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Add descriptions to all projectiles and warheads
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PunkPun committed Aug 24, 2022
1 parent 29fc2b8 commit 5469476
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Showing 15 changed files with 15 additions and 1 deletion.
1 change: 1 addition & 0 deletions OpenRA.Mods.Cnc/Projectiles/TeslaZap.cs
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namespace OpenRA.Mods.Cnc.Projectiles
{
[Desc("Instant projectile used to create electricity-like effects.")]
public class TeslaZapInfo : IProjectileInfo
{
public readonly string Image = "litning";
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Projectiles/AreaBeam.cs
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namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Beam projectile that travels straight line.")]
public class AreaBeamInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Projectiles/Bullet.cs
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namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile that travels straight line.")]
public class BulletInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Projectiles/GravityBomb.cs
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namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile with flexible physics customisations.")]
public class GravityBombInfo : IProjectileInfo
{
public readonly string Image = null;
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2 changes: 1 addition & 1 deletion OpenRA.Mods.Common/Projectiles/InstantHit.cs
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namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Simple, invisible, usually direct-on-target projectile.")]
[Desc("Instant, invisible, usually direct-on-target projectile.")]
public class InstantHitInfo : IProjectileInfo
{
[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Projectiles/Missile.cs
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namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile with smart tracking.")]
public class MissileInfo : IProjectileInfo
{
[Desc("Name of the image containing the projectile sequence.")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/CreateEffectWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Spawn a temporary image.")]
public class CreateEffectWarhead : Warhead
{
[SequenceReference(nameof(Image), allowNullImage: true)]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/CreateResourceWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Creates resources in a circle.")]
public class CreateResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/DestroyResourceWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Destroys resources in a circle.")]
public class DestroyResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are removed within this area.", "Provide 2 values for a ring effect (outer/inner).")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/FireClusterWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Fires weapons from the point of contact.")]
public class FireClusterWarhead : Warhead, IRulesetLoaded<WeaponInfo>
{
[WeaponReference]
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Grant an external condition to hit actors.")]
public class GrantExternalConditionWarhead : Warhead
{
[FieldLoader.Require]
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Apply damage based on targets health.")]
public class HealthPercentageDamageWarhead : TargetDamageWarhead
{
protected override void InflictDamage(Actor victim, Actor firedBy, HitShape shape, WarheadArgs args)
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/LeaveSmudgeWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Spawn a permanent image.")]
public class LeaveSmudgeWarhead : Warhead
{
[Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/SpreadDamageWarhead.cs
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{
public enum DamageCalculationType { HitShape, ClosestTargetablePosition, CenterPosition }

[Desc("Apply damage.")]
public class SpreadDamageWarhead : DamageWarhead, IRulesetLoaded<WeaponInfo>
{
[Desc("Range between falloff steps.")]
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1 change: 1 addition & 0 deletions OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
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namespace OpenRA.Mods.Common.Warheads
{
[Desc("Apply damage to the targeted actor.")]
public class TargetDamageWarhead : DamageWarhead
{
[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]
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