Run spell check over solution.

This commit is contained in:
RoosterDragon
2025-02-15 14:50:31 +00:00
committed by Matthias Mailänder
parent ebf90970b2
commit 96de59f75a
20 changed files with 25 additions and 25 deletions

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@@ -149,7 +149,7 @@ namespace OpenRA.Graphics
var buffer = data;
ReleaseBuffer();
// We aren't commiting data to the GPU, so let's not delete our data.
// We aren't committing data to the GPU, so let's not delete our data.
if (Game.Renderer == null)
return false;

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@@ -14,7 +14,7 @@ using System.Collections.Generic;
namespace OpenRA.Primitives
{
/// <summary>Fixed size rorating buffer backed by an array.</summary>
/// <summary>Fixed size rotating buffer backed by an array.</summary>
public class RingBuffer<T> : ICollection<T>, IEnumerable<T>
{
readonly IComparer<T> comparer;

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@@ -119,7 +119,7 @@ namespace OpenRA
[Desc("Can players vote to kick other players?")]
public bool EnableVoteKick = true;
[Desc("After how much time in miliseconds should the vote kick fail after idling?")]
[Desc("After how much time in milliseconds should the vote kick fail after idling?")]
public int VoteKickTimer = 30000;
[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
}
/// <summary>
/// Shuffle a portion of a list list in place. Has minor biases.
/// Shuffle a portion of a list in place. Has minor biases.
/// </summary>
public void ShuffleInPlace<T>(IList<T> list, int start, int len)
{

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@@ -110,7 +110,7 @@ namespace OpenRA.Mods.Cnc.SpriteLoaders
}
}
// Keep a 1px empty border to work avoid rounding issues in the gpu shader.
// Keep a 1px empty border to work avoid rounding issues in the GPU shader.
if (left > 0)
left--;

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Implements the charge-then-burst attack logic specific to the RA tesla coil.")]
[Desc("Implements the charge-then-burst attack logic specific to the RA Tesla coil.")]
sealed class AttackTeslaInfo : AttackBaseInfo
{
[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
if (!IsInterruptible)
return;
// This nulls caryall storage, so to avoid deleting units make sure it is not called while carrying one.
// This nulls carryall storage, so to avoid deleting units make sure it is not called while carrying one.
if (carryall.State == Carryall.CarryallState.Reserved)
carryall.UnreserveCarryable(self);

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@@ -446,7 +446,7 @@ namespace OpenRA.Mods.Common.MapGenerator
/// <summary>
/// Apply a binomial filter-based blur to a matrix, returning a new matrix. The result is
/// somewhat similar to a gaussian blur. Maximum supported radius is MaxBinomialKernelRadius.
/// somewhat similar to a Gaussian blur. Maximum supported radius is MaxBinomialKernelRadius.
/// </summary>
public static Matrix<int> BinomialBlur(Matrix<int> input, int radius)
{
@@ -519,7 +519,7 @@ namespace OpenRA.Mods.Common.MapGenerator
/// extended out.
/// </para>
/// <para>
/// Along with the blured matrix, the number of changes compared to the
/// Along with the blurred matrix, the number of changes compared to the
/// original is returned.
/// </para>
/// <para>
@@ -1106,7 +1106,7 @@ namespace OpenRA.Mods.Common.MapGenerator
/// Each call only dilates thin regions by one cell's thickness on each border.
/// </para>
/// <para>
/// Only regions with a thickness less than width (in Chebychev distance) are considered.
/// Only regions with a thickness less than width (in Chebyshev distance) are considered.
/// </para>
/// <para>
/// Returns the number of changes made.
@@ -1256,7 +1256,7 @@ namespace OpenRA.Mods.Common.MapGenerator
/// <summary>
/// Traces a matrix of directions into a set of point sequences. Each point sequence is
/// traced up to but excluding junction points. Paths are traced in both directions. The
/// paths in the direction map must be bidrectional and contain no stubs.
/// paths in the direction map must be bidirectional and contain no stubs.
/// </summary>
public static int2[][] DirectionMapToPaths(Matrix<byte> input)
{

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@@ -196,7 +196,7 @@ namespace OpenRA.Mods.Common.MapGenerator
public CPos[] Points;
/// <summary>
/// Maximum permitted Chebychev distance that layed TemplateSegments may be from the
/// Maximum permitted Chebyshev distance that layed TemplateSegments may be from the
/// specified points.
/// </summary>
public int MaxDeviation;
@@ -339,7 +339,7 @@ namespace OpenRA.Mods.Common.MapGenerator
//
// Then, from the end node, it works backwards. It finds any (random) suitable template
// segment which connects back to a previous node where the difference in cost is
// that of the template segment's cost, implying that that previous node is on an
// that of the template segment's cost, implying that the previous node is on an
// optimal path towards the end node. This process repeats until the start node is
// reached, painting templates along the way.
//

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@@ -641,7 +641,7 @@ namespace OpenRA.Mods.Common.Pathfinder
/// Both this and <see cref="ActorCellIsBlocking"/> must be true for a cell to be blocked.
/// </para>
/// <para>
/// This method is dependant on the logic in
/// This method is dependent on the logic in
/// <see cref="Locomotor.CanMoveFreelyInto(Actor, CPos, SubCell, BlockedByActor, Actor, bool)"/> and
/// <see cref="Locomotor.UpdateCellBlocking"/>. This method must be kept in sync with changes in the locomotor
/// rules.

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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly BitSet<TargetableType> AwayFromEnemyTargetTypes = default;
[Desc("Minefield location check distance to AwayFromAlliedTargettype and AwayFromEnemyTargettype.",
"In addition, if any emeny actor within this range and minefield location is not cancelled,",
"In addition, if any enemy actor within this range and minefield location is not cancelled,",
"minelayer will try lay mines at the 3/4 path to minefield location")]
public readonly int AwayFromCellDistance = 9;

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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("The amount of charge that needs to be present to turn on the condition. " +
"If set to -1, threshold is set to full charge. " +
"If activated without full charge " + nameof(ConditionDuration) + " is percentally smaller.")]
"If activated without full charge " + nameof(ConditionDuration) + " is proportionally smaller.")]
public readonly int ChargeThreshhold = -1;
[Desc("How long (in ticks) should the condition stay active?")]

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@@ -170,7 +170,7 @@ namespace OpenRA.Mods.Common.Traits
if (IsTraitDisabled)
return;
// Work around for actors changin owner within the region.
// Work around for actors changing owner within the region.
if ((actor.CenterPosition - self.CenterPosition).HorizontalLengthSquared <= Info.Range.LengthSquared)
{
var hasRelationship = Info.ValidRelationships.HasRelationship(self.Owner.RelationshipWith(actor.Owner));

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@@ -101,7 +101,7 @@ namespace OpenRA.Mods.Common.Traits
}
}
/// <summary>In addition returns true if reservation was succesful or we have already been reserved at <paramref name="host"/>.</summary>
/// <summary>In addition returns true if reservation was successful or we have already been reserved at <paramref name="host"/>.</summary>
public bool ReserveHost(Actor hostActor, IDockHost host)
{
if (host == null)
@@ -231,7 +231,7 @@ namespace OpenRA.Mods.Common.Traits
return !IsTraitDisabled && dockClients.Any(client => client.CanDock(type, forceEnter));
}
/// <summary>Does this <paramref name="target"/> contain at least one enabled <see cref="IDockHost"/> with maching <see cref="DockType"/>.</summary>
/// <summary>Does this <paramref name="target"/> contain at least one enabled <see cref="IDockHost"/> with matching <see cref="DockType"/>.</summary>
public bool CanDock(Actor target, bool forceEnter = false)
{
return !IsTraitDisabled &&

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@@ -379,7 +379,7 @@ namespace OpenRA.Mods.Common.Traits
if (buildableNames.Contains(Queue[i].Item))
continue;
// Refund spended resources
// Refund spent resources
if (Queue[i].ResourcesPaid > 0)
{
playerResources.GiveResources(Queue[i].ResourcesPaid);

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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
{
public override string Name => "Rename contrail width";
public override string Description => "Rename contrail `TrailWidth` to `StartWidth` in traits and weapons to acount for added `EndWidth` functionality";
public override string Description => "Rename contrail `TrailWidth` to `StartWidth` in traits and weapons to account for added `EndWidth` functionality";
public override IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode)
{

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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.UpdateRules.Rules
public override string Name => "Remove PARENT_TOP and PARENT_LEFT from integer expressions for widgets.";
public override string Description =>
"PARENT_TOP is replaced with 0 and PARENT_LEFT is replaced with 0 in integer expressions for width, hegiht and position.";
"PARENT_TOP is replaced with 0 and PARENT_LEFT is replaced with 0 in integer expressions for width, height and position.";
public override IEnumerable<string> UpdateChromeNode(ModData modData, MiniYamlNodeBuilder chromeNode)
{

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
var luaScript = world.WorldActor.TraitOrDefault<LuaScript>();
if (luaScript != null)
{
// Native exceptions have OS-dependend line endings, so strip these away as WrapText doesn't handle them
// Native exceptions have OS-dependent line endings, so strip these away as WrapText doesn't handle them
var errorMessage = luaScript.Context.ErrorMessage.Replace("\r\n", "\n");
var text = WidgetUtils.WrapText(errorMessage, label.Bounds.Width, font);

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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
autoSaveIntervalDropDown.GetText = () => GetMessageForAutoSaveInterval(Game.Settings.SinglePlayerSettings.AutoSaveInterval);
// Setup dropdown for auto-save nr.
// Setup dropdown for auto-save number.
var autoSaveNoDropDown = panel.Get<DropDownButtonWidget>("AUTO_SAVE_FILE_NUMBER_DROP_DOWN");
autoSaveNoDropDown.OnMouseDown = _ =>

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@@ -142,7 +142,7 @@ namespace OpenRA.Mods.Common.Widgets
/* The block below does three things:
// 1. Allows actor selection using a selection box regardless of input mode.
// 2. Allows actor deselection with a single click in the default input mode (UnitOrderGenerator).
// 3. Prevents units from getting deselected when exiting input modes (eg. AttackMove or Guard).
// 3. Prevents units from getting deselected when exiting input modes (e.g. AttackMove or Guard).
//
// We cannot check for UnitOrderGenerator here since it's the default order generator that gets activated in
// World.CancelInputMode. If we did check it, actor de-selection would not be possible by just clicking somewhere,