From 74e2baeb48c355c4b982da373589450aa08c25ec Mon Sep 17 00:00:00 2001 From: ScottNZ Date: Tue, 12 Nov 2013 18:38:21 +1300 Subject: [PATCH] Fix a few spelling errors --- OpenRA.FileFormats/FileFormats/CRC32.cs | 2 +- OpenRA.Game/Sound.cs | 4 ++-- OpenRA.Mods.RA/AI/HackyAI.cs | 16 ++++++++-------- OpenRA.Mods.RA/AI/States/GroundStates.cs | 4 ++-- 4 files changed, 13 insertions(+), 13 deletions(-) diff --git a/OpenRA.FileFormats/FileFormats/CRC32.cs b/OpenRA.FileFormats/FileFormats/CRC32.cs index 93de0e5827..59cb9d5cc7 100644 --- a/OpenRA.FileFormats/FileFormats/CRC32.cs +++ b/OpenRA.FileFormats/FileFormats/CRC32.cs @@ -92,7 +92,7 @@ namespace OpenRA.FileFormats /// A fast (native) CRC32 implementation that can be used on a regular byte arrays. /// /// The data from which to calculate the checksum. - /// The polynomal. + /// The polynomial. /// /// The calculated checksum. /// diff --git a/OpenRA.Game/Sound.cs b/OpenRA.Game/Sound.cs index c89649f875..161fbb705e 100644 --- a/OpenRA.Game/Sound.cs +++ b/OpenRA.Game/Sound.cs @@ -272,7 +272,7 @@ namespace OpenRA } // Returns true if played successfully - public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant, bool attentuateVolume) + public static bool PlayPredefined(Player p, Actor voicedUnit, string type, string definition, string variant, bool attenuateVolume) { if (definition == null) return false; @@ -323,7 +323,7 @@ namespace OpenRA if (!String.IsNullOrEmpty(name) && (p == null || p == p.World.LocalPlayer)) soundEngine.Play2D(sounds[name], false, true, WPos.Zero, - InternalSoundVolume, attentuateVolume); + InternalSoundVolume, attenuateVolume); return true; } diff --git a/OpenRA.Mods.RA/AI/HackyAI.cs b/OpenRA.Mods.RA/AI/HackyAI.cs index a76dc7bd57..500923addd 100644 --- a/OpenRA.Mods.RA/AI/HackyAI.cs +++ b/OpenRA.Mods.RA/AI/HackyAI.cs @@ -621,12 +621,12 @@ namespace OpenRA.Mods.RA.AI foreach (var b in allEnemyBaseBuilder) { - var enemys = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15)) + var enemies = world.FindActorsInCircle(b.CenterPosition, WRange.FromCells(15)) .Where(unit => p.Stances[unit.Owner] == Stance.Enemy && unit.HasTrait()).ToList(); - if (rushFuzzy.CanAttack(ownUnits, enemys)) + if (rushFuzzy.CanAttack(ownUnits, enemies)) { - var target = enemys.Any() ? enemys.Random(random) : b; + var target = enemies.Any() ? enemies.Random(random) : b; var rush = GetSquadOfType(SquadType.Rush); if (rush == null) rush = RegisterNewSquad(SquadType.Rush, target); @@ -781,16 +781,16 @@ namespace OpenRA.Mods.RA.AI { var pos = new CPos(i, j); var targets = world.FindActorsInCircle(pos.CenterPosition, WRange.FromCells(radiusOfPower)).ToList(); - var enemys = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList(); + var enemies = targets.Where(unit => p.Stances[unit.Owner] == Stance.Enemy).ToList(); var ally = targets.Where(unit => p.Stances[unit.Owner] == Stance.Ally || unit.Owner == p).ToList(); - if (enemys.Count < ally.Count || !enemys.Any()) + if (enemies.Count < ally.Count || !enemies.Any()) continue; - if (enemys.Count > countUnits) + if (enemies.Count > countUnits) { - countUnits = enemys.Count; - resLoc = enemys.Random(random).Location; + countUnits = enemies.Count; + resLoc = enemies.Random(random).Location; } } } diff --git a/OpenRA.Mods.RA/AI/States/GroundStates.cs b/OpenRA.Mods.RA/AI/States/GroundStates.cs index d8867480dc..b74640ba8d 100644 --- a/OpenRA.Mods.RA/AI/States/GroundStates.cs +++ b/OpenRA.Mods.RA/AI/States/GroundStates.cs @@ -93,9 +93,9 @@ namespace OpenRA.Mods.RA.AI } else { - var enemys = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12)) + var enemies = owner.world.FindActorsInCircle(leader.CenterPosition, WRange.FromCells(12)) .Where(a1 => !a1.Destroyed && !a1.IsDead()).ToList(); - var enemynearby = enemys.Where(a1 => a1.HasTrait() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList(); + var enemynearby = enemies.Where(a1 => a1.HasTrait() && leader.Owner.Stances[a1.Owner] == Stance.Enemy).ToList(); if (enemynearby.Any()) { owner.Target = enemynearby.ClosestTo(leader.CenterPosition);