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