From 07b658d31db7cd6748f9cc7a816628c5d3a67c2a Mon Sep 17 00:00:00 2001
From: 81Denton <32391752+81Denton@users.noreply.github.com>
Date: Thu, 8 Feb 2018 15:42:52 +0100
Subject: [PATCH 1/3] Corrects aluminium spelling
---
code/game/objects/effects/effect_system/effects_foam.dm | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/code/game/objects/effects/effect_system/effects_foam.dm b/code/game/objects/effects/effect_system/effects_foam.dm
index 5cb1af53890..a73669de4b0 100644
--- a/code/game/objects/effects/effect_system/effects_foam.dm
+++ b/code/game/objects/effects/effect_system/effects_foam.dm
@@ -1,6 +1,6 @@
// Foam
// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
-#define ALUMINUM_FOAM 1
+#define ALUMINIUM_FOAM 1
#define IRON_FOAM 2
#define RESIN_FOAM 3
@@ -71,7 +71,7 @@
/obj/effect/particle_effect/foam/metal
name = "aluminium foam"
- metal = ALUMINUM_FOAM
+ metal = ALUMINIUM_FOAM
icon_state = "mfoam"
/obj/effect/particle_effect/foam/metal/MakeSlippery()
@@ -109,7 +109,7 @@
/obj/effect/particle_effect/foam/proc/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
switch(metal)
- if(ALUMINUM_FOAM)
+ if(ALUMINIUM_FOAM)
new /obj/structure/foamedmetal(get_turf(src))
if(IRON_FOAM)
new /obj/structure/foamedmetal/iron(get_turf(src))
@@ -345,6 +345,6 @@
return TRUE
. = ..()
-#undef ALUMINUM_FOAM
+#undef ALUMINIUM_FOAM
#undef IRON_FOAM
#undef RESIN_FOAM
From fa4dce2943639a16b14eb10d54a29607d13dbdb9 Mon Sep 17 00:00:00 2001
From: 81Denton <32391752+81Denton@users.noreply.github.com>
Date: Thu, 8 Feb 2018 15:43:44 +0100
Subject: [PATCH 2/3] part 2
---
code/modules/paperwork/paper_premade.dm | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/code/modules/paperwork/paper_premade.dm b/code/modules/paperwork/paper_premade.dm
index dbf13367ed4..9a60158e731 100644
--- a/code/modules/paperwork/paper_premade.dm
+++ b/code/modules/paperwork/paper_premade.dm
@@ -30,7 +30,7 @@
/obj/item/paper/guides/jobs/security/range
name = "paper- Firing Range Instructions"
- info = "Directions:
First you'll want to make sure there is a target stake in the center of the magnetic platform. Next, take an aluminum target from the crates back there and slip it into the stake. Make sure it clicks! Next, there should be a control console mounted on the wall somewhere in the room.
This control console dictates the behaviors of the magnetic platform, which can move your firing target around to simulate real-world combat situations. From here, you can turn off the magnets or adjust their electromagnetic levels and magnetic fields. The electricity level dictates the strength of the pull - you will usually want this to be the same value as the speed. The magnetic field level dictates how far the magnetic pull reaches.
Speed and path are the next two settings. Speed is associated with how fast the machine loops through the designated path. Paths dictate where the magnetic field will be centered at what times. There should be a pre-fabricated path input already. You can enable moving to observe how the path affects the way the stake moves. To script your own path, look at the following key:
N: North
S: South
E: East
W: West
C: Center
R: Random (results may vary)
; or &: separators. They are not necessary but can make the path string better visible."
+ info = "Directions:
First you'll want to make sure there is a target stake in the center of the magnetic platform. Next, take an aluminium target from the crates back there and slip it into the stake. Make sure it clicks! Next, there should be a control console mounted on the wall somewhere in the room.
This control console dictates the behaviors of the magnetic platform, which can move your firing target around to simulate real-world combat situations. From here, you can turn off the magnets or adjust their electromagnetic levels and magnetic fields. The electricity level dictates the strength of the pull - you will usually want this to be the same value as the speed. The magnetic field level dictates how far the magnetic pull reaches.
Speed and path are the next two settings. Speed is associated with how fast the machine loops through the designated path. Paths dictate where the magnetic field will be centered at what times. There should be a pre-fabricated path input already. You can enable moving to observe how the path affects the way the stake moves. To script your own path, look at the following key:
N: North
S: South
E: East
W: West
C: Center
R: Random (results may vary)
; or &: separators. They are not necessary but can make the path string better visible."
/obj/item/paper/fluff/jobs/jobs
name = "paper- 'Job Information'"
From f3632fbf03c35fe5e8c3efb72d2eef44286129e4 Mon Sep 17 00:00:00 2001
From: 81Denton <32391752+81Denton@users.noreply.github.com>
Date: Thu, 8 Feb 2018 16:01:31 +0100
Subject: [PATCH 3/3] revert due to CONTRIBUTING.MD
---
code/game/objects/effects/effect_system/effects_foam.dm | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/code/game/objects/effects/effect_system/effects_foam.dm b/code/game/objects/effects/effect_system/effects_foam.dm
index a73669de4b0..5cb1af53890 100644
--- a/code/game/objects/effects/effect_system/effects_foam.dm
+++ b/code/game/objects/effects/effect_system/effects_foam.dm
@@ -1,6 +1,6 @@
// Foam
// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
-#define ALUMINIUM_FOAM 1
+#define ALUMINUM_FOAM 1
#define IRON_FOAM 2
#define RESIN_FOAM 3
@@ -71,7 +71,7 @@
/obj/effect/particle_effect/foam/metal
name = "aluminium foam"
- metal = ALUMINIUM_FOAM
+ metal = ALUMINUM_FOAM
icon_state = "mfoam"
/obj/effect/particle_effect/foam/metal/MakeSlippery()
@@ -109,7 +109,7 @@
/obj/effect/particle_effect/foam/proc/kill_foam()
STOP_PROCESSING(SSfastprocess, src)
switch(metal)
- if(ALUMINIUM_FOAM)
+ if(ALUMINUM_FOAM)
new /obj/structure/foamedmetal(get_turf(src))
if(IRON_FOAM)
new /obj/structure/foamedmetal/iron(get_turf(src))
@@ -345,6 +345,6 @@
return TRUE
. = ..()
-#undef ALUMINIUM_FOAM
+#undef ALUMINUM_FOAM
#undef IRON_FOAM
#undef RESIN_FOAM