grammar never ends (#4421)

* Update Sleeper.dm

* Update robot_fabricator.dm

* Update requests_console.dm

* Update vr_console.dm

* Update teleporter.dm

* Update records_scanner.dm

* Update mercrenegade.dm

* Update clown_items.dm

* Update firstaid.dm

* Update teleporter.dm

* capitalization fixes

* Update clown_items.dm
This commit is contained in:
Belsima
2017-12-08 16:30:34 -05:00
committed by Anewbe
parent 1175713235
commit 8d3ceab287
9 changed files with 45 additions and 45 deletions

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@@ -1,7 +1,7 @@
/datum/game_mode/mercren /datum/game_mode/mercren
name = "Mercenaries & Renegades" name = "Mercenaries & Renegades"
round_description = "A mercenary team has invaded the station, as well as other having brought their own form protection." round_description = "A mercenary team has invaded the station, and others have brought their own form of protection."
extended_round_description = "Mercenaries and traitors spawn during this round." extended_round_description = "Mercenaries and renegades spawn during this round."
config_tag = "mercren" config_tag = "mercren"
required_players = 16 //What could possibly go wrong? required_players = 16 //What could possibly go wrong?
required_players_secret = 15 required_players_secret = 15

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@@ -1,5 +1,5 @@
/obj/machinery/sleep_console /obj/machinery/sleep_console
name = "Sleeper Console" name = "sleeper console"
icon = 'icons/obj/Cryogenic2.dmi' icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeperconsole" icon_state = "sleeperconsole"
var/obj/machinery/sleeper/sleeper var/obj/machinery/sleeper/sleeper
@@ -34,7 +34,7 @@
return 1 return 1
if(sleeper.panel_open) if(sleeper.panel_open)
user << "<span class='notice'>Close the maintenance panel first.</span>" to_chat(user, "<span class='notice'>Close the maintenance panel first.</span>")
return return
if(!sleeper) if(!sleeper)
@@ -44,7 +44,7 @@
else if(sleeper) else if(sleeper)
return sleeper.ui_interact(user) return sleeper.ui_interact(user)
else else
user << "<span class='warning'>Sleeper not found!</span>" to_chat(user, "<span class='warning'>Sleeper not found!</span>")
/obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user) /obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user)
if(computer_deconstruction_screwdriver(user, I)) if(computer_deconstruction_screwdriver(user, I))
@@ -61,7 +61,7 @@
/obj/machinery/sleeper /obj/machinery/sleeper
name = "sleeper" name = "sleeper"
desc = "A fancy bed with built-in injectors, a dialysis machine, and a limited health scanner." desc = "A stasis pod with built-in injectors, a dialysis machine, and a limited health scanner."
icon = 'icons/obj/Cryogenic2.dmi' icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "sleeper_0" icon_state = "sleeper_0"
density = 1 density = 1
@@ -181,7 +181,7 @@
return 1 return 1
if(usr == occupant) if(usr == occupant)
usr << "<span class='warning'>You can't reach the controls from the inside.</span>" to_chat(usr, "<span class='warning'>You can't reach the controls from the inside.</span>")
return return
add_fingerprint(usr) add_fingerprint(usr)
@@ -221,7 +221,7 @@
I.loc = src I.loc = src
user.visible_message("<span class='notice'>\The [user] adds \a [I] to \the [src].</span>", "<span class='notice'>You add \a [I] to \the [src].</span>") user.visible_message("<span class='notice'>\The [user] adds \a [I] to \the [src].</span>", "<span class='notice'>You add \a [I] to \the [src].</span>")
else else
user << "<span class='warning'>\The [src] has a beaker already.</span>" to_chat(user, "<span class='warning'>\The [src] has a beaker already.</span>")
return return
/obj/machinery/sleeper/verb/move_eject() /obj/machinery/sleeper/verb/move_eject()
@@ -233,7 +233,7 @@
if(DEAD) if(DEAD)
return return
if(UNCONSCIOUS) if(UNCONSCIOUS)
usr << "<span class='notice'>You struggle through the haze to hit the eject button. This will take a couple of minutes...</span>" to_chat(usr, "<span class='notice'>You struggle through the haze to hit the eject button. This will take a couple of minutes...</span>")
sleep(2 MINUTES) sleep(2 MINUTES)
if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already
return return
@@ -279,7 +279,7 @@
if(stat & (BROKEN|NOPOWER)) if(stat & (BROKEN|NOPOWER))
return return
if(occupant) if(occupant)
user << "<span class='warning'>\The [src] is already occupied.</span>" to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
return return
if(M == user) if(M == user)
@@ -289,7 +289,7 @@
if(do_after(user, 20)) if(do_after(user, 20))
if(occupant) if(occupant)
user << "<span class='warning'>\The [src] is already occupied.</span>" to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
return return
M.stop_pulling() M.stop_pulling()
if(M.client) if(M.client)
@@ -333,8 +333,8 @@
if(occupant.reagents.get_reagent_amount(chemical) + amount <= 20) if(occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
use_power(amount * CHEM_SYNTH_ENERGY) use_power(amount * CHEM_SYNTH_ENERGY)
occupant.reagents.add_reagent(chemical, amount) occupant.reagents.add_reagent(chemical, amount)
user << "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream." to_chat(user, "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream.")
else else
user << "The subject has too many chemicals." to_chat(user, "The subject has too many chemicals in their bloodstream.")
else else
user << "There's no suitable occupant in \the [src]." to_chat(user, "There's no suitable occupant in \the [src].")

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@@ -1,6 +1,6 @@
//not a computer //not a computer
obj/machinery/scanner obj/machinery/scanner
name = "Identity Analyser" name = "identity analyzer"
var/outputdir = 0 var/outputdir = 0
icon = 'icons/obj/stationobjs.dmi' icon = 'icons/obj/stationobjs.dmi'
icon_state = "scanner_idle" icon_state = "scanner_idle"
@@ -70,7 +70,7 @@ obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
<b><u>Black Marks</u></b>:<br> "} <b><u>Black Marks</u></b>:<br> "}
for(var/A in marks) for(var/A in marks)
text += "<span class='danger'>[A]</span><br>" text += "<span class='danger'>[A]</span><br>"
user << "<span class='notice'>You feel a sting as the scanner extracts some of your blood.</span>" to_chat(user, "<span class='notice'>You feel a sting as the scanner extracts some of your blood.</span>")
var/turf/T = get_step(src,outputdir) var/turf/T = get_step(src,outputdir)
var/obj/item/weapon/paper/print = new(T) var/obj/item/weapon/paper/print = new(T)
print.name = "[mname] Report" print.name = "[mname] Report"

View File

@@ -23,7 +23,7 @@ var/req_console_information = list()
var/list/obj/machinery/requests_console/allConsoles = list() var/list/obj/machinery/requests_console/allConsoles = list()
/obj/machinery/requests_console /obj/machinery/requests_console
name = "Requests Console" name = "requests console"
desc = "A console intended to send requests to different departments on the station." desc = "A console intended to send requests to different departments on the station."
anchored = 1 anchored = 1
icon = 'icons/obj/terminals.dmi' icon = 'icons/obj/terminals.dmi'
@@ -72,7 +72,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
announcement.title = "[department] announcement" announcement.title = "[department] announcement"
announcement.newscast = 1 announcement.newscast = 1
name = "[department] Requests Console" name = "[department] requests console"
allConsoles += src allConsoles += src
if(departmentType & RC_ASSIST) if(departmentType & RC_ASSIST)
req_console_assistance |= department req_console_assistance |= department
@@ -198,15 +198,15 @@ var/list/obj/machinery/requests_console/allConsoles = list()
updateUsrDialog() updateUsrDialog()
return return
//err... hacking code, which has no reason for existing... but anyway... it was once supposed to unlock priority 3 messanging on that console (EXTREME priority...), but the code for that was removed. //err... hacking code, which has no reason for existing... but anyway... it was once supposed to unlock priority 3 messaging on that console (EXTREME priority...), but the code for that was removed.
/obj/machinery/requests_console/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob) /obj/machinery/requests_console/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)
if(computer_deconstruction_screwdriver(user, O)) if(computer_deconstruction_screwdriver(user, O))
return return
if(istype(O, /obj/item/device/multitool)) if(istype(O, /obj/item/device/multitool))
if(panel_open) if(panel_open)
var/input = sanitize(input(usr, "What Department id would you like to give this Request Console?", "Multitool-Request Console interface", department)) var/input = sanitize(input(usr, "What Department ID would you like to give this request console?", "Multitool-Request Console Interface", department))
if(!input) if(!input)
usr << "No input found please hang up and try your call again." to_chat(usr, "No input found. Please hang up and try your call again.")
return return
department = input department = input
announcement.title = "[department] announcement" announcement.title = "[department] announcement"

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@@ -1,5 +1,5 @@
/obj/machinery/robotic_fabricator /obj/machinery/robotic_fabricator
name = "Robotic Fabricator" name = "robotic fabricator"
icon = 'icons/obj/robotics.dmi' icon = 'icons/obj/robotics.dmi'
icon_state = "fab-idle" icon_state = "fab-idle"
density = 1 density = 1
@@ -30,7 +30,7 @@
overlays -= "fab-load-metal" overlays -= "fab-load-metal"
updateDialog() updateDialog()
else else
user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more." to_chat(user, "The robot part maker is full. Please remove metal from the robot part maker in order to insert more.")
/obj/machinery/robotic_fabricator/attack_hand(user as mob) /obj/machinery/robotic_fabricator/attack_hand(user as mob)
var/dat var/dat

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@@ -1,5 +1,5 @@
/obj/machinery/computer/teleporter /obj/machinery/computer/teleporter
name = "Teleporter Control Console" name = "teleporter control console"
desc = "Used to control a linked teleportation Hub and Station." desc = "Used to control a linked teleportation Hub and Station."
icon_keyboard = "teleport_key" icon_keyboard = "teleport_key"
icon_screen = "teleport" icon_screen = "teleport"
@@ -56,8 +56,8 @@
L = locate("landmark*[C.data]") // use old stype L = locate("landmark*[C.data]") // use old stype
if(istype(L, /obj/effect/landmark/) && istype(L.loc, /turf)) if(istype(L, /obj/effect/landmark/) && istype(L.loc, /turf))
usr << "You insert the coordinates into the machine." to_chat(usr, "You insert the coordinates into the machine.")
usr << "A message flashes across the screen reminding the traveller that the nuclear authentication disk is to remain on the station at all times." to_chat(usr, "A message flashes across the screen, reminding the user that the nuclear authentication disk is not transportable via insecure means.")
user.drop_item() user.drop_item()
qdel(I) qdel(I)

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@@ -1,5 +1,5 @@
/obj/machinery/vr_sleeper /obj/machinery/vr_sleeper
name = "VR sleeper" name = "virtual reality sleeper"
desc = "A fancy bed with built-in sensory I/O ports and connectors to interface users' minds with their bodies in virtual reality." desc = "A fancy bed with built-in sensory I/O ports and connectors to interface users' minds with their bodies in virtual reality."
icon = 'icons/obj/Cryogenic2.dmi' icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "syndipod_0" icon_state = "syndipod_0"
@@ -217,7 +217,7 @@
occupant.enter_vr(avatar) occupant.enter_vr(avatar)
// Prompt for username after they've enterred the body. // Prompt for username after they've enterred the body.
var/newname = sanitize(input(avatar, "You are enterring virtual reality. Your username is currently [src.name]. Would you like to change it to something else?", "Name change") as null|text, MAX_NAME_LEN) var/newname = sanitize(input(avatar, "You are entering virtual reality. Your username is currently [src.name]. Would you like to change it to something else?", "Name change") as null|text, MAX_NAME_LEN)
if (newname) if (newname)
avatar.real_name = newname avatar.real_name = newname

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@@ -33,23 +33,23 @@
//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing. //I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn //So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
if(user.client && (target in user.client.screen)) if(user.client && (target in user.client.screen))
user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>" to_chat(user, "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>")
else if(istype(target,/obj/effect/decal/cleanable/blood)) else if(istype(target,/obj/effect/decal/cleanable/blood))
user << "<span class='notice'>You scrub \the [target.name] out.</span>" to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
target.clean_blood() target.clean_blood()
return //Blood is a cleanable decal, therefore needs to be accounted for before all cleanable decals. return //Blood is a cleanable decal, therefore needs to be accounted for before all cleanable decals.
else if(istype(target,/obj/effect/decal/cleanable)) else if(istype(target,/obj/effect/decal/cleanable))
user << "<span class='notice'>You scrub \the [target.name] out.</span>" to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
qdel(target) qdel(target)
else if(istype(target,/turf)) else if(istype(target,/turf))
user << "<span class='notice'>You scrub \the [target.name] clean.</span>" to_chat(user, "<span class='notice'>You scrub \the [target.name] clean.</span>")
var/turf/T = target var/turf/T = target
T.clean(src, user) T.clean(src, user)
else if(istype(target,/obj/structure/sink)) else if(istype(target,/obj/structure/sink))
user << "<span class='notice'>You wet \the [src] in the sink.</span>" to_chat(user, "<span class='notice'>You wet \the [src] in the sink.</span>")
wet() wet()
else else
user << "<span class='notice'>You clean \the [target.name].</span>" to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
target.clean_blood() target.clean_blood()
return return

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@@ -8,7 +8,7 @@
* First Aid Kits * First Aid Kits
*/ */
/obj/item/weapon/storage/firstaid /obj/item/weapon/storage/firstaid
name = "first-aid kit" name = "first aid kit"
desc = "It's an emergency medical kit for those serious boo-boos." desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid" icon_state = "firstaid"
throw_speed = 2 throw_speed = 2
@@ -18,8 +18,8 @@
/obj/item/weapon/storage/firstaid/fire /obj/item/weapon/storage/firstaid/fire
name = "fire first-aid kit" name = "fire first aid kit"
desc = "It's an emergency medical kit for when the toxins lab <i>-spontaneously-</i> burns down." desc = "It's an emergency medical kit for when the toxins lab <i>spontaneously</i> burns down."
icon_state = "ointment" icon_state = "ointment"
item_state_slots = list(slot_r_hand_str = "firstaid-ointment", slot_l_hand_str = "firstaid-ointment") item_state_slots = list(slot_r_hand_str = "firstaid-ointment", slot_l_hand_str = "firstaid-ointment")
@@ -55,8 +55,8 @@
return return
/obj/item/weapon/storage/firstaid/toxin /obj/item/weapon/storage/firstaid/toxin
name = "toxin first aid" name = "poison first aid kit" //IRL the term used would be poison first aid kit.
desc = "Used to treat when you have a high amoutn of toxins in your body." desc = "Used to treat when one has a high amount of toxins in their body."
icon_state = "antitoxin" icon_state = "antitoxin"
item_state_slots = list(slot_r_hand_str = "firstaid-toxin", slot_l_hand_str = "firstaid-toxin") item_state_slots = list(slot_r_hand_str = "firstaid-toxin", slot_l_hand_str = "firstaid-toxin")
@@ -76,7 +76,7 @@
return return
/obj/item/weapon/storage/firstaid/o2 /obj/item/weapon/storage/firstaid/o2
name = "oxygen deprivation first aid" name = "oxygen deprivation first aid kit"
desc = "A box full of oxygen goodies." desc = "A box full of oxygen goodies."
icon_state = "o2" icon_state = "o2"
item_state_slots = list(slot_r_hand_str = "firstaid-o2", slot_l_hand_str = "firstaid-o2") item_state_slots = list(slot_r_hand_str = "firstaid-o2", slot_l_hand_str = "firstaid-o2")
@@ -94,8 +94,8 @@
return return
/obj/item/weapon/storage/firstaid/adv /obj/item/weapon/storage/firstaid/adv
name = "advanced first-aid kit" name = "advanced first aid kit"
desc = "Contains advanced medical treatments." desc = "Contains advanced medical treatments, for <b>serious</b> boo-boos."
icon_state = "advfirstaid" icon_state = "advfirstaid"
item_state_slots = list(slot_r_hand_str = "firstaid-advanced", slot_l_hand_str = "firstaid-advanced") item_state_slots = list(slot_r_hand_str = "firstaid-advanced", slot_l_hand_str = "firstaid-advanced")