diff --git a/OpenRA.Mods.Common/Widgets/Logic/MuteHotkeyLogic.cs b/OpenRA.Mods.Common/Widgets/Logic/MuteHotkeyLogic.cs index 3394c179f5..2de388dde7 100644 --- a/OpenRA.Mods.Common/Widgets/Logic/MuteHotkeyLogic.cs +++ b/OpenRA.Mods.Common/Widgets/Logic/MuteHotkeyLogic.cs @@ -29,12 +29,12 @@ namespace OpenRA.Mods.Common.Widgets.Logic if (Game.Settings.Sound.Mute) { Game.Sound.MuteAudio(); - TextNotificationsManager.AddFeedbackLine("Audio muted"); + TextNotificationsManager.AddFeedbackLine("Audio muted."); } else { Game.Sound.UnmuteAudio(); - TextNotificationsManager.AddFeedbackLine("Audio unmuted"); + TextNotificationsManager.AddFeedbackLine("Audio unmuted."); } return true; diff --git a/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs b/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs index 4e7110dc26..417127faff 100644 --- a/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs +++ b/OpenRA.Mods.Common/Widgets/WorldInteractionControllerWidget.cs @@ -248,12 +248,12 @@ namespace OpenRA.Mods.Common.Widgets // Check if selecting actors on the screen has selected new units if (ownUnitsOnScreen.Count > World.Selection.Actors.Count()) - TextNotificationsManager.AddFeedbackLine("Selected across screen"); + TextNotificationsManager.AddFeedbackLine("Selected across screen."); else { // Select actors in the world that have highest selection priority ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList(); - TextNotificationsManager.AddFeedbackLine("Selected across map"); + TextNotificationsManager.AddFeedbackLine("Selected across map."); } World.Selection.Combine(World, ownUnitsOnScreen, false, false); @@ -280,12 +280,12 @@ namespace OpenRA.Mods.Common.Widgets // Check if selecting actors on the screen has selected new units if (newSelection.Count > World.Selection.Actors.Count()) - TextNotificationsManager.AddFeedbackLine("Selected across screen"); + TextNotificationsManager.AddFeedbackLine("Selected across screen."); else { // Select actors in the world that have the same selection class as one of the already selected actors newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList(); - TextNotificationsManager.AddFeedbackLine("Selected across map"); + TextNotificationsManager.AddFeedbackLine("Selected across map."); } World.Selection.Combine(World, newSelection, true, false);