Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.

Resolved Issue 333: The plastic flaps on the mining station now actually block air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333
Fix for runtime in issue 332 until getrev is fixed. https://code.google.com/p/tgstation13/issues/detail?id=332
Resolved Issue 331 https://code.google.com/p/tgstation13/issues/detail?id=331
Resolved Issue 304 https://code.google.com/p/tgstation13/issues/detail?id=304
Removed a lever I found randomly placed within the asteroid rock.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3021 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-01-31 10:03:55 +00:00
parent fa4a015140
commit 2d77383ad0
29 changed files with 520 additions and 493 deletions

View File

@@ -2357,7 +2357,7 @@
icon_state = "soysauce"
if("frostoil")
name = "Coldsauce"
desc = "Leaves the tongue numb in it's passage."
desc = "Leaves the tongue numb in its passage."
icon_state = "coldsauce"
if("sodiumchloride")
name = "Salt Shaker"

View File

@@ -422,7 +422,7 @@
/obj/item/weapon/reagent_containers/food/snacks/mimeburger
name = "Mime Burger"
desc = "It's taste defies language."
desc = "Its taste defies language."
icon_state = "mimeburger"
New()
..()

View File

@@ -62,7 +62,7 @@
else
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
if (src.shoes)
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] has a[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
if (src.gloves)

View File

@@ -9,7 +9,7 @@
speak = list("Meow!","Esp!","Purr!","HSSSSS")
speak_emote = list("purrs", "meows")
emote_hear = list("meows","mews")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat

View File

@@ -5,7 +5,7 @@
icon_state = "armour"
icon_living = "armour"
icon_dead = "shade_dead"
max_health = 300
maxHealth = 300
health = 300
speak_emote = list("hisses")
emote_hear = list("wails","screeches")

View File

@@ -1,8 +1,8 @@
//Corgi
/mob/living/simple_animal/corgi
name = "corgi"
name = "\improper corgi"
real_name = "corgi"
desc = "Puppy!!"
desc = "It's a corgi."
icon = 'mob.dmi'
icon_state = "corgi"
icon_living = "corgi"
@@ -10,9 +10,9 @@
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 5
turns_per_move = 10
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
meat_amount = 3
response_help = "pets the"
@@ -20,7 +20,6 @@
response_harm = "kicks the"
var/obj/item/inventory_head
var/obj/item/inventory_back
var/obj/item/inventory_mouth
/mob/living/simple_animal/corgi/update_clothing()
overlays = list()
@@ -70,22 +69,22 @@
//helmet and armor = 100% protection
if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
if( O.force )
usr << "\red This animal is wearing too much armor. You can't cause it any damage."
usr << "\red This animal is wearing too much armor. You can't cause /him any damage."
for (var/mob/M in viewers(src, null))
M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
else
usr << "\red This animal is wearing too much armor. You can't reach it's skin."
usr << "\red This animal is wearing too much armor. You can't reach its skin."
for (var/mob/M in viewers(src, null))
M.show_message("\red [user] gently taps [src] with the [O]. ")
if(prob(15))
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on it's face")
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on \his face")
return
..()
/mob/living/simple_animal/corgi/Topic(href, href_list)
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1)
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
@@ -96,36 +95,36 @@
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
usr << "\red There is nothing on its [remove_from]."
usr << "\red There is nothing to remove from its [remove_from]."
return
if("back")
if(inventory_back)
inventory_back.loc = src.loc
inventory_back = null
else
usr << "\red There is nothing on its [remove_from]."
usr << "\red There is nothing to remove from its [remove_from]."
return
show_inv(usr)
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1)
return
if(!usr.get_active_hand())
usr << "\red You have nothing in your active hand to put in the slot."
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("head")
if(inventory_head)
usr << "\red The [inventory_head] is already in this slot."
usr << "\red It's is already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
@@ -169,7 +168,7 @@
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The corgi doesn't seem too keen on wearing that item."
usr << "\red It doesn't seem too keen on wearing that item."
return
usr.drop_item()
@@ -192,13 +191,13 @@
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches his nose", "hops around a bit")
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "mon dieu! C'est un chien!"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear", "surrenders", "plays dead")
emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
@@ -207,13 +206,13 @@
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibbles","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
emote_hear = list("growls ferociously", "snarls")
speak = list("Arrrrgh!!","Grrrrrr!")
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar")] [real_name]"
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
if(/obj/item/clothing/head/collectable/police)
@@ -224,7 +223,7 @@
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
if(/obj/item/weapon/bedsheet)
name = "The ghost"
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around", "shivers")
emote_hear = list("howls","groans")
@@ -237,7 +236,7 @@
if("back")
if(inventory_back)
usr << "\red The [inventory_back] is already in this slot."
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
@@ -253,7 +252,7 @@
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The object cannot fit on this animal."
usr << "\red This object won't fit."
return
usr.drop_item()
@@ -269,6 +268,7 @@
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
gender = "male"
desc = "It's a corgi."
var/turns_since_scan = 0
var/obj/movement_target
@@ -321,7 +321,7 @@
emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
if(prob(1))
emote("dances around")
emote(pick("dances around","chases its tail"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i

View File

@@ -2,7 +2,7 @@
name = "animal"
var/icon_living = ""
var/icon_dead = ""
var/max_health = 20
maxHealth = 20
var/alive = 1
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
@@ -77,8 +77,8 @@
density = 0
return
if(health > max_health)
health = max_health
if(health > maxHealth)
health = maxHealth
//Movement
if(!ckey && !stop_automated_movement)
@@ -201,6 +201,7 @@
/mob/living/simple_animal/emote(var/act)
if(act)
if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act].")
@@ -267,9 +268,9 @@
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < max_health)
if(health < maxHealth)
if(MED.amount >= 1)
health = min(max_health, health + MED.heal_brute)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)

View File

@@ -5,7 +5,7 @@
icon_state = "shade"
icon_living = "shade"
icon_dead = "shade_dead"
max_health = 50
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")

View File

@@ -161,9 +161,9 @@
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with it: it's doesn't work."
usr << "The cover is closed. Something wrong with it: it doesn't work."
else if (malfhack)
usr << "The cover is broken. It's may be hard to force it open."
usr << "The cover is broken. It may be hard to force it open."
else
usr << "The cover is closed."

View File

@@ -366,7 +366,7 @@
// called when area power state changes
/obj/machinery/light/power_change()
spawn(rand(0,15))
spawn(0) //rand(0,15)
var/area/A = src.loc.loc
A = A.master
seton(A.lightswitch && A.power_light)

View File

@@ -188,7 +188,7 @@ display round(lastgen) and plasmatank amount
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, text2path(coin_path)))
if(coins >= max_coins)
user << "\red The generator already has it's maximum amount of fuel!"
user << "\red The generator already has its maximum amount of fuel!"
return
coins++
user.drop_item()

View File

@@ -217,7 +217,7 @@
temp_server.id_with_download += num
else if(href_list["reset_tech"])
var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to it's default data? Data lost cannot be recovered.", "Continue", "Cancel")
var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to its default data? Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/tech/T in temp_server.files.known_tech)
if(T.id == href_list["reset_tech"])
@@ -226,7 +226,7 @@
temp_server.files.RefreshResearch()
else if(href_list["reset_design"])
var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to it's base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to its base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/design/D in temp_server.files.known_designs)
if(D.id == href_list["reset_design"])