further spellchecking

This commit is contained in:
shizcalev
2017-07-31 23:09:08 -04:00
parent c55ed74e4a
commit 99624b8e74
49 changed files with 106 additions and 106 deletions
+2 -2
View File
@@ -119,7 +119,7 @@ GLOBAL_PROTECT(admin_ranks)
if(config.admin_legacy_system)
var/previous_rights = 0
//load text from file and process each line seperately
//load text from file and process each line separately
for(var/line in world.file2list("config/admin_ranks.txt"))
if(!line)
continue
@@ -195,7 +195,7 @@ GLOBAL_PROTECT(admin_ranks)
//load text from file
var/list/lines = world.file2list("config/admins.txt")
//process each line seperately
//process each line separately
for(var/line in lines)
if(!length(line))
continue
+1 -1
View File
@@ -233,7 +233,7 @@
. -= "reverting"
//storing these can sometimes cause sticky bans to start matching everybody
// and isn't even needed for sticky ban matching, as the hub tracks these seperately
// and isn't even needed for sticky ban matching, as the hub tracks these separately
. -= "IP"
. -= "computer_id"
@@ -12,7 +12,7 @@
/obj/item/weapon/paper/fluff/awaymissions/caves/work_notice
name = "work notice"
info = "<center><b>Survival Info For Miners</b></center><br><br><center>The caves are an unforgiving place, the only thing you'll have to traverse is the supplies in your locker and your own wit. Travel in packs when mining and try to shut down the monster dens before they overwhelm you. The job is dangerous but the haul is good, so remember this infomation and hopefully we'll all go home alive.</center>"
info = "<center><b>Survival Info For Miners</b></center><br><br><center>The caves are an unforgiving place, the only thing you'll have to traverse is the supplies in your locker and your own wit. Travel in packs when mining and try to shut down the monster dens before they overwhelm you. The job is dangerous but the haul is good, so remember this information and hopefully we'll all go home alive.</center>"
/obj/item/weapon/paper/fluff/awaymissions/caves/shipment_notice
name = "shipment notice"
@@ -207,8 +207,8 @@
death = FALSE
faction = "syndicate"
outfit = /datum/outfit/snowsyndie
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be
disposed of swirfly to assure no gathered information is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
/datum/outfit/snowsyndie
name = "Syndicate Snow Operative"
+1 -1
View File
@@ -6,7 +6,7 @@
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 //but seperated to allow items to protect but not impair vision, like space helmets
var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
var/visor_flags_cover = 0 //same as above, but for flags_cover
+1 -1
View File
@@ -197,7 +197,7 @@
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive/teleport
name = "reactive teleport armor"
desc = "Someone seperated our Research Director from his own head!"
desc = "Someone separated our Research Director from his own head!"
var/tele_range = 6
var/rad_amount= 15
reactivearmor_cooldown_duration = 100
@@ -34,7 +34,7 @@
// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
// You can only mix the ported-over drinks in shot glasses for now (they'll mix in a shaker, but the sprite won't change for glasses). //
// This is on a case-by-case basis, and you can even make a seperate sprite for shot glasses if you want. //
// This is on a case-by-case basis, and you can even make a separate sprite for shot glasses if you want. //
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
name = "shot glass"
@@ -115,7 +115,7 @@
desc = "Tasty spacey sugar!"
list_reagents = list("sugar" = 50)
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Separate from above since it's a small shaker rather then
name = "salt shaker" // a large one.
desc = "Salt. From space oceans, presumably."
icon_state = "saltshakersmall"
+1 -1
View File
@@ -143,7 +143,7 @@
SSblackbox.add_details("mining_equipment_bought",
"[src.type]|[prize.equipment_path]")
// Add src.type to keep track of free golem purchases
// seperately.
// separately.
updateUsrDialog()
return
@@ -35,7 +35,7 @@
return pda.owner
return if_no_id
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere
/mob/living/carbon/human/get_visible_name()
var/face_name = get_face_name("")
var/id_name = get_id_name("")
+2 -2
View File
@@ -135,7 +135,7 @@
//the puller can always swap with its victim if on grab intent
if(M.pulledby == src && a_intent == INTENT_GRAB)
mob_swap = 1
//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
mob_swap = 1
if(mob_swap)
@@ -412,7 +412,7 @@
if(client)
to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
else
to_chat(src, "[src] does not have any stored infomation!")
to_chat(src, "[src] does not have any stored information!")
else
to_chat(src, "OOC Metadata is not supported by this server!")
+1 -1
View File
@@ -2,5 +2,5 @@
if(ranged_ability && client)
ranged_ability.remove_mousepointer(client)
..()
if(!key && mind) //key and mind have become seperated.
if(!key && mind) //key and mind have become separated.
mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
@@ -1037,7 +1037,7 @@
diag_hud_set_aishell()
/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up seperately in the shells list
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
name = real_name
if(camera)
camera.c_tag = real_name //update the camera name too
@@ -2,7 +2,7 @@
//If someone can do this in a neater way, be my guest-Kor
//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
+2 -2
View File
@@ -5,7 +5,7 @@
This is a basic explanation of how say() works. Read this if you don't understand something.
The basic "flow" of say() is that a speaker says a message, which is heard by hearers. What appears on screen
is constructed by each hearer seperately, and not by the speaker.
is constructed by each hearer separately, and not by the speaker.
This rewrite was needed, but is far from perfect. Report any bugs you come across and feel free to fix things up.
Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
@@ -122,7 +122,7 @@ global procs
Called right before handle_inherent_channels()
can_speak_vocal(message)
Checks if the mob can vocalize their message. This is seperate so, for example, muzzles don't block
Checks if the mob can vocalize their message. This is separate so, for example, muzzles don't block
hivemind chat.
Called right after handle_inherent_channels()
+1 -1
View File
@@ -256,7 +256,7 @@
O += "apco2-[environ]"
add_overlay(O)
// And now, seperately for cleanness, the lighting changing
// And now, separately for cleanness, the lighting changing
if(update_state & UPSTATE_ALLGOOD)
switch(charging)
if(0)
@@ -80,7 +80,7 @@ mapGeneratorModule
Simple Workflow:
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
#Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
@@ -98,7 +98,7 @@ Simple Workflow:
Option Suggestions:
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
@@ -1,6 +1,6 @@
/obj/machinery/chem_master
name = "ChemMaster 3000"
desc = "Used to seperate chemicals and distribute them in a variety of forms."
desc = "Used to separate chemicals and distribute them in a variety of forms."
density = TRUE
anchored = TRUE
icon = 'icons/obj/chemical.dmi'
+2 -2
View File
@@ -498,7 +498,7 @@ other types of metals and chemistry for reagents).
/datum/design/handdrill
name = "Hand Drill"
desc = "A small electric hand drill with an interchangable screwdriver and bolt bit"
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
id = "handdrill"
req_tech = list("materials" = 4, "engineering" = 6)
build_type = PROTOLATHE
@@ -508,7 +508,7 @@ other types of metals and chemistry for reagents).
/datum/design/jawsoflife
name = "Jaws of Life"
desc = "A small, compact Jaws of Life with an interchangable pry jaws and cutting jaws"
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
id = "jawsoflife"
req_tech = list("materials" = 4, "engineering" = 6, "magnets" = 6) // added one more requirment since the Jaws of Life are a bit OP
build_path = /obj/item/weapon/crowbar/power
+1 -1
View File
@@ -653,7 +653,7 @@
warn_admins(user, "Flash")
/obj/item/weapon/relic/proc/petSpray(mob/user)
var/message = "<span class='danger'>[src] begans to shake, and in the distance the sound of rampaging animals arises!</span>"
var/message = "<span class='danger'>[src] begins to shake, and in the distance the sound of rampaging animals arises!</span>"
visible_message(message)
to_chat(user, message)
var/animals = rand(1,25)
+1 -1
View File
@@ -64,7 +64,7 @@
/obj/machinery/bsa/middle
name = "Bluespace Artillery Fusor"
desc = "Contents classifed by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
desc = "Contents classified by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
icon_state = "fuel_chamber"
var/obj/machinery/bsa/back/back
var/obj/machinery/bsa/front/front
+1 -1
View File
@@ -87,7 +87,7 @@
if(!H.myseed)
return
if(!H.harvest)// So it's bit harder.
to_chat(user, "<span clas='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
to_chat(user, "<span class='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
return
if(plants[H.myseed.type])
to_chat(user, "<span class='notice'>Plant data already present in local storage.<span>")
+1 -1
View File
@@ -78,7 +78,7 @@
current_type = "extract"
var/list/organs = target.getorganszone(target_zone)
if(!organs.len)
to_chat(user, "<span class='notice'>There are no removeable organs in [target]'s [parse_zone(target_zone)]!</span>")
to_chat(user, "<span class='notice'>There are no removable organs in [target]'s [parse_zone(target_zone)]!</span>")
return -1
else
for(var/obj/item/organ/O in organs)
@@ -32,7 +32,7 @@
H.clear_alert("embeddedobject")
if(objects > 0)
user.visible_message("[user] sucessfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
user.visible_message("[user] successfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
else
to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [L]!</span>")