Some more grammar fixes for my dudes.

This commit is contained in:
Belsima
2017-11-18 14:24:24 -05:00
committed by GitHub
parent 043c2a853a
commit b7cb63f165

View File

@@ -48,8 +48,8 @@ var/global/datum/controller/gameticker/ticker
do do
pregame_timeleft = 180 pregame_timeleft = 180
to_chat(world, "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>") to_chat(world, "<B><FONT color='blue'>Welcome to the pregame lobby!</FONT></B>")
to_chat(world, "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds.") to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
while(current_state == GAME_STATE_PREGAME) while(current_state == GAME_STATE_PREGAME)
for(var/i=0, i<10, i++) for(var/i=0, i<10, i++)
sleep(1) sleep(1)
@@ -79,7 +79,7 @@ var/global/datum/controller/gameticker/ticker
if(!runnable_modes.len) if(!runnable_modes.len)
current_state = GAME_STATE_PREGAME current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY) Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby.") to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame lobby.")
return 0 return 0
if(secret_force_mode != "secret") if(secret_force_mode != "secret")
src.mode = config.pick_mode(secret_force_mode) src.mode = config.pick_mode(secret_force_mode)
@@ -94,7 +94,7 @@ var/global/datum/controller/gameticker/ticker
if(!src.mode) if(!src.mode)
current_state = GAME_STATE_PREGAME current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY) Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pre-game lobby.") to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
return 0 return 0
job_master.ResetOccupations() job_master.ResetOccupations()
@@ -103,7 +103,7 @@ var/global/datum/controller/gameticker/ticker
job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!src.mode.can_start()) if(!src.mode.can_start())
world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby." world << "<B>Unable to start [mode.name].</B> Not enough players readied, [mode.required_players] players needed. Reverting to pregame lobby."
current_state = GAME_STATE_PREGAME current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY) Master.SetRunLevel(RUNLEVEL_LOBBY)
mode.fail_setup() mode.fail_setup()
@@ -125,7 +125,7 @@ var/global/datum/controller/gameticker/ticker
setup_economy() setup_economy()
current_state = GAME_STATE_PLAYING current_state = GAME_STATE_PLAYING
create_characters() //Create player characters and transfer them create_characters() //Create player characters and transfer them.
collect_minds() collect_minds()
equip_characters() equip_characters()
data_core.manifest() data_core.manifest()
@@ -155,7 +155,7 @@ var/global/datum/controller/gameticker/ticker
if(C.holder) if(C.holder)
admins_number++ admins_number++
if(admins_number == 0) if(admins_number == 0)
send2adminirc("Round has started with no admins online.") send2adminirc("A round has started with no admins online.")
/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler /* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
master_controller.process() //Start master_controller.process() master_controller.process() //Start master_controller.process()
@@ -307,7 +307,7 @@ var/global/datum/controller/gameticker/ticker
if(captainless) if(captainless)
for(var/mob/M in player_list) for(var/mob/M in player_list)
if(!istype(M,/mob/new_player)) if(!istype(M,/mob/new_player))
M << "Colony Directorship not forced on anyone." to_chat(M, "Colony Directorship not forced on anyone.")
proc/process() proc/process()
@@ -343,7 +343,7 @@ var/global/datum/controller/gameticker/ticker
feedback_set_details("end_proper","nuke") feedback_set_details("end_proper","nuke")
time_left = 1 MINUTE //No point waiting five minutes if everyone's dead. time_left = 1 MINUTE //No point waiting five minutes if everyone's dead.
if(!delay_end) if(!delay_end)
world << "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>" to_chat(world, "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>")
else else
feedback_set_details("end_proper","proper completion") feedback_set_details("end_proper","proper completion")
time_left = round(restart_timeout) time_left = round(restart_timeout)
@@ -356,15 +356,15 @@ var/global/datum/controller/gameticker/ticker
while(time_left > 0) while(time_left > 0)
if(delay_end) if(delay_end)
break break
world << "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>" to_chat(world, "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>")
time_left -= 1 MINUTES time_left -= 1 MINUTES
sleep(600) sleep(600)
if(!delay_end) if(!delay_end)
world.Reboot() world.Reboot()
else else
world << "<span class='notice'><b>An admin has delayed the round end.</b></span>" to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
else else
world << "<span class='notice'><b>An admin has delayed the round end.</b></span>" to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
else if (mode_finished) else if (mode_finished)
post_game = 1 post_game = 1
@@ -388,7 +388,7 @@ var/global/datum/controller/gameticker/ticker
var/turf/playerTurf = get_turf(Player) var/turf/playerTurf = get_turf(Player)
if(emergency_shuttle.departed && emergency_shuttle.evac) if(emergency_shuttle.departed && emergency_shuttle.evac)
if(isNotAdminLevel(playerTurf.z)) if(isNotAdminLevel(playerTurf.z))
Player << "<font color='blue'><b>You managed to survive, but were marooned on [station_name()] as [Player.real_name]...</b></font>" Player << "<font color='blue'><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font>"
else else
Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font>" Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font>"
else if(isAdminLevel(playerTurf.z)) else if(isAdminLevel(playerTurf.z))
@@ -429,9 +429,9 @@ var/global/datum/controller/gameticker/ticker
if (!robo.connected_ai) if (!robo.connected_ai)
if (robo.stat != 2) if (robo.stat != 2)
world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less synthetic! Its laws were:</b>" world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b>"
else else
world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a synthetic without an AI. Its laws were:</b>" world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:</b>"
if(robo) //How the hell do we lose robo between here and the world messages directly above this? if(robo) //How the hell do we lose robo between here and the world messages directly above this?
robo.laws.show_laws(world) robo.laws.show_laws(world)