return result;
 }
 
-// Returns translation matrix
+// Get translation matrix
 RMDEF Matrix MatrixTranslate(float x, float y, float z)
 {
     Matrix result = { 1.0f, 0.0f, 0.0f, x,
@@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
     return result;
 }
 
-// Returns x-rotation matrix (angle in radians)
+// Get x-rotation matrix (angle in radians)
 RMDEF Matrix MatrixRotateX(float angle)
 {
     Matrix result = MatrixIdentity();
@@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle)
     return result;
 }
 
-// Returns y-rotation matrix (angle in radians)
+// Get y-rotation matrix (angle in radians)
 RMDEF Matrix MatrixRotateY(float angle)
 {
     Matrix result = MatrixIdentity();
@@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle)
     return result;
 }
 
-// Returns z-rotation matrix (angle in radians)
+// Get z-rotation matrix (angle in radians)
 RMDEF Matrix MatrixRotateZ(float angle)
 {
     Matrix result = MatrixIdentity();
@@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle)
 }
 
 
-// Returns xyz-rotation matrix (angles in radians)
+// Get xyz-rotation matrix (angles in radians)
 RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
 {
     Matrix result = MatrixIdentity();
@@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
     return result;
 }
 
-// Returns zyx-rotation matrix (angles in radians)
+// Get zyx-rotation matrix (angles in radians)
 RMDEF Matrix MatrixRotateZYX(Vector3 ang)
 {
     Matrix result = { 0 };
@@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
     return result;
 }
 
-// Returns scaling matrix
+// Get scaling matrix
 RMDEF Matrix MatrixScale(float x, float y, float z)
 {
     Matrix result = { x, 0.0f, 0.0f, 0.0f,
@@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z)
     return result;
 }
 
-// Returns perspective projection matrix
+// Get perspective projection matrix
 RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
 {
     Matrix result = { 0 };
@@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
     return result;
 }
 
-// Returns perspective projection matrix
+// Get perspective projection matrix
 // NOTE: Angle should be provided in radians
 RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
 {
@@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f
     return result;
 }
 
-// Returns orthographic projection matrix
+// Get orthographic projection matrix
 RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
 {
     Matrix result = { 0 };
@@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d
     return result;
 }
 
-// Returns camera look-at matrix (view matrix)
+// Get camera look-at matrix (view matrix)
 RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
 {
     Matrix result = { 0 };
@@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
     return result;
 }
 
-// Returns float array of matrix data
+// Get float array of matrix data
 RMDEF float16 MatrixToFloatV(Matrix mat)
 {
     float16 buffer = { 0 };
@@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
     return result;
 }
 
-// Returns identity quaternion
+// Get identity quaternion
 RMDEF Quaternion QuaternionIdentity(void)
 {
     Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
@@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
     return result;
 }
 
-// Returns a quaternion for a given rotation matrix
+// Get a quaternion for a given rotation matrix
 RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
 {
     Quaternion result = { 0 };
@@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
     return result;
 }
 
-// Returns a matrix for a given quaternion
+// Get a matrix for a given quaternion
 RMDEF Matrix QuaternionToMatrix(Quaternion q)
 {
     Matrix result = MatrixIdentity();
@@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
     return result;
 }
 
-// Returns rotation quaternion for an angle and axis
+// Get rotation quaternion for an angle and axis
 // NOTE: angle must be provided in radians
 RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
 {
@@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
     return result;
 }
 
-// Returns the rotation angle and axis for a given quaternion
+// Get the rotation angle and axis for a given quaternion
 RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
 {
     if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
@@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
     *outAngle = resAngle;
 }
 
-// Returns the quaternion equivalent to Euler angles
+// Get the quaternion equivalent to Euler angles
 // NOTE: Rotation order is ZYX
 RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
 {
diff --git a/src/rlgl.h b/src/rlgl.h
index 45e0f5406..417861b98 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -546,7 +546,7 @@ RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
 RLAPI void rlglInit(int width, int height);           // Initialize rlgl (buffers, shaders, textures, states)
 RLAPI void rlglClose(void);                           // De-inititialize rlgl (buffers, shaders, textures)
 RLAPI void rlLoadExtensions(void *loader);            // Load OpenGL extensions (loader function required)
-RLAPI int rlGetVersion(void);                         // Returns current OpenGL version
+RLAPI int rlGetVersion(void);                         // Get current OpenGL version
 RLAPI int rlGetFramebufferWidth(void);                // Get default framebuffer width
 RLAPI int rlGetFramebufferHeight(void);               // Get default framebuffer height
 
@@ -1892,7 +1892,7 @@ void rlLoadExtensions(void *loader)
 #endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 }
 
-// Returns current OpenGL version
+// Get current OpenGL version
 int rlGetVersion(void)
 {
 #if defined(GRAPHICS_API_OPENGL_11)
diff --git a/src/text.c b/src/text.c
index 2276c0817..6f56c8958 100644
--- a/src/text.c
+++ b/src/text.c
@@ -1123,7 +1123,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
     return vec;
 }
 
-// Returns index position for a unicode character on spritefont
+// Get index position for a unicode character on spritefont
 int GetGlyphIndex(Font font, int codepoint)
 {
 #ifndef GLYPH_NOTFOUND_CHAR_FALLBACK
@@ -1586,7 +1586,7 @@ int *GetCodepoints(const char *text, int *count)
     return codepoints;
 }
 
-// Returns total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
+// Get total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
 // NOTE: If an invalid UTF8 sequence is encountered a '?'(0x3f) codepoint is counted instead
 int GetCodepointsCount(const char *text)
 {
@@ -1608,7 +1608,7 @@ int GetCodepointsCount(const char *text)
 }
 #endif      // SUPPORT_TEXT_MANIPULATION
 
-// Returns next codepoint in a UTF8 encoded text, scanning until '\0' is found
+// Get next codepoint in a UTF8 encoded text, scanning until '\0' is found
 // When a invalid UTF8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
 // Total number of bytes processed are returned as a parameter
 // NOTE: the standard says U+FFFD should be returned in case of errors
diff --git a/src/textures.c b/src/textures.c
index 05e8ea950..f80ec5687 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3553,7 +3553,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
     rlSetTexture(0);
 }
 
-// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+// Get color with alpha applied, alpha goes from 0.0f to 1.0f
 Color Fade(Color color, float alpha)
 {
     if (alpha < 0.0f) alpha = 0.0f;
@@ -3562,13 +3562,13 @@ Color Fade(Color color, float alpha)
     return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
 }
 
-// Returns hexadecimal value for a Color
+// Get hexadecimal value for a Color
 int ColorToInt(Color color)
 {
     return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
 }
 
-// Returns color normalized as float [0..1]
+// Get color normalized as float [0..1]
 Vector4 ColorNormalize(Color color)
 {
     Vector4 result;
@@ -3581,7 +3581,7 @@ Vector4 ColorNormalize(Color color)
     return result;
 }
 
-// Returns color from normalized values [0..1]
+// Get color from normalized values [0..1]
 Color ColorFromNormalized(Vector4 normalized)
 {
     Color result;
@@ -3594,7 +3594,7 @@ Color ColorFromNormalized(Vector4 normalized)
     return result;
 }
 
-// Returns HSV values for a Color
+// Get HSV values for a Color
 // NOTE: Hue is returned as degrees [0..360]
 Vector3 ColorToHSV(Color color)
 {
@@ -3646,7 +3646,7 @@ Vector3 ColorToHSV(Color color)
     return hsv;
 }
 
-// Returns a Color from HSV values
+// Get a Color from HSV values
 // Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
 // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
 // Hue is provided in degrees: [0..360]
@@ -3682,7 +3682,7 @@ Color ColorFromHSV(float hue, float saturation, float value)
     return color;
 }
 
-// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+// Get color with alpha applied, alpha goes from 0.0f to 1.0f
 Color ColorAlpha(Color color, float alpha)
 {
     if (alpha < 0.0f) alpha = 0.0f;
@@ -3691,7 +3691,7 @@ Color ColorAlpha(Color color, float alpha)
     return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
 }
 
-// Returns src alpha-blended into dst color with tint
+// Get src alpha-blended into dst color with tint
 Color ColorAlphaBlend(Color dst, Color src, Color tint)
 {
     Color out = WHITE;
@@ -3746,7 +3746,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
     return out;
 }
 
-// Returns a Color struct from hexadecimal value
+// Get a Color struct from hexadecimal value
 Color GetColor(int hexValue)
 {
     Color color;