Spelling fixes
This commit is contained in:
committed by
Pavel Penev
parent
52fd564eac
commit
53e9f44972
@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Scripting
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Self.QueueActivity(new CaptureActor(Self, Target.FromActor(target), null));
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}
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[Desc("Checks if the target actor can be catured.")]
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[Desc("Checks if the target actor can be captured.")]
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public bool CanCapture(Actor target)
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{
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var targetManager = target.TraitOrDefault<CaptureManager>();
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@@ -804,7 +804,7 @@ namespace OpenRA.Mods.Common.Traits
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var altitude = self.World.Map.DistanceAboveTerrain(CenterPosition);
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// LandingCells define OccupiedCells, so we need to keep current position with LandindCells in sync.
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// Though we don't want to update LandingCells when the unit is airborn, as when non-VTOL units reserve
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// Though we don't want to update LandingCells when the unit is airborne, as when non-VTOL units reserve
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// their landing position it is expected for their landing cell to not match their current position.
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if (HasInfluence() && altitude.Length <= Info.MinAirborneAltitude)
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{
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int BaleLoadDelay = 4;
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[Desc("How fast it can dump it's carryage.")]
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[Desc("How fast it can dump its bales.")]
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public readonly int BaleUnloadDelay = 4;
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[Desc("How many bales can it dump at once.")]
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@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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bridges = new CellLayer<Bridge>(w.Map);
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// Build a list of templates that should be overlayed with bridges
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// Build a list of templates that should be overlaid with bridges
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foreach (var bridge in info.Bridges)
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{
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var bi = w.Map.Rules.Actors[bridge].TraitInfo<BridgeInfo>();
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@@ -279,13 +279,13 @@ namespace OpenRA.Mods.Common.Traits
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{
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var cv = cellVisibility(puv);
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// If a cell is covered by shroud, then all neigbhors are covered by shroud and fog.
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// If a cell is covered by shroud, then all neighbors are covered by shroud and fog.
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if (!cv.HasFlag(Shroud.CellVisibility.Explored))
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return notVisibleEdgesPair;
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var ncv = GetNeighborsVisbility(puv);
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// If a cell is covered by fog, then all neigbhors are as well.
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// If a cell is covered by fog, then all neighbors are as well.
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var edgesFog = cv.HasFlag(Shroud.CellVisibility.Visible) ? GetEdges(ncv, Shroud.CellVisibility.Visible) : notVisibleEdgesPair.Item2;
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var edgesShroud = GetEdges(ncv, Shroud.CellVisibility.Explored);
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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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{
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public override string Name => "Rename contrail color properties";
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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";
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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";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNode actorNode)
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{
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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const string LoadingNews = "label-loading-news";
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[TranslationReference("message")]
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const string NewsRetrivalFailed = "label-news-retrival-failed";
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const string NewsRetrivalFailed = "label-news-retrieval-failed";
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[TranslationReference("message")]
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const string NewsParsingFailed = "label-news-parsing-failed";
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