diff --git a/OpenRA.Game/TranslationProvider.cs b/OpenRA.Game/TranslationProvider.cs index 3620d84322..c8b7c387b3 100644 --- a/OpenRA.Game/TranslationProvider.cs +++ b/OpenRA.Game/TranslationProvider.cs @@ -35,7 +35,7 @@ namespace OpenRA public static string GetString(string key, IDictionary args = null) { lock (SyncObject) - { + { // By prioritizing mod-level translations we prevent maps from overwriting translation keys. We do not want to // allow maps to change the UI nor any other strings not exposed to the map. if (modTranslation.TryGetString(key, out var message, args)) @@ -51,7 +51,7 @@ namespace OpenRA public static bool TryGetString(string key, out string message, IDictionary args = null) { lock (SyncObject) - { + { // By prioritizing mod-level translations we prevent maps from overwriting translation keys. We do not want to // allow maps to change the UI nor any other strings not exposed to the map. if (modTranslation.TryGetString(key, out message, args)) diff --git a/mods/cnc/maps/nod10b/nod10b.lua b/mods/cnc/maps/nod10b/nod10b.lua index a6326b26a3..f377de4223 100644 --- a/mods/cnc/maps/nod10b/nod10b.lua +++ b/mods/cnc/maps/nod10b/nod10b.lua @@ -36,9 +36,9 @@ DeliverCommando = function() end) Trigger.OnPlayerWon(Nod, function(Nod) - if not rambo.IsDead then - Nod.MarkCompletedObjective(KeepRamboAliveObjective) - end + if not rambo.IsDead then + Nod.MarkCompletedObjective(KeepRamboAliveObjective) + end end) end @@ -69,7 +69,7 @@ WorldLoaded = function() Utils.Do(Mammoths, function(mammoth) mammoth.Stance = "HoldFire" - end) + end) Utils.Do(MediumTanks, function(tank) Trigger.OnDamaged(tank, function() @@ -84,7 +84,7 @@ WorldLoaded = function() end end) end) - end) + end) Utils.Do(Grenadiers, function(grenadier) Trigger.OnDamaged(grenadier, function() @@ -99,11 +99,11 @@ WorldLoaded = function() end end) end) - end) + end) Utils.Do(GDIBuildings, function(building) RepairBuilding(GDI, building, 0.75) - end) + end) Trigger.OnEnteredFootprint({ NorthEntrance.Location }, function(a, id) if a.Owner == Nod then @@ -125,7 +125,7 @@ WorldLoaded = function() Utils.Do(Riflemen, function(rifleman) rifleman.Patrol(RiflemenPatrolPath) - end) + end) PatrollingMammoth.Patrol(MammothPatrolPath) end diff --git a/mods/d2k/maps/shellmap/d2k-shellmap.lua b/mods/d2k/maps/shellmap/d2k-shellmap.lua index 542d964a2e..8070bd3d38 100644 --- a/mods/d2k/maps/shellmap/d2k-shellmap.lua +++ b/mods/d2k/maps/shellmap/d2k-shellmap.lua @@ -64,25 +64,25 @@ CorCarryHarvWaypoints = { cor_harvcarry_2.Location, cor_harvcarry_1.Location } SmgCarryHarvWaypoints = { smg_harvcarry_2.Location, smg_harvcarry_1.Location } Produce = function(house, units) - if HoldProduction[house.Name] then - Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end) - return - end + if HoldProduction[house.Name] then + Trigger.AfterDelay(DateTime.Minutes(1), function() Produce(house, units) end) + return + end - local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2]) - local toBuild = { Utils.Random(units) } - house.Build(toBuild, function(unit) + local delay = Utils.RandomInteger(AttackDelay[1], AttackDelay[2]) + local toBuild = { Utils.Random(units) } + house.Build(toBuild, function(unit) local unitCount = 1 if IdlingUnits[house.Name] then unitCount = 1 + #IdlingUnits[house.Name] end IdlingUnits[house.Name][unitCount] = unit[1] - Trigger.AfterDelay(delay, function() Produce(house, units) end) + Trigger.AfterDelay(delay, function() Produce(house, units) end) - if unitCount >= (AttackGroupSize[1] * 2) then - SendAttack(house) - end - end) + if unitCount >= (AttackGroupSize[1] * 2) then + SendAttack(house) + end + end) end SetupAttackGroup = function(house)