diff --git a/OpenRA.Mods.Common/Projectiles/Missile.cs b/OpenRA.Mods.Common/Projectiles/Missile.cs index b2f7050377..dde8199619 100644 --- a/OpenRA.Mods.Common/Projectiles/Missile.cs +++ b/OpenRA.Mods.Common/Projectiles/Missile.cs @@ -100,19 +100,19 @@ namespace OpenRA.Mods.Common.Projectiles [Desc("Image that contains the trail animation.")] public readonly string TrailImage = null; - [Desc("Smoke sequence name.")] + [Desc("Trail sequence name.")] [SequenceReference("TrailImage")] public readonly string TrailSequence = "idle"; - [Desc("Palette used to render the smoke sequence.")] + [Desc("Palette used to render the trail sequence.")] [PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect"; - [Desc("Use the Player Palette to render the smoke sequence.")] + [Desc("Use the Player Palette to render the trail sequence.")] public readonly bool TrailUsePlayerPalette = false; - [Desc("Interval in ticks between spawning smoke animation.")] + [Desc("Interval in ticks between spawning trail animation.")] public readonly int TrailInterval = 2; - [Desc("Should smoke animation be spawned when the propulsion is not activated.")] + [Desc("Should trail animation be spawned when the propulsion is not activated.")] public readonly bool TrailWhenDeactivated = false; public readonly int ContrailLength = 0; @@ -817,7 +817,7 @@ namespace OpenRA.Mods.Common.Projectiles shouldExplode = true; } - // Create the smoke trail effect + // Create the sprite trail effect if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated)) { world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos - 3 * move / 2, w, info.TrailImage, info.TrailSequence, trailPalette, false, false, renderFacing)));