LuaDocs consistency fixes

This commit is contained in:
Thijs Waalen
2014-09-06 19:28:59 +02:00
parent eb959c5858
commit f47fe75970
2 changed files with 11 additions and 11 deletions

View File

@@ -68,10 +68,10 @@ namespace OpenRA.Mods.RA.Scripting
} }
[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " + [Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
"The first member of the 'entryPath' array will be the units' spawnpoint, " + "The first member of the entryPath array will be the units' spawnpoint, " +
"while the last one will be their destination. If 'actionFunc' is given, " + "while the last one will be their destination. If actionFunc is given, " +
"it will be executed once a unit has reached its destination. 'actionFunc' " + "it will be executed once a unit has reached its destination. actionFunc " +
"will be called as 'actionFunc(Actor actor)'")] "will be called as actionFunc(Actor actor)")]
public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null) public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null)
{ {
var actors = new List<Actor>(); var actors = new List<Actor>();
@@ -120,13 +120,13 @@ namespace OpenRA.Mods.RA.Scripting
} }
[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " + [Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
"The first member of the 'entryPath' array will be the spawnpoint for the transport, " + "The first member of the entryPath array will be the spawnpoint for the transport, " +
"while the last one will be its destination. The last member of the 'exitPath' array " + "while the last one will be its destination. The last member of the exitPath array " +
"is be the place where the transport will be removed from the game. When the transport " + "is be the place where the transport will be removed from the game. When the transport " +
"has reached the destination, it will unload its cargo unless a custom 'actionFunc' has " + "has reached the destination, it will unload its cargo unless a custom actionFunc has " +
"been supplied. Afterwards, the transport will follow the 'exitPath' and leave the map, " + "been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
"unless a custom 'exitFunc' has been supplied. 'actionFunc' will be called as " + "unless a custom exitFunc has been supplied. actionFunc will be called as " +
"'actionFunc(Actor transport, Actor[] cargo). 'exitFunc' will be called as 'exitFunc(Actor transport)'.")] "actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null, public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null,
LuaFunction actionFunc = null, LuaFunction exitFunc = null) LuaFunction actionFunc = null, LuaFunction exitFunc = null)
{ {

View File

@@ -61,7 +61,7 @@ namespace OpenRA.Mods.RA.Scripting
} }
[ScriptActorPropertyActivity] [ScriptActorPropertyActivity]
[Desc("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")] [Desc("Returns true if the player has lost all units/actors that have the MustBeDestroyed trait.")]
public bool HasNoRequiredUnits() public bool HasNoRequiredUnits()
{ {
return player.HasNoRequiredUnits(); return player.HasNoRequiredUnits();