Repository: discordjs/discord.js
File: packages/discord.js/src/structures/Guild.js (JavaScript)

Code before:
   * @returns {Promise<Guild>}
   * @example
   * // Delete a guild
   * guild.delete()
   *   .then(guild => console.log(`Deleted the guild ${guild}`))
   *   .catch(console.error);
   */
  async delete() {
    await this.client.rest.delete(Routes.guild(this.id));
    return this;
  }

  /**
   * Sets whether this guild's invites are disabled.
   * @param {boolean} [disabled=true] Whether the invites are disabled
   * @returns {Promise<Guild>}
   */
  async disableInvites(disabled = true) {
    const features = this.features.filter(feature => feature !== GuildFeature.InvitesDisabled);
    if (disabled) features.push(GuildFeature.InvitesDisabled);
    return this.edit({ features });
  }

  /**
   * Sets the incidents actions for a guild.
   * @param {IncidentsActionsEditOptions} incidentActions The incidents actions to set
   * @returns {Promise<IncidentActions>}
   */
  async setIncidentActions(incidentActions) {
    return this.client.guilds.setIncidentActions(this.id, incidentActions);
  }

  /**
   * Whether this guild equals another guild. It compares all properties, so for most operations
   * it is advisable to just compare `guild.id === guild2.id` as it is much faster and is often
   * what most users need.
   * @param {Guild} guild The guild to compare with
   * @returns {boolean}
   */
  equals(guild) {
    return (
      guild &&
      guild instanceof this.constructor &&
      this.id === guild.id &&
      this.available === guild.available &&
      this.splash === guild.splash &&
      this.discoverySplash === guild.discoverySplash &&
      this.name === guild.name &&
      this.memberCount === guild.memberCount &&
      this.large === guild.large &&
      this.icon === guild.icon &&

Review comment (suggestion):
```suggestion
   * Sets the incident actions for a guild.
   * @param {IncidentActionsEditOptions} incidentActions The incident actions to set
```

Code after:
   * @returns {Promise<Guild>}
   * @example
   * // Delete a guild
   * guild.delete()
   *   .then(guild => console.log(`Deleted the guild ${guild}`))
   *   .catch(console.error);
   */
  async delete() {
    await this.client.rest.delete(Routes.guild(this.id));
    return this;
  }

  /**
   * Sets whether this guild's invites are disabled.
   * @param {boolean} [disabled=true] Whether the invites are disabled
   * @returns {Promise<Guild>}
   */
  async disableInvites(disabled = true) {
    const features = this.features.filter(feature => feature !== GuildFeature.InvitesDisabled);
    if (disabled) features.push(GuildFeature.InvitesDisabled);
    return this.edit({ features });
  }

  /**
   * Sets the incident actions for a guild.
   * @param {IncidentActionsEditOptions} incidentActions The incident actions to set
   * @returns {Promise<IncidentActions>}
   */
  async setIncidentActions(incidentActions) {
    return this.client.guilds.setIncidentActions(this.id, incidentActions);
  }

  /**
   * Whether this guild equals another guild. It compares all properties, so for most operations
   * it is advisable to just compare `guild.id === guild2.id` as it is much faster and is often
   * what most users need.
   * @param {Guild} guild The guild to compare with
   * @returns {boolean}
   */
  equals(guild) {
    return (
      guild &&
      guild instanceof this.constructor &&
      this.id === guild.id &&
      this.available === guild.available &&
      this.splash === guild.splash &&
      this.discoverySplash === guild.discoverySplash &&
      this.name === guild.name &&
      this.memberCount === guild.memberCount &&
      this.large === guild.large &&
      this.icon === guild.icon &&