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fix: 🐛 fix typos
1 parent 431de06 commit 0aaed36

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5 files changed

+7
-7
lines changed

5 files changed

+7
-7
lines changed

addons/mod_loader/internal/cli.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -49,7 +49,7 @@ static func _get_fixed_cmdline_args() -> PackedStringArray:
4949
static func fix_godot_cmdline_args_string_space_splitting(args: PackedStringArray) -> PackedStringArray:
5050
if not OS.has_feature("editor"): # only happens in editor builds
5151
return args
52-
if OS.has_feature("Windows"): # windows is unaffected
52+
if OS.has_feature("windows"): # windows is unaffected
5353
return args
5454

5555
var fixed_args := PackedStringArray([])

addons/mod_loader/internal/path.gd

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,7 @@ extends RefCounted
55
# This Class provides util functions for working with paths.
66
# Currently all of the included functions are internal and should only be used by the mod loader itself.
77

8-
const LOG_NAME := "ModLoader:Path3D"
8+
const LOG_NAME := "ModLoader:Path"
99
const MOD_CONFIG_DIR_PATH := "user://configs"
1010

1111

@@ -14,7 +14,7 @@ const MOD_CONFIG_DIR_PATH := "user://configs"
1414
static func get_local_folder_dir(subfolder: String = "") -> String:
1515
var game_install_directory := OS.get_executable_path().get_base_dir()
1616

17-
if OS.get_name() == "OSX":
17+
if OS.get_name() == "macOS":
1818
game_install_directory = game_install_directory.get_base_dir().get_base_dir()
1919

2020
# Fix for running the game through the Godot editor (as the EXE path would be

addons/mod_loader/internal/third_party/steam.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -70,7 +70,7 @@ static func _get_path_to_workshop() -> String:
7070
# Reconstruct the path, now that it has "common/GameName" removed
7171
path = "/".join(path_array)
7272

73-
# Append the workgame's workshop path
73+
# Append the game's workshop path
7474
path = path.path_join("workshop/content/" + _get_steam_app_id())
7575

7676
return path

addons/mod_loader/mod_loader.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -312,7 +312,7 @@ static func _load_mod_zips(zip_paths: Array[String]) -> int:
312312
return loaded_count
313313

314314

315-
# Instance every mod and add it as a node to the Mod Loader.
315+
# Instantiate every mod and add it as a node to the Mod Loader.
316316
# Runs mods in the order stored in mod_load_order.
317317
func _init_mod(mod: ModData) -> void:
318318
var mod_main_path := mod.get_required_mod_file_path(ModData.required_mod_files.MOD_MAIN)

addons/mod_loader/setup/setup_utils.gd

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -11,7 +11,7 @@ const LOG_NAME := "ModLoader:SetupUtils"
1111
static func get_local_folder_dir(subfolder: String = "") -> String:
1212
var game_install_directory := OS.get_executable_path().get_base_dir()
1313

14-
if OS.get_name() == "OSX":
14+
if OS.get_name() == "macOS":
1515
game_install_directory = game_install_directory.get_base_dir().get_base_dir()
1616

1717
# Fix for running the game through the Godot editor (as the EXE path would be
@@ -153,7 +153,7 @@ static func _get_fixed_cmdline_args() -> PackedStringArray:
153153
static func fix_godot_cmdline_args_string_space_splitting(args: PackedStringArray) -> PackedStringArray:
154154
if not OS.has_feature("editor"): # only happens in editor builds
155155
return args
156-
if OS.has_feature("Windows"): # windows is unaffected
156+
if OS.has_feature("windows"): # windows is unaffected
157157
return args
158158

159159
var fixed_args := PackedStringArray([])

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