From cb3f0f0915d4a381fca9c71f680af5d87c81ed56 Mon Sep 17 00:00:00 2001 From: otta8634 Date: Tue, 7 Jan 2025 16:08:13 +0800 Subject: [PATCH] Patch up some gametype descriptions Fix typo and simplify "damage triggers" -> "hazards". --- qcsrc/common/gamemodes/gamemode/assault/assault.qc | 2 +- qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/qcsrc/common/gamemodes/gamemode/assault/assault.qc b/qcsrc/common/gamemodes/gamemode/assault/assault.qc index dcbc05673b..d5d6545778 100644 --- a/qcsrc/common/gamemodes/gamemode/assault/assault.qc +++ b/qcsrc/common/gamemodes/gamemode/assault/assault.qc @@ -5,7 +5,7 @@ METHOD(Assault, describe, string(Assault this)) { TC(Assault, this); return sprintf(_("%s is a team-based gamemode involving an attacking and a defending team\n\n" - "The attacking deam destroys objects placed on the map, which opens up new doors or pathways to more objects, until a main object (the enemy power core) is reached. " + "The attacking team destroys objects placed on the map, which opens up new doors or pathways to more objects, until a main object (the enemy power core) is reached. " "The attacking team wins the round if they manage to destroy the power core before time runs out, and then teams switch roles in the next round\n\n" "The defending team has to defend the objects, winning the round if they successfully prevent the attacking team from destroying the power core\n\n" "A team will win the match overall once they win at least one round where they attacked and one round where they defended, meaning there can be ties\n\n" diff --git a/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc b/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc index 98e5af9709..20693b6460 100644 --- a/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc +++ b/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc @@ -8,7 +8,7 @@ METHOD(mayhem, describe, string(mayhem this)) "There are no pickups enabled on maps, but buffs are still available\n\n" "It shines in its unique handling of scoring, accouting for both frags but also damage dealt. " "This means that if you almost frag a player you will still be rewarded with points, but dealing the final blow is always better if possible. " - "Points are deducted when you walk into damage triggers, but not when you do movement tricks like blaster jumping since self damage is disabled\n\n" + "Points are deducted when you walk into hazards, but not when you do movement tricks like blaster jumping since self damage is disabled\n\n" "Since damage is always rewarded in %s, the more you shoot the better, turning this gamemode into chaotic fun at times"), COLORED_NAME(this), COLORED_NAME(this)); } -- 2.39.5