Fix static readonly field capitalisation conventions
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.RA.Missions
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class Allies01Script : IWorldLoaded, ITick
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{
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static readonly string[] objectives =
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static readonly string[] Objectives =
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{
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"Find Einstein. Tanya and Einstein must survive.",
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"Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."
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@@ -50,13 +50,13 @@ namespace OpenRA.Mods.RA.Missions
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World world;
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static readonly string[] taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
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static readonly string[] Taunts = { "laugh1.aud", "lefty1.aud", "cmon1.aud", "gotit1.aud" };
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static readonly string[] ships = { "ca", "ca", "ca", "ca" };
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static readonly string[] patrol = { "e1", "dog", "e1" };
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static readonly string[] Ships = { "ca", "ca", "ca", "ca" };
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static readonly string[] Patrol = { "e1", "dog", "e1" };
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static readonly string[] attackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" };
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static readonly string[] lastAttackWaveAddition = { "3tnk", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2" };
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static readonly string[] AttackWave = { "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2", "dog" };
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static readonly string[] LastAttackWaveAddition = { "3tnk", "e1", "e1", "e1", "e1", "e2", "e2", "e2", "e2" };
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int currentAttackWaveFrameNumber;
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int currentAttackWave;
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const int EinsteinChinookAttackWave = 5;
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@@ -69,7 +69,7 @@ namespace OpenRA.Mods.RA.Missions
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", objectives[currentObjective]);
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Game.AddChatLine(Color.LimeGreen, "Objective", Objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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@@ -113,7 +113,7 @@ namespace OpenRA.Mods.RA.Missions
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// taunt every so often
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if (world.FrameNumber % 1000 == 0)
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{
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Sound.Play(taunts[world.SharedRandom.Next(taunts.Length)]);
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Sound.Play(Taunts[world.SharedRandom.Next(Taunts.Length)]);
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}
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// take Tanya to the LZ
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if (world.FrameNumber == 1)
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@@ -144,12 +144,12 @@ namespace OpenRA.Mods.RA.Missions
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if (world.FrameNumber >= currentAttackWaveFrameNumber + 600)
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{
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Sound.Play("enmyapp1.aud");
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SendAttackWave(attackWave);
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SendAttackWave(AttackWave);
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currentAttackWave++;
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currentAttackWaveFrameNumber = world.FrameNumber;
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if (currentAttackWave >= EinsteinChinookAttackWave)
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{
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SendAttackWave(lastAttackWaveAddition);
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SendAttackWave(LastAttackWaveAddition);
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}
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if (currentAttackWave == EinsteinChinookAttackWave)
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{
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@@ -212,9 +212,9 @@ namespace OpenRA.Mods.RA.Missions
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void SendPatrol()
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{
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for (int i = 0; i < patrol.Length; i++)
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for (int i = 0; i < Patrol.Length; i++)
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{
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var actor = world.CreateActor(patrol[i], new TypeDictionary { new OwnerInit(soviets), new LocationInit(insertionLZ.Location + new CVec(-1 + i, 10 + i * 2)) });
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var actor = world.CreateActor(Patrol[i], new TypeDictionary { new OwnerInit(soviets), new LocationInit(insertionLZ.Location + new CVec(-1 + i, 10 + i * 2)) });
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actor.QueueActivity(new Move.Move(insertionLZ.Location));
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}
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}
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@@ -239,9 +239,9 @@ namespace OpenRA.Mods.RA.Missions
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void SendShips()
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{
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for (int i = 0; i < ships.Length; i++)
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for (int i = 0; i < Ships.Length; i++)
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{
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var actor = world.CreateActor(ships[i],
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var actor = world.CreateActor(Ships[i],
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new TypeDictionary { new OwnerInit(allies), new LocationInit(shipSpawnPoint.Location + new CVec(i * 2, 0)) });
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actor.QueueActivity(new Move.Move(shipMovePoint.Location + new CVec(i * 4, 0)));
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}
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