Fix StyleCop warnings in OpenRA.Game

This commit is contained in:
Hellhake
2015-01-01 23:04:18 +01:00
parent e9989496c4
commit 5a97a4b63b
119 changed files with 547 additions and 529 deletions

View File

@@ -30,13 +30,13 @@ namespace OpenRA.GameRules
[Desc("Can this warhead affect the actor that fired it.")]
public readonly bool AffectsParent = false;
[Desc("Delay in ticks before applying the warhead effect.","0 = instant (old model).")]
[Desc("Delay in ticks before applying the warhead effect.", "0 = instant (old model).")]
public readonly int Delay = 0;
///<summary>Applies the warhead's effect against the target.</summary>
/// <summary>Applies the warhead's effect against the target.</summary>
public abstract void DoImpact(Target target, Actor firedBy, IEnumerable<int> damageModifiers);
///<summary>Checks if the warhead is valid against (can do something to) the target.</summary>
/// <summary>Checks if the warhead is valid against (can do something to) the target.</summary>
public bool IsValidAgainst(Target target, World world, Actor firedBy)
{
if (target.Type == TargetType.Actor)
@@ -66,7 +66,7 @@ namespace OpenRA.GameRules
// assumption has been removed from the yaml definitions
public virtual bool CanTargetActor(ActorInfo victim, Actor firedBy) { return false; }
///<summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
/// <summary>Checks if the warhead is valid against (can do something to) the actor.</summary>
public bool IsValidAgainst(Actor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))
@@ -88,7 +88,7 @@ namespace OpenRA.GameRules
return true;
}
///<summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
/// <summary>Checks if the warhead is valid against (can do something to) the frozen actor.</summary>
public bool IsValidAgainst(FrozenActor victim, Actor firedBy)
{
if (!CanTargetActor(victim.Info, firedBy))