[MIRROR] fixes misspellings of "aggressive" in a few areas. (#7869)

* fixes misspellings of "aggressive" in a few areas.

* aa

Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
This commit is contained in:
SkyratBot
2021-09-01 17:54:51 +02:00
committed by GitHub
parent 3b24da9b76
commit 7c20242e85
12 changed files with 14 additions and 28 deletions

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@@ -37,7 +37,7 @@
// Monkey AI controller blackboard keys
#define BB_MONKEY_AGRESSIVE "BB_monkey_agressive"
#define BB_MONKEY_AGGRESSIVE "BB_monkey_aggressive"
#define BB_MONKEY_GUN_NEURONS_ACTIVATED "BB_monkey_gun_aware"
#define BB_MONKEY_GUN_WORKED "BB_monkey_gun_worked"
#define BB_MONKEY_BEST_FORCE_FOUND "BB_monkey_bestforcefound"

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@@ -212,7 +212,7 @@
controller.blackboard[BB_MONKEY_GUN_WORKED] = TRUE // 'worked'
// no de-aggro
if(controller.blackboard[BB_MONKEY_AGRESSIVE])
if(controller.blackboard[BB_MONKEY_AGGRESSIVE])
return
if(DT_PROB(MONKEY_HATRED_REDUCTION_PROB, delta_time))

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@@ -8,7 +8,7 @@ have ways of interacting with a specific mob and control it.
movement_delay = 0.4 SECONDS
planning_subtrees = list(/datum/ai_planning_subtree/monkey_tree)
blackboard = list(
BB_MONKEY_AGRESSIVE = FALSE,
BB_MONKEY_AGGRESSIVE = FALSE,
BB_MONKEY_BEST_FORCE_FOUND = 0,
BB_MONKEY_ENEMIES = list(),
BB_MONKEY_BLACKLISTITEMS = list(),
@@ -31,7 +31,7 @@ have ways of interacting with a specific mob and control it.
. = ..()
if(. & AI_CONTROLLER_INCOMPATIBLE)
return
blackboard[BB_MONKEY_AGRESSIVE] = TRUE //Angry cunt
blackboard[BB_MONKEY_AGGRESSIVE] = TRUE //Angry cunt
/datum/ai_controller/monkey/TryPossessPawn(atom/new_pawn)
if(!isliving(new_pawn))

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@@ -11,10 +11,10 @@
return
var/mob/living/selected_enemy
if(length(enemies) || controller.blackboard[BB_MONKEY_AGRESSIVE]) //We have enemies or are pissed
if(length(enemies) || controller.blackboard[BB_MONKEY_AGGRESSIVE]) //We have enemies or are pissed
var/list/valids = list()
for(var/mob/living/possible_enemy in view(MONKEY_ENEMY_VISION, living_pawn))
if(possible_enemy == living_pawn || (!enemies[possible_enemy] && (!controller.blackboard[BB_MONKEY_AGRESSIVE] || HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey)))) //Are they an enemy? (And do we even care?)
if(possible_enemy == living_pawn || (!enemies[possible_enemy] && (!controller.blackboard[BB_MONKEY_AGGRESSIVE] || HAS_AI_CONTROLLER_TYPE(possible_enemy, /datum/ai_controller/monkey)))) //Are they an enemy? (And do we even care?)
continue
// Weighted list, so the closer they are the more likely they are to be chosen as the enemy
valids[possible_enemy] = CEILING(100 / (get_dist(living_pawn, possible_enemy) || 1), 1)

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@@ -13,7 +13,7 @@
if(!istype(new_pawn, /obj/machinery/vending))
return AI_CONTROLLER_INCOMPATIBLE
var/obj/machinery/vending/vendor_pawn = new_pawn
vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now agressively doing it ourselves.
vendor_pawn.tiltable = FALSE //Not manually tiltable by hitting it anymore. We are now aggressively doing it ourselves.
vendor_pawn.AddElement(/datum/element/waddling)
vendor_pawn.AddElement(/datum/element/footstep, FOOTSTEP_OBJ_MACHINE, 1, -6, vary = TRUE)
vendor_pawn.squish_damage = 15

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@@ -126,7 +126,7 @@
D.grabbedby(A, 1)
if(old_grab_state == GRAB_PASSIVE)
D.drop_all_held_items()
A.setGrabState(GRAB_AGGRESSIVE) //Instant agressive grab if on grab intent
A.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab if on grab intent
log_combat(A, D, "grabbed", addition="aggressively")
D.visible_message(span_warning("[A] violently grabs [D]!"), \
span_userdanger("You're grabbed violently by [A]!"), span_hear("You hear sounds of aggressive fondling!"), COMBAT_MESSAGE_RANGE, A)

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@@ -306,7 +306,7 @@
/obj/item/defibrillator/compact/combat/loaded/nanotrasen
name = "elite Nanotrasen defibrillator"
desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner."
desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or aggressive manner."
icon_state = "defibnt" //needs defib inhand sprites
inhand_icon_state = "defibnt"
worn_icon_state = "defibnt"

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@@ -47,7 +47,7 @@
victim.adjustOrganLoss(pick(ORGAN_SLOT_BRAIN,ORGAN_SLOT_EARS,ORGAN_SLOT_EYES,ORGAN_SLOT_LIVER,ORGAN_SLOT_LUNGS,ORGAN_SLOT_STOMACH,ORGAN_SLOT_HEART),25)
/datum/eldritch_knowledge/spell/area_conversion
name = "Agressive Spread"
name = "Aggressive Spread"
desc = "Spreads rust to nearby surfaces. Already rusted surfaces are destroyed."
gain_text = "All wise men know well not to touch the Bound King."
cost = 1

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@@ -495,7 +495,7 @@
if(prob(10))
switch(rand(1,4))
if(1) //blood rage
magnification.ai_controller.blackboard[BB_MONKEY_AGRESSIVE] = TRUE
magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
if(2) //brain death
magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
if(3) //primal gene (gorilla)

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@@ -883,21 +883,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
if(!source.dna.features["ears"] || source.dna.features["ears"] == "None" || source.head && (source.head.flags_inv & HIDEHAIR) || (source.wear_mask && (source.wear_mask.flags_inv & HIDEHAIR)) || !noggin || noggin.status == BODYPART_ROBOTIC)
bodyparts_to_add -= "ears"
if(mutant_bodyparts["wings"])
if(!source.dna.features["wings"] || source.dna.features["wings"] == "None" || (source.wear_suit && (source.wear_suit.flags_inv & HIDEJUMPSUIT) && (!source.wear_suit.species_exception || !is_type_in_list(src, source.wear_suit.species_exception))))
bodyparts_to_add -= "wings"
if(mutant_bodyparts["wings_open"])
if(source.wear_suit && (source.wear_suit.flags_inv & HIDEJUMPSUIT) && (!source.wear_suit.species_exception || !is_type_in_list(src, source.wear_suit.species_exception)))
bodyparts_to_add -= "wings_open"
else if (mutant_bodyparts["wings"])
bodyparts_to_add -= "wings_open"
if(mutant_bodyparts["moth_antennae"])
if(!source.dna.features["moth_antennae"] || source.dna.features["moth_antennae"] == "None" || !noggin)
bodyparts_to_add -= "moth_antennae"
//Digitigrade legs are stuck in the phantom zone between true limbs and mutant bodyparts. Mainly it just needs more agressive updating than most limbs.
//Digitigrade legs are stuck in the phantom zone between true limbs and mutant bodyparts. Mainly it just needs more aggressive updating than most limbs.
var/update_needed = FALSE
var/not_digitigrade = TRUE
for(var/obj/item/bodypart/bodypart as anything in source.bodyparts)

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@@ -109,7 +109,7 @@
///Its good stats and high mobility makes this a good assasin type creature. It's vulnerabilites against cold, shotguns and
/mob/living/simple_animal/hostile/ooze/gelatinous
name = "Gelatinous Cube"
desc = "A cubic ooze native to Sholus VII.\nSince the advent of space travel this species has established itself in the waste treatment facilities of several space colonies.\nIt is often considered to be the third most infamous invasive species due to its highly agressive and predatory nature."
desc = "A cubic ooze native to Sholus VII.\nSince the advent of space travel this species has established itself in the waste treatment facilities of several space colonies.\nIt is often considered to be the third most infamous invasive species due to its highly aggressive and predatory nature."
speed = 1
damage_coeff = list(BRUTE = 1, BURN = 0.6, TOX = 0.5, CLONE = 1.5, STAMINA = 0, OXY = 1)
melee_damage_lower = 20

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@@ -91,7 +91,7 @@
if(prob(10))
switch(rand(1,4))
if(1) //blood rage
magnification.ai_controller.blackboard[BB_MONKEY_AGRESSIVE] = TRUE
magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
if(2) //brain death
magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
if(3) //primal gene (gorilla)