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

View File

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

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@ -123,7 +123,7 @@ impl 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) {
// Spawns death smoke particles
self.world

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@ -237,7 +237,7 @@ impl Player {
"Setting the same gamemode as already is"
);
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
self.entity
.world

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

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