Whitespace fixes

This commit is contained in:
Oliver Brakmann
2014-10-20 23:23:09 +02:00
parent d1af36c189
commit 4b63b6ef2e
4 changed files with 25 additions and 25 deletions

View File

@@ -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<Actor>();
@@ -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)
{

View File

@@ -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);