Run spell check over solution.
This commit is contained in:
committed by
Matthias Mailänder
parent
ebf90970b2
commit
96de59f75a
@@ -149,7 +149,7 @@ namespace OpenRA.Graphics
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var buffer = data;
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ReleaseBuffer();
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// We aren't commiting data to the GPU, so let's not delete our data.
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// We aren't committing data to the GPU, so let's not delete our data.
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if (Game.Renderer == null)
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return false;
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@@ -14,7 +14,7 @@ using System.Collections.Generic;
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namespace OpenRA.Primitives
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{
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/// <summary>Fixed size rorating buffer backed by an array.</summary>
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/// <summary>Fixed size rotating buffer backed by an array.</summary>
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public class RingBuffer<T> : ICollection<T>, IEnumerable<T>
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{
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readonly IComparer<T> comparer;
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@@ -119,7 +119,7 @@ namespace OpenRA
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[Desc("Can players vote to kick other players?")]
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public bool EnableVoteKick = true;
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[Desc("After how much time in miliseconds should the vote kick fail after idling?")]
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[Desc("After how much time in milliseconds should the vote kick fail after idling?")]
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public int VoteKickTimer = 30000;
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[Desc("If a vote kick was unsuccessful for how long should the player who started the vote not be able to start new votes?")]
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@@ -126,7 +126,7 @@ namespace OpenRA.Support
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}
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/// <summary>
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/// Shuffle a portion of a list list in place. Has minor biases.
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/// Shuffle a portion of a list in place. Has minor biases.
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/// </summary>
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public void ShuffleInPlace<T>(IList<T> list, int start, int len)
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{
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@@ -110,7 +110,7 @@ namespace OpenRA.Mods.Cnc.SpriteLoaders
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}
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}
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// Keep a 1px empty border to work avoid rounding issues in the gpu shader.
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// Keep a 1px empty border to work avoid rounding issues in the GPU shader.
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if (left > 0)
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left--;
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@@ -18,7 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Cnc.Traits
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{
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[Desc("Implements the charge-then-burst attack logic specific to the RA tesla coil.")]
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[Desc("Implements the charge-then-burst attack logic specific to the RA Tesla coil.")]
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sealed class AttackTeslaInfo : AttackBaseInfo
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{
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[Desc("How many charges this actor has to attack with, once charged.")]
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@@ -124,7 +124,7 @@ namespace OpenRA.Mods.Common.Activities
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if (!IsInterruptible)
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return;
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// This nulls caryall storage, so to avoid deleting units make sure it is not called while carrying one.
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// This nulls carryall storage, so to avoid deleting units make sure it is not called while carrying one.
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if (carryall.State == Carryall.CarryallState.Reserved)
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carryall.UnreserveCarryable(self);
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@@ -446,7 +446,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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/// <summary>
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/// Apply a binomial filter-based blur to a matrix, returning a new matrix. The result is
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/// somewhat similar to a gaussian blur. Maximum supported radius is MaxBinomialKernelRadius.
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/// somewhat similar to a Gaussian blur. Maximum supported radius is MaxBinomialKernelRadius.
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/// </summary>
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public static Matrix<int> BinomialBlur(Matrix<int> input, int radius)
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{
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@@ -519,7 +519,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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/// extended out.
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/// </para>
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/// <para>
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/// Along with the blured matrix, the number of changes compared to the
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/// Along with the blurred matrix, the number of changes compared to the
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/// original is returned.
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/// </para>
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/// <para>
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@@ -1106,7 +1106,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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/// Each call only dilates thin regions by one cell's thickness on each border.
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/// </para>
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/// <para>
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/// Only regions with a thickness less than width (in Chebychev distance) are considered.
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/// Only regions with a thickness less than width (in Chebyshev distance) are considered.
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/// </para>
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/// <para>
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/// Returns the number of changes made.
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@@ -1256,7 +1256,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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/// <summary>
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/// Traces a matrix of directions into a set of point sequences. Each point sequence is
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/// traced up to but excluding junction points. Paths are traced in both directions. The
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/// paths in the direction map must be bidrectional and contain no stubs.
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/// paths in the direction map must be bidirectional and contain no stubs.
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/// </summary>
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public static int2[][] DirectionMapToPaths(Matrix<byte> input)
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{
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@@ -196,7 +196,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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public CPos[] Points;
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/// <summary>
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/// Maximum permitted Chebychev distance that layed TemplateSegments may be from the
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/// Maximum permitted Chebyshev distance that layed TemplateSegments may be from the
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/// specified points.
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/// </summary>
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public int MaxDeviation;
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@@ -339,7 +339,7 @@ namespace OpenRA.Mods.Common.MapGenerator
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//
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// Then, from the end node, it works backwards. It finds any (random) suitable template
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// segment which connects back to a previous node where the difference in cost is
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// that of the template segment's cost, implying that that previous node is on an
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// that of the template segment's cost, implying that the previous node is on an
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// optimal path towards the end node. This process repeats until the start node is
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// reached, painting templates along the way.
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//
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@@ -641,7 +641,7 @@ namespace OpenRA.Mods.Common.Pathfinder
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/// Both this and <see cref="ActorCellIsBlocking"/> must be true for a cell to be blocked.
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/// </para>
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/// <para>
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/// This method is dependant on the logic in
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/// This method is dependent on the logic in
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/// <see cref="Locomotor.CanMoveFreelyInto(Actor, CPos, SubCell, BlockedByActor, Actor, bool)"/> and
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/// <see cref="Locomotor.UpdateCellBlocking"/>. This method must be kept in sync with changes in the locomotor
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/// rules.
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly BitSet<TargetableType> AwayFromEnemyTargetTypes = default;
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[Desc("Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype.",
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"In addition, if any emeny actor within this range and minefield location is not cancelled,",
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"In addition, if any enemy actor within this range and minefield location is not cancelled,",
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"minelayer will try lay mines at the 3/4 path to minefield location")]
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public readonly int AwayFromCellDistance = 9;
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("The amount of charge that needs to be present to turn on the condition. " +
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"If set to -1, threshold is set to full charge. " +
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"If activated without full charge " + nameof(ConditionDuration) + " is percentally smaller.")]
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"If activated without full charge " + nameof(ConditionDuration) + " is proportionally smaller.")]
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public readonly int ChargeThreshhold = -1;
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[Desc("How long (in ticks) should the condition stay active?")]
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@@ -170,7 +170,7 @@ namespace OpenRA.Mods.Common.Traits
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if (IsTraitDisabled)
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return;
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// Work around for actors changin owner within the region.
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// Work around for actors changing owner within the region.
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if ((actor.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= Info.Range.LengthSquared)
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{
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var hasRelationship = Info.ValidRelationships.HasRelationship(self.Owner.RelationshipWith(actor.Owner));
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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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/// <summary>In addition returns true if reservation was succesful or we have already been reserved at <paramref name="host"/>.</summary>
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/// <summary>In addition returns true if reservation was successful or we have already been reserved at <paramref name="host"/>.</summary>
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public bool ReserveHost(Actor hostActor, IDockHost host)
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{
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if (host == null)
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@@ -231,7 +231,7 @@ namespace OpenRA.Mods.Common.Traits
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return !IsTraitDisabled && dockClients.Any(client => client.CanDock(type, forceEnter));
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}
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/// <summary>Does this <paramref name="target"/> contain at least one enabled <see cref="IDockHost"/> with maching <see cref="DockType"/>.</summary>
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/// <summary>Does this <paramref name="target"/> contain at least one enabled <see cref="IDockHost"/> with matching <see cref="DockType"/>.</summary>
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public bool CanDock(Actor target, bool forceEnter = false)
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{
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return !IsTraitDisabled &&
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@@ -379,7 +379,7 @@ namespace OpenRA.Mods.Common.Traits
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if (buildableNames.Contains(Queue[i].Item))
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continue;
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// Refund spended resources
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// Refund spent resources
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if (Queue[i].ResourcesPaid > 0)
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{
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playerResources.GiveResources(Queue[i].ResourcesPaid);
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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 width";
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public override string Description => "Rename contrail `TrailWidth` to `StartWidth` in traits and weapons to acount for added `EndWidth` functionality";
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public override string Description => "Rename contrail `TrailWidth` to `StartWidth` in traits and weapons to account for added `EndWidth` functionality";
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public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
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{
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
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public override string Name => "Remove PARENT_TOP and PARENT_LEFT from integer expressions for widgets.";
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public override string Description =>
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"PARENT_TOP is replaced with 0 and PARENT_LEFT is replaced with 0 in integer expressions for width, hegiht and position.";
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"PARENT_TOP is replaced with 0 and PARENT_LEFT is replaced with 0 in integer expressions for width, height and position.";
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public override IEnumerable<string> UpdateChromeNode(ModData modData, MiniYamlNodeBuilder chromeNode)
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{
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var luaScript = world.WorldActor.TraitOrDefault<LuaScript>();
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if (luaScript != null)
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{
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// Native exceptions have OS-dependend line endings, so strip these away as WrapText doesn't handle them
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// Native exceptions have OS-dependent line endings, so strip these away as WrapText doesn't handle them
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var errorMessage = luaScript.Context.ErrorMessage.Replace("\r\n", "\n");
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var text = WidgetUtils.WrapText(errorMessage, label.Bounds.Width, font);
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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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autoSaveIntervalDropDown.GetText = () => GetMessageForAutoSaveInterval(Game.Settings.SinglePlayerSettings.AutoSaveInterval);
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// Setup dropdown for auto-save nr.
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// Setup dropdown for auto-save number.
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var autoSaveNoDropDown = panel.Get<DropDownButtonWidget>("AUTO_SAVE_FILE_NUMBER_DROP_DOWN");
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autoSaveNoDropDown.OnMouseDown = _ =>
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@@ -142,7 +142,7 @@ namespace OpenRA.Mods.Common.Widgets
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/* The block below does three things:
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// 1. Allows actor selection using a selection box regardless of input mode.
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// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
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// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
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// 3. Prevents units from getting deselected when exiting input modes (e.g. AttackMove or Guard).
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//
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// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
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// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,
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