Spelling fixes

This commit is contained in:
RoosterDragon
2023-03-02 17:06:48 +00:00
committed by Pavel Penev
parent 52fd564eac
commit 53e9f44972
12 changed files with 13 additions and 13 deletions

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Scripting
Self.QueueActivity(new CaptureActor(Self, Target.FromActor(target), null));
}
[Desc("Checks if the target actor can be catured.")]
[Desc("Checks if the target actor can be captured.")]
public bool CanCapture(Actor target)
{
var targetManager = target.TraitOrDefault<CaptureManager>();

View File

@@ -804,7 +804,7 @@ namespace OpenRA.Mods.Common.Traits
var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition);
// LandingCells define OccupiedCells, so we need to keep current position with LandindCells in sync.
// Though we don't want to update LandingCells when the unit is airborn, as when non-VTOL units reserve
// Though we don't want to update LandingCells when the unit is airborne, as when non-VTOL units reserve
// their landing position it is expected for their landing cell to not match their current position.
if (HasInfluence() && altitude.Length <= Info.MinAirborneAltitude)
{

View File

@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int BaleLoadDelay = 4;
[Desc("How fast it can dump it's carryage.")]
[Desc("How fast it can dump its bales.")]
public readonly int BaleUnloadDelay = 4;
[Desc("How many bales can it dump at once.")]

View File

@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Traits
{
bridges = new CellLayer<Bridge>(w.Map);
// Build a list of templates that should be overlayed with bridges
// Build a list of templates that should be overlaid with bridges
foreach (var bridge in info.Bridges)
{
var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();

View File

@@ -279,13 +279,13 @@ namespace OpenRA.Mods.Common.Traits
{
var cv = cellVisibility(puv);
// If a cell is covered by shroud, then all neigbhors are covered by shroud and fog.
// If a cell is covered by shroud, then all neighbors are covered by shroud and fog.
if (!cv.HasFlag(Shroud.CellVisibility.Explored))
return notVisibleEdgesPair;
var ncv = GetNeighborsVisbility(puv);
// If a cell is covered by fog, then all neigbhors are as well.
// If a cell is covered by fog, then all neighbors are as well.
var edgesFog = cv.HasFlag(Shroud.CellVisibility.Visible) ? GetEdges(ncv, Shroud.CellVisibility.Visible) : notVisibleEdgesPair.Item2;
var edgesShroud = GetEdges(ncv, Shroud.CellVisibility.Explored);

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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public override string Name => "Rename contrail color properties";
public override string Description => "Rename contrail color properties `Color` to `StartColor` and `UsePlayerColor` to `StartColorUsePlayerColor` in traits and weapons to acount for added `EndColor` functionality";
public override string Description => "Rename contrail color properties `Color` to `StartColor` and `UsePlayerColor` to `StartColorUsePlayerColor` in traits and weapons to account for added `EndColor` functionality";
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
{

View File

@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
const string LoadingNews = "label-loading-news";
[TranslationReference("message")]
const string NewsRetrivalFailed = "label-news-retrival-failed";
const string NewsRetrivalFailed = "label-news-retrieval-failed";
[TranslationReference("message")]
const string NewsParsingFailed = "label-news-parsing-failed";