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ZTA -> ZAT Spellcheck (#19043)
For the longest time the Leviathan ZAT has been incorrectly labeled as ZTA. This sweeps through all instances and renames it back to ZAT.  --------- Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
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@@ -9,7 +9,7 @@
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projectile_type = /obj/item/projectile/ship_ammo/leviathan
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use_ammunition = FALSE
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heavy_firing_sound = 'sound/weapons/gunshot/ship_weapons/leviathan_fire.ogg'
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caliber = SHIP_CALIBER_ZTA
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caliber = SHIP_CALIBER_ZAT
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firing_effects = FIRING_EFFECT_FLAG_THROW_MOBS|FIRING_EFFECT_FLAG_EXTREMELY_LOUD
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screenshake_type = SHIP_GUN_SCREENSHAKE_ALL_MOBS
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layer = ABOVE_HUMAN_LAYER
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@@ -125,8 +125,8 @@
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name = "zero-point artillery beam"
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desc = "A beam of pure energy."
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range = OVERMAP_PROJECTILE_RANGE_ULTRAHIGH
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caliber = SHIP_CALIBER_ZTA
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impact_type = SHIP_AMMO_IMPACT_ZTA
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caliber = SHIP_CALIBER_ZAT
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impact_type = SHIP_AMMO_IMPACT_ZAT
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overmap_icon_state = "heavy_pulse"
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/obj/item/ship_ammunition/leviathan/Initialize()
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@@ -166,29 +166,29 @@
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on_hit(A)
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return TRUE
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/obj/machinery/zta_lever
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/obj/machinery/zat_lever
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name = "activation lever"
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desc = "An old-style lever that couples the Leviathan's capacitors. <span class='danger'>Flicking this will result in extreme power usage!</span>"
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icon = 'icons/obj/power.dmi'
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icon_state = "lever1"
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var/obj/machinery/ship_weapon/leviathan/ZTA
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var/obj/machinery/ship_weapon/leviathan/ZAT
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var/toggled = FALSE
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var/cooldown = 0
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/obj/machinery/zta_lever/Initialize(mapload, d, populate_components, is_internal)
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/obj/machinery/zat_lever/Initialize(mapload, d, populate_components, is_internal)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/zta_lever/LateInitialize()
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/obj/machinery/zat_lever/LateInitialize()
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for(var/obj/machinery/ship_weapon/leviathan/cannon in get_area(src))
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ZTA = cannon
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ZAT = cannon
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break
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/obj/machinery/zta_lever/Destroy()
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ZTA = null
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/obj/machinery/zat_lever/Destroy()
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ZAT = null
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return..()
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/obj/machinery/zta_lever/attack_hand(mob/user)
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/obj/machinery/zat_lever/attack_hand(mob/user)
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if(!use_check_and_message(user, USE_DISALLOW_SILICONS) && !stat && (cooldown + 10 SECONDS < world.time))
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if(do_after(user, 1 SECOND))
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visible_message(SPAN_DANGER("[user] pulls \the [src] [toggled ? "up" : "down"]!"))
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@@ -196,12 +196,12 @@
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switch(toggled)
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if(FALSE)
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flick("lever3", src)
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ZTA.disable()
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ZAT.disable()
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sleep(2)
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icon_state = "lever1"
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if(TRUE)
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flick("lever2", src)
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ZTA.enable()
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ZAT.enable()
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sleep(2)
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icon_state = "lever_down"
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playsound(src, 'sound/effects/spring.ogg', 100)
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