From a9b5e1d911bb91f93bbb6a51d6c2b8ebac92596b Mon Sep 17 00:00:00 2001 From: Thijs Waalen Date: Sat, 6 Sep 2014 19:28:59 +0200 Subject: [PATCH] LuaDocs spelling fixes --- OpenRA.Mods.RA/Scripting/Global/ActorGlobal.cs | 4 ++-- OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs | 2 +- OpenRA.Mods.RA/Scripting/Properties/PlayerProperties.cs | 2 +- OpenRA.Utility/Command.cs | 6 +++--- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/OpenRA.Mods.RA/Scripting/Global/ActorGlobal.cs b/OpenRA.Mods.RA/Scripting/Global/ActorGlobal.cs index d8a454c854..8f4d91abfb 100644 --- a/OpenRA.Mods.RA/Scripting/Global/ActorGlobal.cs +++ b/OpenRA.Mods.RA/Scripting/Global/ActorGlobal.cs @@ -21,7 +21,7 @@ namespace OpenRA.Scripting { public ActorGlobal(ScriptContext context) : base(context) { } - [Desc("Create a new actor. initTable specifies a list of key-value pairs that definite initial parameters for the actor's traits.")] + [Desc("Create a new actor. initTable specifies a list of key-value pairs that define initial parameters for the actors traits.")] public Actor Create(string type, bool addToWorld, LuaTable initTable) { var initDict = new TypeDictionary(); @@ -68,7 +68,7 @@ namespace OpenRA.Scripting return ai.GetBuildTime(); } - [Desc("Returns the cruise altitude of the requested unit type (zero if it ground-based).")] + [Desc("Returns the cruise altitude of the requested unit type (zero if it is ground-based).")] public int CruiseAltitude(string type) { ActorInfo ai; diff --git a/OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs b/OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs index ca49084cc2..7eb6d180a5 100644 --- a/OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs +++ b/OpenRA.Mods.RA/Scripting/Properties/GeneralProperties.cs @@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Scripting } [ScriptActorPropertyActivity] - [Desc("Run an arbitrary lua function.")] + [Desc("Run an arbitrary Lua function.")] public void CallFunc(LuaFunction func) { self.QueueActivity(new CallLuaFunc(func)); diff --git a/OpenRA.Mods.RA/Scripting/Properties/PlayerProperties.cs b/OpenRA.Mods.RA/Scripting/Properties/PlayerProperties.cs index ee1e52a064..a72a93944a 100644 --- a/OpenRA.Mods.RA/Scripting/Properties/PlayerProperties.cs +++ b/OpenRA.Mods.RA/Scripting/Properties/PlayerProperties.cs @@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Scripting public PlayerProperties(ScriptContext context, Player player) : base(context, player) { } - [Desc("The player's name.")] + [Desc("The players name.")] public string Name { get { return player.PlayerName; } } [Desc("Returns an array of actors representing all ground attack units of this player.")] diff --git a/OpenRA.Utility/Command.cs b/OpenRA.Utility/Command.cs index 4bfd6e74d0..92fa94826e 100644 --- a/OpenRA.Utility/Command.cs +++ b/OpenRA.Utility/Command.cs @@ -396,7 +396,7 @@ namespace OpenRA.Utility { Game.modData = new ModData(args[1]); - Console.WriteLine("This is an automatically generated lising of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version); + Console.WriteLine("This is an automatically generated listing of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version); Console.WriteLine(); Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" + "These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " + @@ -408,12 +408,12 @@ namespace OpenRA.Utility Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" + "* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" + "They exist in the global namespace, and can be called directly using ```.```.\n" + - "* Individual actors expose a collection of properties and commands that query information of modify their state.\n" + + "* Individual actors expose a collection of properties and commands that query information or modify their state.\n" + " * Some commands, marked as queued activity, are asynchronous. Activities are queued on the actor, and will run in " + "sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " + "(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " + "specifies in its rule definitions.\n" + - "* Individual players explose a collection of properties and commands that query information of modify their state.\n" + + "* Individual players expose a collection of properties and commands that query information or modify their state.\n" + "The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n"); Console.WriteLine();