From 969acfa0d1915b5657221e3f6cb13a27a156b347 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Luis=20Adolfo=20Ram=C3=ADrez?= <38328365+DonLarry@users.noreply.github.com> Date: Tue, 12 Apr 2022 18:44:38 -0400 Subject: [PATCH] Fix typo in GDNative C++ example (#5761) --- tutorials/plugins/gdnative/gdnative-cpp-example.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/plugins/gdnative/gdnative-cpp-example.rst b/tutorials/plugins/gdnative/gdnative-cpp-example.rst index 23a272382..d86ea6f88 100644 --- a/tutorials/plugins/gdnative/gdnative-cpp-example.rst +++ b/tutorials/plugins/gdnative/gdnative-cpp-example.rst @@ -332,8 +332,8 @@ it. However, we do not have to tell Godot about our constructor, destructor and The other method of note is our ``_process`` function, which simply keeps track of how much time has passed and calculates a new position for our sprite using a -simple sine and cosine function. What stands out is calling -``owner->set_position`` to call one of the build in methods of our Sprite. This +sine and cosine function. What stands out is calling +``owner->set_position`` to call one of the built-in methods of our Sprite. This is because our class is a container class; ``owner`` points to the actual Sprite node our script relates to. In the upcoming NativeScript 1.1, ``set_position`` can be called directly on our class.