Run spell check over solution
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@@ -156,7 +156,7 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyMoving.MovementTypeChanged(Actor self, MovementType type)
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{
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// Recalculate the visiblity at our final stop position
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// Recalculate the visibility at our final stop position
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if (type == MovementType.None && self.IsInWorld)
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{
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var centerPosition = self.CenterPosition;
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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Traits
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var br = world.Map.CellContaining(pos + delta);
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var checkFrozen = firedBy.FrozenActorLayer.FrozenActorsInRegion(new CellRegion(world.Map.Grid.Type, tl, br));
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// IsValid check filters out Frozen Actors that have not initizialized their Owner
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// IsValid check filters out Frozen Actors that have not initialized their Owner
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foreach (var scrutinized in checkFrozen)
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answer += consideration.GetAttractiveness(scrutinized, firedBy.RelationshipWith(scrutinized.Owner), firedBy);
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}
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@@ -163,7 +163,7 @@ namespace OpenRA.Mods.Common.Traits
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// If the MCV has to move first, we can't be sure it reaches the destination alive, so we only
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// update base and defense center if the MCV is deployed immediately (i.e. at game start).
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// TODO: This could be adressed via INotifyTransform.
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// TODO: This could be addressed via INotifyTransform.
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foreach (var n in notifyPositionsUpdated)
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{
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n.UpdatedBaseCenter(mcv.Location);
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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Traits
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"Non-positive values will make it use Health.HP.")]
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public readonly int MaxHP = 0;
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[Desc("Is the condition irrevokable once it has been granted?")]
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[Desc("Is the condition irrevocable once it has been granted?")]
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public readonly bool GrantPermanently = false;
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public override object Create(ActorInitializer init) { return new GrantConditionOnHealth(init.Self, this); }
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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Traits
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[NotificationReference("Sounds")]
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public readonly string CashTickDownNotification = null;
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[Desc("Monetery value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
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[Desc("Monetary value of each resource type.", "Dictionary of [resource type]: [value per unit].")]
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public readonly Dictionary<string, int> ResourceValues = new Dictionary<string, int>();
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IEnumerable<LobbyOption> ILobbyOptions.LobbyOptions(MapPreview map)
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Number of pips to display how filled unit is.")]
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public readonly int PipCount = 0;
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[Desc("If non-zero, override the spacing between adjacing pips.")]
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[Desc("If non-zero, override the spacing between adjacent pips.")]
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public readonly int2 PipStride = int2.Zero;
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[Desc("Image that defines the pip sequences.")]
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly float[] PresetSaturations = { };
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[ActorReference]
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[Desc("Actor type to show in the color picker. This can be overriden for specific factions with FactionPreviewActors.")]
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[Desc("Actor type to show in the color picker. This can be overridden for specific factions with FactionPreviewActors.")]
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public readonly string PreviewActor = null;
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[SequenceReference(dictionaryReference: LintDictionaryReference.Values)]
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