misc spelling fixes in comments and variables

This commit is contained in:
StripedMonkey 2024-09-19 03:04:01 -04:00
parent 810ecbeb1f
commit e9a55cf976
6 changed files with 9 additions and 9 deletions

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@ -193,14 +193,14 @@ pub trait ServerPacket: Packet + Sized {
pub struct StatusResponse { pub struct StatusResponse {
/// The version on which the Server is running. Optional /// The version on which the Server is running. Optional
pub version: Option<Version>, pub version: Option<Version>,
/// Informations about currently connected Players. Optional /// Information about currently connected Players. Optional
pub players: Option<Players>, pub players: Option<Players>,
/// The description displayed also called MOTD (Message of the day). Optional /// The description displayed also called MOTD (Message of the day). Optional
pub description: String, pub description: String,
/// The icon displayed, Optional /// The icon displayed, Optional
pub favicon: Option<String>, pub favicon: Option<String>,
/// Players are forced to use Secure chat /// Players are forced to use Secure chat
pub enforece_secure_chat: bool, pub enforce_secure_chat: bool,
} }
#[derive(Serialize)] #[derive(Serialize)]
pub struct Version { pub struct Version {
@ -216,7 +216,7 @@ pub struct Players {
pub max: u32, pub max: u32,
/// The current online player count /// The current online player count
pub online: u32, pub online: u32,
/// Informations about currently connected players. /// Information about currently connected players.
/// Note player can disable listing here. /// Note player can disable listing here.
pub sample: Vec<Sample>, pub sample: Vec<Sample>,
} }
@ -229,7 +229,7 @@ pub struct Sample {
pub id: String, pub id: String,
} }
// basicly game profile // basically game profile
#[derive(Serialize, Deserialize, Clone, Debug)] #[derive(Serialize, Deserialize, Clone, Debug)]
pub struct Property { pub struct Property {
pub name: String, pub name: String,

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@ -81,7 +81,7 @@ impl Default for PlayerConfig {
} }
} }
/// Everything which makes a Conection with our Server is a `Client`. /// Everything which makes a Connection with our Server is a `Client`.
/// Client will become Players when they reach the `Play` state /// Client will become Players when they reach the `Play` state
pub struct Client { pub struct Client {
/// The client's game profile information. /// The client's game profile information.

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@ -123,7 +123,7 @@ impl Entity {
/// Kills the Entity /// Kills the Entity
/// ///
/// This is simliar to `kill` but Spawn Particles, Animation and plays death sound /// This is similar to `kill` but Spawn Particles, Animation and plays death sound
pub fn kill(&self) { pub fn kill(&self) {
// Spawns death smoke particles // Spawns death smoke particles
self.world self.world

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@ -237,7 +237,7 @@ impl Player {
"Setting the same gamemode as already is" "Setting the same gamemode as already is"
); );
self.gamemode.store(gamemode); self.gamemode.store(gamemode);
// So a little story time. I actually made an abitlties_from_gamemode function. I looked at vanilla and they always send the abilties from the gamemode. But the funny thing actually is. That the client // So a little story time. I actually made an abilties_from_gamemode function. I looked at vanilla and they always send the abilties from the gamemode. But the funny thing actually is. That the client
// does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense // does actually use the same method and set the abilties when receiving the CGameEvent gamemode packet. Just Mojang nonsense
self.entity self.entity
.world .world

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@ -80,7 +80,7 @@ impl CachedStatus {
}), }),
description: config.motd.clone(), description: config.motd.clone(),
favicon: icon, favicon: icon,
enforece_secure_chat: false, enforce_secure_chat: false,
} }
} }

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@ -220,7 +220,7 @@ impl World {
.client .client
.send_packet(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0)); .send_packet(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0));
// Spawn in inital chunks // Spawn in initial chunks
player_chunker::player_join(self, player.clone()).await; player_chunker::player_join(self, player.clone()).await;
} }