Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.

Resolved Issue 333: The plastic flaps on the mining station now actually block air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333
Fix for runtime in issue 332 until getrev is fixed. https://code.google.com/p/tgstation13/issues/detail?id=332
Resolved Issue 331 https://code.google.com/p/tgstation13/issues/detail?id=331
Resolved Issue 304 https://code.google.com/p/tgstation13/issues/detail?id=304
Removed a lever I found randomly placed within the asteroid rock.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3021 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-01-31 10:03:55 +00:00
parent fa4a015140
commit 2d77383ad0
29 changed files with 520 additions and 493 deletions
@@ -62,7 +62,7 @@
else
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
if (src.shoes)
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] has a[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
if (src.gloves)
+1 -1
View File
@@ -9,7 +9,7 @@
speak = list("Meow!","Esp!","Purr!","HSSSSS")
speak_emote = list("purrs", "meows")
emote_hear = list("meows","mews")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "armour"
icon_living = "armour"
icon_dead = "shade_dead"
max_health = 300
maxHealth = 300
health = 300
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
+28 -28
View File
@@ -1,8 +1,8 @@
//Corgi
/mob/living/simple_animal/corgi
name = "corgi"
name = "\improper corgi"
real_name = "corgi"
desc = "Puppy!!"
desc = "It's a corgi."
icon = 'mob.dmi'
icon_state = "corgi"
icon_living = "corgi"
@@ -10,9 +10,9 @@
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
speak_chance = 1
turns_per_move = 5
turns_per_move = 10
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
meat_amount = 3
response_help = "pets the"
@@ -20,7 +20,6 @@
response_harm = "kicks the"
var/obj/item/inventory_head
var/obj/item/inventory_back
var/obj/item/inventory_mouth
/mob/living/simple_animal/corgi/update_clothing()
overlays = list()
@@ -70,22 +69,22 @@
//helmet and armor = 100% protection
if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
if( O.force )
usr << "\red This animal is wearing too much armor. You can't cause it any damage."
usr << "\red This animal is wearing too much armor. You can't cause /him any damage."
for (var/mob/M in viewers(src, null))
M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
else
usr << "\red This animal is wearing too much armor. You can't reach it's skin."
usr << "\red This animal is wearing too much armor. You can't reach its skin."
for (var/mob/M in viewers(src, null))
M.show_message("\red [user] gently taps [src] with the [O]. ")
if(prob(15))
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on it's face")
emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on \his face")
return
..()
/mob/living/simple_animal/corgi/Topic(href, href_list)
//Removing from inventory
if(href_list["remove_inv"])
if(get_dist(src,usr) > 1)
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/remove_from = href_list["remove_inv"]
switch(remove_from)
@@ -96,36 +95,36 @@
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
speak_emote = list("barks", "woofs")
emote_hear = list("barks", "woofs", "yaps","pants")
emote_see = list("shakes it's head", "shivers")
emote_see = list("shakes its head", "shivers")
desc = "It's a corgi."
src.sd_SetLuminosity(0)
inventory_head.loc = src.loc
inventory_head = null
else
usr << "\red There is nothing on its [remove_from]."
usr << "\red There is nothing to remove from its [remove_from]."
return
if("back")
if(inventory_back)
inventory_back.loc = src.loc
inventory_back = null
else
usr << "\red There is nothing on its [remove_from]."
usr << "\red There is nothing to remove from its [remove_from]."
return
show_inv(usr)
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
//Adding things to inventory
else if(href_list["add_inv"])
if(get_dist(src,usr) > 1)
return
if(!usr.get_active_hand())
usr << "\red You have nothing in your active hand to put in the slot."
if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
return
var/add_to = href_list["add_inv"]
if(!usr.get_active_hand())
usr << "\red You have nothing in your hand to put on its [add_to]."
return
switch(add_to)
if("head")
if(inventory_head)
usr << "\red The [inventory_head] is already in this slot."
usr << "\red It's is already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
@@ -169,7 +168,7 @@
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The corgi doesn't seem too keen on wearing that item."
usr << "\red It doesn't seem too keen on wearing that item."
return
usr.drop_item()
@@ -192,13 +191,13 @@
desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
name = "Hoppy"
emote_see = list("twitches his nose", "hops around a bit")
emote_see = list("twitches its nose", "hops around a bit")
desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
name = "Yann"
desc = "mon dieu! C'est un chien!"
desc = "Mon dieu! C'est un chien!"
speak = list("le woof!", "le bark!", "JAPPE!!")
emote_see = list("cowers in fear", "surrenders", "plays dead")
emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
if(/obj/item/clothing/head/det_hat)
name = "Detective [real_name]"
desc = "[name] sees through your lies..."
@@ -207,13 +206,13 @@
name = "Nurse [real_name]"
desc = "[name] needs 100cc of beef jerky...STAT!"
if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibbles","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
desc = "Yaarghh!! Thar' be a scurvy dog!"
emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
emote_hear = list("growls ferociously", "snarls")
speak = list("Arrrrgh!!","Grrrrrr!")
if(/obj/item/clothing/head/ushanka)
name = "[pick("Comrade","Commissar")] [real_name]"
name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
desc = "A follower of Karl Barx."
emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
if(/obj/item/clothing/head/collectable/police)
@@ -224,7 +223,7 @@
name = "Grandwizard [real_name]"
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
if(/obj/item/weapon/bedsheet)
name = "The ghost"
name = "\improper Ghost"
speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
emote_see = list("stumbles around", "shivers")
emote_hear = list("howls","groans")
@@ -237,7 +236,7 @@
if("back")
if(inventory_back)
usr << "\red The [inventory_back] is already in this slot."
usr << "\red It's already wearing something."
return
else
var/obj/item/item_to_add = usr.get_active_hand()
@@ -253,7 +252,7 @@
)
if( ! ( item_to_add.type in allowed_types ) )
usr << "\red The object cannot fit on this animal."
usr << "\red This object won't fit."
return
usr.drop_item()
@@ -269,6 +268,7 @@
/mob/living/simple_animal/corgi/Ian
name = "Ian"
real_name = "Ian" //Intended to hold the name without altering it.
gender = "male"
desc = "It's a corgi."
var/turns_since_scan = 0
var/obj/movement_target
@@ -321,7 +321,7 @@
emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
if(prob(1))
emote("dances around")
emote(pick("dances around","chases its tail"))
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
dir = i
+6 -5
View File
@@ -2,7 +2,7 @@
name = "animal"
var/icon_living = ""
var/icon_dead = ""
var/max_health = 20
maxHealth = 20
var/alive = 1
var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
@@ -77,8 +77,8 @@
density = 0
return
if(health > max_health)
health = max_health
if(health > maxHealth)
health = maxHealth
//Movement
if(!ckey && !stop_automated_movement)
@@ -201,6 +201,7 @@
/mob/living/simple_animal/emote(var/act)
if(act)
if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
for (var/mob/O in viewers(src, null))
O.show_message("<B>[src]</B> [act].")
@@ -267,9 +268,9 @@
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < max_health)
if(health < maxHealth)
if(MED.amount >= 1)
health = min(max_health, health + MED.heal_brute)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
+1 -1
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@@ -5,7 +5,7 @@
icon_state = "shade"
icon_living = "shade"
icon_dead = "shade_dead"
max_health = 50
maxHealth = 50
health = 50
speak_emote = list("hisses")
emote_hear = list("wails","screeches")