diff --git a/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs b/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs index fab26c7dd4..5eed25090d 100644 --- a/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs +++ b/OpenRA.Mods.RA/Scripting/Global/ReinforcementsGlobal.cs @@ -62,10 +62,10 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + - "The first member of the entryPath array will be the units' spawnpoint, " + - "while the last one will be their destination. If actionFunc is given, " + - "it will be executed once a unit has reached its destination. actionFunc " + - "will be called as actionFunc(Actor actor)")] + "The first member of the entryPath array will be the units' spawnpoint, " + + "while the last one will be their destination. If actionFunc is given, " + + "it will be executed once a unit has reached its destination. actionFunc " + + "will be called as actionFunc(Actor actor)")] public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null) { var actors = new List(); @@ -99,13 +99,13 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " + - "The first member of the entryPath array will be the spawnpoint for the transport, " + - "while the last one will be its destination. The last member of the exitPath array " + - "is be the place where the transport will be removed from the game. When the transport " + - "has reached the destination, it will unload its cargo unless a custom actionFunc has " + - "been supplied. Afterwards, the transport will follow the exitPath and leave the map, " + - "unless a custom exitFunc has been supplied. actionFunc will be called as " + - "actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")] + "The first member of the entryPath array will be the spawnpoint for the transport, " + + "while the last one will be its destination. The last member of the exitPath array " + + "is be the place where the transport will be removed from the game. When the transport " + + "has reached the destination, it will unload its cargo unless a custom actionFunc has " + + "been supplied. Afterwards, the transport will follow the exitPath and leave the map, " + + "unless a custom exitFunc has been supplied. actionFunc will be called as " + + "actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")] public LuaTable ReinforceWithTransport(Player owner, string actorType, string[] cargoTypes, CPos[] entryPath, CPos[] exitPath = null, LuaFunction actionFunc = null, LuaFunction exitFunc = null) { diff --git a/OpenRA.Mods.RA/Scripting/Global/TriggerGlobal.cs b/OpenRA.Mods.RA/Scripting/Global/TriggerGlobal.cs index 42f0a22a1b..e2c6c9838c 100644 --- a/OpenRA.Mods.RA/Scripting/Global/TriggerGlobal.cs +++ b/OpenRA.Mods.RA/Scripting/Global/TriggerGlobal.cs @@ -172,14 +172,14 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Call a function when this actor is added to the world. " + - "The callback function will be called as func(Actor self).")] + "The callback function will be called as func(Actor self).")] public void OnAddedToWorld(Actor a, LuaFunction func) { GetScriptTriggers(a).RegisterCallback(Trigger.OnAddedToWorld, func, context); } [Desc("Call a function when this actor is removed from the world. " + - "The callback function will be called as func(Actor self).")] + "The callback function will be called as func(Actor self).")] public void OnRemovedFromWorld(Actor a, LuaFunction func) { GetScriptTriggers(a).RegisterCallback(Trigger.OnRemovedFromWorld, func, context); @@ -214,7 +214,7 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Call a function when this actor is captured. The callback function " + - "will be called as func(Actor self, Actor captor, Player oldOwner, Player newOwner).")] + "will be called as func(Actor self, Actor captor, Player oldOwner, Player newOwner).")] public void OnCapture(Actor a, LuaFunction func) { GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context); @@ -279,7 +279,7 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Call a function when this actor is infiltrated. The callback function " + - "will be called as func(Actor self, Actor infiltrator).")] + "will be called as func(Actor self, Actor infiltrator).")] public void OnInfiltrated(Actor a, LuaFunction func) { GetScriptTriggers(a).RegisterCallback(Trigger.OnInfiltrated, func, context); diff --git a/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs b/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs index 1ae0f96b7d..772d16bc31 100644 --- a/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs +++ b/OpenRA.Mods.RA/Scripting/Properties/MissionObjectiveProperties.cs @@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA.Scripting [ScriptActorPropertyActivity] [Desc("Add a primary mission objective for this player. The function returns the " + - "ID of the newly created objective, so that it can be referred to later.")] + "ID of the newly created objective, so that it can be referred to later.")] public int AddPrimaryObjective(string description) { return mo.Add(player, description, ObjectiveType.Primary); @@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Scripting [ScriptActorPropertyActivity] [Desc("Add a secondary mission objective for this player. The function returns the " + - "ID of the newly created objective, so that it can be referred to later.")] + "ID of the newly created objective, so that it can be referred to later.")] public int AddSecondaryObjective(string description) { return mo.Add(player, description, ObjectiveType.Secondary); diff --git a/OpenRA.Mods.RA/Scripting/Properties/ProductionProperties.cs b/OpenRA.Mods.RA/Scripting/Properties/ProductionProperties.cs index 813dea0e52..6d51c362be 100644 --- a/OpenRA.Mods.RA/Scripting/Properties/ProductionProperties.cs +++ b/OpenRA.Mods.RA/Scripting/Properties/ProductionProperties.cs @@ -94,10 +94,10 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Build the specified set of actors using a TD-style (per building) production queue. " + - "The function will return true if production could be started, false otherwise. " + - "If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " + - "production of all actors has been completed. The actors array is guaranteed to " + - "only contain alive actors.")] + "The function will return true if production could be started, false otherwise. " + + "If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " + + "production of all actors has been completed. The actors array is guaranteed to " + + "only contain alive actors.")] public bool Build(string[] actorTypes, LuaFunction actionFunc = null) { if (triggers.Triggers[Trigger.OnProduction].Any()) @@ -199,10 +199,10 @@ namespace OpenRA.Mods.RA.Scripting } [Desc("Build the specified set of actors using classic (RA-style) production queues. " + - "The function will return true if production could be started, false otherwise. " + - "If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " + - "production of all actors has been completed. The actors array is guaranteed to " + - "only contain alive actors.")] + "The function will return true if production could be started, false otherwise. " + + "If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " + + "production of all actors has been completed. The actors array is guaranteed to " + + "only contain alive actors.")] public bool Build(string[] actorTypes, LuaFunction actionFunc = null) { var typeToQueueMap = new Dictionary();