LuaDocs spelling fixes

This commit is contained in:
Thijs Waalen
2014-09-06 19:28:59 +02:00
parent 8e4b5af352
commit a9b5e1d911
4 changed files with 7 additions and 7 deletions

View File

@@ -21,7 +21,7 @@ namespace OpenRA.Scripting
{ {
public ActorGlobal(ScriptContext context) : base(context) { } 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) public Actor Create(string type, bool addToWorld, LuaTable initTable)
{ {
var initDict = new TypeDictionary(); var initDict = new TypeDictionary();
@@ -68,7 +68,7 @@ namespace OpenRA.Scripting
return ai.GetBuildTime(); 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) public int CruiseAltitude(string type)
{ {
ActorInfo ai; ActorInfo ai;

View File

@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Run an arbitrary lua function.")] [Desc("Run an arbitrary Lua function.")]
public void CallFunc(LuaFunction func) public void CallFunc(LuaFunction func)
{ {
self.QueueActivity(new CallLuaFunc(func)); self.QueueActivity(new CallLuaFunc(func));

View File

@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Scripting
public PlayerProperties(ScriptContext context, Player player) public PlayerProperties(ScriptContext context, Player player)
: base(context, player) { } : base(context, player) { }
[Desc("The player's name.")] [Desc("The players name.")]
public string Name { get { return player.PlayerName; } } public string Name { get { return player.PlayerName; } }
[Desc("Returns an array of actors representing all ground attack units of this player.")] [Desc("Returns an array of actors representing all ground attack units of this player.")]

View File

@@ -396,7 +396,7 @@ namespace OpenRA.Utility
{ {
Game.modData = new ModData(args[1]); 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();
Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" + 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), " + "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" + 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" + "* 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 ```<table name>.<function name>```.\n" + "They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\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 <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " + " * Some commands, marked as <em>queued activity</em>, 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 " + "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 " + "(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" + "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"); "The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");
Console.WriteLine(); Console.WriteLine();