TG: 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.
Revision: r3021
Author: 	 elly1...@rocketmail.com
This commit is contained in:
Ren Erthilo
2012-04-17 22:11:45 +01:00
parent 901a905776
commit 841105e1f5
21 changed files with 252 additions and 141 deletions
+1 -1
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@@ -496,7 +496,7 @@
/obj/item/weapon/reagent_containers/food/snacks/burger/mime
name = "Mime Burger"
desc = "It's taste defies language."
desc = "Its taste defies language."
icon_state = "mimeburger"
/obj/item/weapon/reagent_containers/food/snacks/omelette
+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/sliceable/meat
+51 -32
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/sliceable/meat/corgi
meat_amount = 3
response_help = "pets the"
@@ -51,8 +51,9 @@
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
/*
user.machine = src
if(user.stat) return
var/dat = "<div align='center'><b>Inventory of [src]</b></div><p>"
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
if(inventory_head)
dat += "<br><b>Head:</b> [inventory_head] (<a href='?src=\ref[src];remove_inv=head'>Remove</a>)"
else
@@ -63,7 +64,7 @@
dat += "<br><b>Back:</b> <a href='?src=\ref[src];add_inv=back'>Nothing</a>"
user << browse(dat, text("window=mob[];size=325x500", name))
onclose(user, "mob[name]")
onclose(user, "mob[real_name]")
*/
return
@@ -72,22 +73,24 @@
//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)
if(usr.stat) return
//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)
@@ -98,36 +101,36 @@
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()
@@ -171,7 +174,7 @@
)
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()
@@ -194,13 +197,13 @@
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..."
@@ -209,13 +212,13 @@
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)
@@ -226,7 +229,7 @@
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")
@@ -239,7 +242,7 @@
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()
@@ -255,7 +258,7 @@
)
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()
@@ -271,6 +274,7 @@
/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
@@ -323,7 +327,7 @@
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
@@ -343,11 +347,12 @@
var/mob/tmob = AM
if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
if(prob(70))
for(var/mob/M in viewers(src, null))
if(M.client)
M << "\red <B>[src] fails to push [tmob]'s fat ass out of the way.</B>"
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
now_pushing = 0
return
if(tmob.nopush)
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
@@ -375,6 +380,20 @@
mind.assigned_role = "Corgi"
mind.key = G.key
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
if(istype(O, /obj/item/weapon/newspaper))
if(alive)
for(var/mob/M in viewers(user, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] baps [name] on the nose with the rolled up [O]")
spawn(0)
for(var/i in list(1,2,4,8,4,2,1,2))
dir = i
sleep(1)
else
..()
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/corgi
name = "Corgi meat"
desc = "Tastes like... well you know..."
+65 -12
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.
@@ -50,6 +50,8 @@
var/wall_smash = 0 //if they can smash walls
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
var/obj/item/device/radio/headset/ears = null
/mob/living/simple_animal/New()
..()
verbs -= /mob/verb/observe
@@ -70,24 +72,59 @@
density = 1
return
if(health < 1)
alive = 0
icon_state = icon_dead
stat = 2 //Dead
density = 0
return
Die()
if(health > max_health)
health = max_health
if(health > maxHealth)
health = maxHealth
/*
// Stun/Weaken
if (paralysis || stunned || weakened) //Stunned etc.
if (stunned > 0)
AdjustStunned(-1)
stat = 0
if (weakened > 0)
AdjustWeakened(-1)
lying = 1
stat = 0
if (paralysis > 0)
AdjustParalysis(-1)
blinded = 1
lying = 1
stat = 1
var/h = hand
hand = 0
drop_item()
hand = 1
drop_item()
hand = h
else //Not stunned.
lying = 0
stat = 0
if(paralysis || stunned || weakened || buckled)
canmove = 0
else
canmove = 1
*/
//Movement
if(!ckey && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
Move(get_step(src,pick(cardinal)))
turns_since_move = 0
//Speaking
if(speak_chance)
if(prob(speak_chance))
@@ -201,6 +238,7 @@
/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 +305,9 @@
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)
@@ -289,9 +327,24 @@
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")
/mob/living/simple_animal/movement_delay()
var/tally = 0 //Incase I need to add stuff other than "speed" later
tally = speed
return tally
return tally
/mob/living/simple_animal/Stat()
..()
statpanel("Status")
stat(null, "Health: [round((health / maxHealth) * 100)]%")
/mob/living/simple_animal/proc/Die()
alive = 0
icon_state = icon_dead
stat = DEAD
density = 0
return
+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")
+2 -2
View File
@@ -164,9 +164,9 @@
else
if (stat & MAINT)
usr << "The cover is closed. Something wrong with it: it's doesn't work."
usr << "The cover is closed. Something is wrong with it, it doesn't work."
else if (malfhack)
usr << "The cover is broken. It's may be hard to force it open."
usr << "The cover is broken. It may be hard to force it open."
else
usr << "The cover is closed."
+1 -3
View File
@@ -385,14 +385,12 @@
// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
// called when area power state changes
/obj/machinery/light/power_change()
spawn(rand(0,15))
spawn(10)
var/area/A = src.loc.loc
A = A.master
seton(A.lightswitch && A.power_light)
// called when on fire
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
+1 -1
View File
@@ -188,7 +188,7 @@ display round(lastgen) and plasmatank amount
attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, text2path(coin_path)))
if(coins >= max_coins)
user << "\red The generator already has it's maximum amount of fuel!"
user << "\red The generator already has its maximum amount of fuel!"
return
coins++
user.drop_item()
+2 -2
View File
@@ -217,7 +217,7 @@
temp_server.id_with_download += num
else if(href_list["reset_tech"])
var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to it's default data? Data lost cannot be recovered.", "Continue", "Cancel")
var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to its default data? Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/tech/T in temp_server.files.known_tech)
if(T.id == href_list["reset_tech"])
@@ -226,7 +226,7 @@
temp_server.files.RefreshResearch()
else if(href_list["reset_design"])
var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to it's base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to its base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
if(choice == "Continue")
for(var/datum/design/D in temp_server.files.known_designs)
if(D.id == href_list["reset_design"])