3468: Improve grammar when locking team (fixes #3467) r=heinrich5991 a=def-

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## Checklist

- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: def <dennis@felsin9.de>
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bors[bot] 2021-01-10 16:46:08 +00:00 committed by GitHub
commit 6f4fb1a926
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@ -794,7 +794,7 @@ void CGameContext::ConLockTeam(IConsole::IResult *pResult, void *pUserData)
{
((CGameControllerDDRace *)pSelf->m_pController)->m_Teams.SetTeamLock(Team, true);
str_format(aBuf, sizeof(aBuf), "'%s' locked your team. After the race started killing will kill everyone in your team.", pSelf->Server()->ClientName(pResult->m_ClientID));
str_format(aBuf, sizeof(aBuf), "'%s' locked your team. After the race starts, killing will kill everyone in your team.", pSelf->Server()->ClientName(pResult->m_ClientID));
for(int i = 0; i < MAX_CLIENTS; i++)
if(((CGameControllerDDRace *)pSelf->m_pController)->m_Teams.m_Core.Team(i) == Team)