diff --git a/code/ATMOSPHERICS/_atmospherics_helpers.dm b/code/ATMOSPHERICS/_atmospherics_helpers.dm
index 76b520a45f..298de0d00c 100644
--- a/code/ATMOSPHERICS/_atmospherics_helpers.dm
+++ b/code/ATMOSPHERICS/_atmospherics_helpers.dm
@@ -26,7 +26,7 @@
//transfer_moles - Limits the amount of moles to transfer. The actual amount of gas moved may also be limited by available_power, if given.
//available_power - the maximum amount of power that may be used when moving gas. If null then the transfer is not limited by power.
/proc/pump_gas(var/obj/machinery/M, var/datum/gas_mixture/source, var/datum/gas_mixture/sink, var/transfer_moles = null, var/available_power = null)
- if (source.total_moles < MINIMUM_MOLES_TO_PUMP) //if we cant transfer enough gas just stop to avoid further processing
+ if (source.total_moles < MINIMUM_MOLES_TO_PUMP) //if we can't transfer enough gas just stop to avoid further processing
return -1
if (isnull(transfer_moles))
@@ -39,7 +39,7 @@
if (!isnull(available_power) && specific_power > 0)
transfer_moles = min(transfer_moles, available_power / specific_power)
- if (transfer_moles < MINIMUM_MOLES_TO_PUMP) //if we cant transfer enough gas just stop to avoid further processing
+ if (transfer_moles < MINIMUM_MOLES_TO_PUMP) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update flow rate meter
@@ -69,7 +69,7 @@
//Gas 'pumping' proc for the case where the gas flow is passive and driven entirely by pressure differences (but still one-way).
/proc/pump_gas_passive(var/obj/machinery/M, var/datum/gas_mixture/source, var/datum/gas_mixture/sink, var/transfer_moles = null)
- if (source.total_moles < MINIMUM_MOLES_TO_PUMP) //if we cant transfer enough gas just stop to avoid further processing
+ if (source.total_moles < MINIMUM_MOLES_TO_PUMP) //if we can't transfer enough gas just stop to avoid further processing
return -1
if (isnull(transfer_moles))
@@ -80,7 +80,7 @@
var/equalize_moles = calculate_equalize_moles(source, sink)
transfer_moles = min(transfer_moles, equalize_moles)
- if (transfer_moles < MINIMUM_MOLES_TO_PUMP) //if we cant transfer enough gas just stop to avoid further processing
+ if (transfer_moles < MINIMUM_MOLES_TO_PUMP) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update flow rate meter
@@ -107,7 +107,7 @@
//total_transfer_moles - Limits the amount of moles to scrub. The actual amount of gas scrubbed may also be limited by available_power, if given.
//available_power - the maximum amount of power that may be used when scrubbing gas. If null then the scrubbing is not limited by power.
/proc/scrub_gas(var/obj/machinery/M, var/list/filtering, var/datum/gas_mixture/source, var/datum/gas_mixture/sink, var/total_transfer_moles = null, var/available_power = null)
- if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
filtering = filtering & source.gas //only filter gasses that are actually there. DO NOT USE &=
@@ -123,7 +123,7 @@
specific_power_gas[g] = specific_power
total_filterable_moles += source.gas[g]
- if (total_filterable_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_filterable_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
//now that we know the total amount of filterable gas, we can calculate the amount of power needed to scrub one mole of gas
@@ -142,7 +142,7 @@
if (!isnull(available_power) && total_specific_power > 0)
total_transfer_moles = min(total_transfer_moles, available_power/total_specific_power)
- if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update flow rate var
@@ -178,7 +178,7 @@
//total_transfer_moles - Limits the amount of moles to input. The actual amount of gas filtered may also be limited by available_power, if given.
//available_power - the maximum amount of power that may be used when filtering gas. If null then the filtering is not limited by power.
/proc/filter_gas(var/obj/machinery/M, var/list/filtering, var/datum/gas_mixture/source, var/datum/gas_mixture/sink_filtered, var/datum/gas_mixture/sink_clean, var/total_transfer_moles = null, var/available_power = null)
- if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
filtering = filtering & source.gas //only filter gasses that are actually there. DO NOT USE &=
@@ -211,7 +211,7 @@
if (!isnull(available_power) && total_specific_power > 0)
total_transfer_moles = min(total_transfer_moles, available_power/total_specific_power)
- if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update flow rate var
@@ -250,7 +250,7 @@
//I don't like the copypasta, but I decided to keep both versions of gas filtering as filter_gas is slightly faster (doesn't create as many temporary lists, doesn't call update_values() as much)
//filter_gas can be removed and replaced with this proc if need be.
/proc/filter_gas_multi(var/obj/machinery/M, var/list/filtering, var/datum/gas_mixture/source, var/datum/gas_mixture/sink_clean, var/total_transfer_moles = null, var/available_power = null)
- if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (source.total_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
filtering = filtering & source.gas //only filter gasses that are actually there. DO NOT USE &=
@@ -284,7 +284,7 @@
if (!isnull(available_power) && total_specific_power > 0)
total_transfer_moles = min(total_transfer_moles, available_power/total_specific_power)
- if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update Flow Rate var
@@ -353,7 +353,7 @@
total_input_volume += source.volume
total_input_moles += source.total_moles
- if (total_mixing_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_mixing_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
if (isnull(total_transfer_moles))
@@ -365,7 +365,7 @@
if (!isnull(available_power) && total_specific_power > 0)
total_transfer_moles = min(total_transfer_moles, available_power / total_specific_power)
- if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we cant transfer enough gas just stop to avoid further processing
+ if (total_transfer_moles < MINIMUM_MOLES_TO_FILTER) //if we can't transfer enough gas just stop to avoid further processing
return -1
//Update flow rate var
diff --git a/code/ZAS/ConnectionGroup.dm b/code/ZAS/ConnectionGroup.dm
index c048cf614a..8323b88ef4 100644
--- a/code/ZAS/ConnectionGroup.dm
+++ b/code/ZAS/ConnectionGroup.dm
@@ -13,7 +13,7 @@ Class Vars:
connecting_turfs - This holds a list of connected turfs, mainly for the sake of airflow.
- coefficent - This is a marker for how many connections are on this edge. Used to determine the ratio of flow.
+ coefficient - This is a marker for how many connections are on this edge. Used to determine the ratio of flow.
connection_edge/zone
diff --git a/code/ZAS/Fire.dm b/code/ZAS/Fire.dm
index 2ec8e791f7..044f09f2c3 100644
--- a/code/ZAS/Fire.dm
+++ b/code/ZAS/Fire.dm
@@ -420,7 +420,7 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
legs_exposure = 0
if(C.body_parts_covered & ARMS)
arms_exposure = 0
- //minimize this for low-pressure enviroments
+ //minimize this for low-pressure environments
var/mx = 5 * firelevel/vsc.fire_firelevel_multiplier * min(pressure / ONE_ATMOSPHERE, 1)
//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
diff --git a/code/ZAS/Turf.dm b/code/ZAS/Turf.dm
index 5997a1c47a..7bda5becd6 100644
--- a/code/ZAS/Turf.dm
+++ b/code/ZAS/Turf.dm
@@ -48,7 +48,7 @@
/*
Simple heuristic for determining if removing the turf from it's zone will not partition the zone (A very bad thing).
Instead of analyzing the entire zone, we only check the nearest 3x3 turfs surrounding the src turf.
- This implementation may produce false negatives but it (hopefully) will not produce any false postiives.
+ This implementation may produce false negatives but it (hopefully) will not produce any false positives.
*/
/turf/simulated/proc/can_safely_remove_from_zone()
diff --git a/code/ZAS/Variable Settings.dm b/code/ZAS/Variable Settings.dm
index f88e4816af..365fcb69de 100644
--- a/code/ZAS/Variable Settings.dm
+++ b/code/ZAS/Variable Settings.dm
@@ -7,7 +7,7 @@ var/global/vs_control/vsc = new
var/fire_firelevel_multiplier = 25
var/fire_firelevel_multiplier_NAME = "Fire - Firelevel Constant"
- var/fire_firelevel_multiplier_DESC = "Multiplied by the equation for firelevel, affects mainly the extingiushing of fires."
+ var/fire_firelevel_multiplier_DESC = "Multiplied by the equation for firelevel, affects mainly the extinguishing of fires."
//Note that this parameter and the phoron heat capacity have a significant impact on TTV yield.
var/fire_fuel_energy_release = 866000 //J/mol. Adjusted to compensate for fire energy release being fixed, was 397000
@@ -43,7 +43,7 @@ var/global/vs_control/vsc = new
var/airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow."
var/airflow_stun_cooldown = 60
- var/airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown"
+ var/airflow_stun_cooldown_NAME = "Airflow Stunning - Cooldown"
var/airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again."
var/airflow_stun = 1
diff --git a/code/__defines/_lists.dm b/code/__defines/_lists.dm
index 582c026f3c..1960d492b8 100644
--- a/code/__defines/_lists.dm
+++ b/code/__defines/_lists.dm
@@ -4,7 +4,7 @@
//Picks from the list, with some safeties, and returns the "default" arg if it fails
#define DEFAULTPICK(L, default) ((istype(L, /list) && L:len) ? pick(L) : default)
-// Ensures L is initailized after this point
+// Ensures L is initialized after this point
#define LAZYINITLIST(L) if (!L) L = list()
// Sets a L back to null iff it is empty
@@ -13,12 +13,12 @@
// Removes I from list L, and sets I to null if it is now empty
#define LAZYREMOVE(L, I) if(L) { L -= I; if(!length(L)) { L = null; } }
-// Adds I to L, initalizing L if necessary
+// Adds I to L, initializing L if necessary
#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
#define LAZYOR(L, I) if(!L) { L = list(); } L |= I;
-// Adds I to L, initalizing L if necessary, if I is not already in L
+// Adds I to L, initializing L if necessary, if I is not already in L
#define LAZYDISTINCTADD(L, I) if(!L) { L = list(); } L |= I;
#define LAZYFIND(L, V) L ? L.Find(V) : 0
@@ -33,7 +33,7 @@
#define LAZYLEN(L) length(L)
#define LAZYADDASSOC(L, K, V) if(!L) { L = list(); } L[K] += V;
-///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus cant be used to += objects)
+///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus can't be used to += objects)
#define LAZYADDASSOCLIST(L, K, V) if(!L) { L = list(); } L[K] += list(V);
#define LAZYREMOVEASSOC(L, K, V) if(L) { if(L[K]) { L[K] -= V; if(!length(L[K])) L -= K; } if(!length(L)) L = null; }
#define LAZYACCESSASSOC(L, I, K) L ? L[I] ? L[I][K] ? L[I][K] : null : null : null
diff --git a/code/__defines/_planes+layers.dm b/code/__defines/_planes+layers.dm
index 56c8997c4c..ed0636dcb7 100644
--- a/code/__defines/_planes+layers.dm
+++ b/code/__defines/_planes+layers.dm
@@ -130,7 +130,7 @@ What is the naming convention for planes or layers?
#define PLANE_GHOSTS 10 //Spooooooooky ghooooooosts
#define PLANE_AI_EYE 11 //The AI eye lives here
-// "Character HUDs", aka HUDs, but not the game's UI. Things like medhuds. I know Planes say they must be intergers, but it's lies.
+// "Character HUDs", aka HUDs, but not the game's UI. Things like medhuds. I know Planes say they must be integers, but it's lies.
#define PLANE_CH_STATUS 15 //Status icon
#define PLANE_CH_HEALTH 16 //Health icon
#define PLANE_CH_LIFE 17 //Health bar
diff --git a/code/__defines/damage_organs.dm b/code/__defines/damage_organs.dm
index 40fe286f12..691d3f98bc 100644
--- a/code/__defines/damage_organs.dm
+++ b/code/__defines/damage_organs.dm
@@ -17,7 +17,7 @@
#define STUN "stun"
#define WEAKEN "weaken"
-#define PARALYZE "paralize"
+#define PARALYZE "paralyze"
#define IRRADIATE "irradiate"
#define AGONY "agony" // Added in PAIN!
#define SLUR "slur"
diff --git a/code/__defines/misc.dm b/code/__defines/misc.dm
index 3213b97752..59958f9544 100644
--- a/code/__defines/misc.dm
+++ b/code/__defines/misc.dm
@@ -33,9 +33,9 @@
// For secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // A simple line rounding the mob's number health.
#define STATUS_HUD 2 // Alive, dead, diseased, etc.
-#define ID_HUD 3 // The job asigned to your ID.
+#define ID_HUD 3 // The job assigned to your ID.
#define WANTED_HUD 4 // Wanted, released, paroled, security status.
-#define IMPLOYAL_HUD 5 // Loyality implant.
+#define IMPLOYAL_HUD 5 // Loyalty implant.
#define IMPCHEM_HUD 6 // Chemical implant.
#define IMPTRACK_HUD 7 // Tracking implant.
#define SPECIALROLE_HUD 8 // AntagHUD image.
@@ -161,7 +161,7 @@
#define CAT_HIDDEN 2
#define CAT_COIN 4
-//Antag Faction Visbility
+//Antag Faction Visibility
#define ANTAG_HIDDEN "Hidden"
#define ANTAG_SHARED "Shared"
#define ANTAG_KNOWN "Known"
@@ -189,7 +189,7 @@
#define TSC_WT "Ward-Takahashi"
#define TSC_BC "Bishop Cybernetics"
#define TSC_MORPH "Morpheus"
-#define TSC_XION "Xion" // Not really needed but consistancy I guess.
+#define TSC_XION "Xion" // Not really needed but consistency I guess.
#define TSC_GIL "Gilthari"
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
@@ -222,7 +222,7 @@
#define USE_FAIL_NOT_IN_USER 6
#define USE_FAIL_IS_SILICON 7
-// This creates a consistant definition for creating global lists, automatically inserting objects into it when they are created, and removing them when deleted.
+// This creates a consistent definition for creating global lists, automatically inserting objects into it when they are created, and removing them when deleted.
// It is very good for removing the 'in world' junk that exists in the codebase painlessly.
// First argument is the list name/path desired, e.g. 'all_candles' would be 'var/list/all_candles = list()'.
// Second argument is the path the list is expected to contain. Note that children will also get added to the global list.
diff --git a/code/__defines/mobs.dm b/code/__defines/mobs.dm
index 9a9861777f..08c180a195 100644
--- a/code/__defines/mobs.dm
+++ b/code/__defines/mobs.dm
@@ -13,7 +13,7 @@
#define PASSEMOTES 0x40 // Mob has a cortical borer or holders inside of it that need to see emotes.
#define GODMODE 0x1000
#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
-#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
+#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurrences with the appropriate organ code
// Grab levels.
#define GRAB_PASSIVE 1
@@ -27,7 +27,7 @@
#define BORGXRAY 0x4
#define BORGMATERIAL 0x8
-#define STANCE_ATTACK 11 // Backwards compatability
+#define STANCE_ATTACK 11 // Backwards compatibility
#define STANCE_ATTACKING 12 // Ditto
/*
#define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering.
@@ -35,7 +35,7 @@
#define STANCE_ATTACK 3 // Attempting to get into attack position
#define STANCE_ATTACKING 4 // Doing attacks
#define STANCE_TIRED 5 // Bears
-#define STANCE_FOLLOW 6 // Following somone
+#define STANCE_FOLLOW 6 // Following someone
#define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running)
*/
#define STANCE_SLEEP 0 // Doing (almost) nothing, to save on CPU because nobody is around to notice or the mob died.
@@ -46,7 +46,7 @@
#define STANCE_BLINDFIGHT 5 // Fighting something that cannot be seen by the mob, from invisibility or out of sight.
#define STANCE_REPOSITION 6 // Relocating to a better position while in combat. Also used when moving away from a danger like grenades.
#define STANCE_MOVE 7 // Similar to above but for out of combat. If a baddie is seen, they'll cancel and fight them.
-#define STANCE_FOLLOW 8 // Following somone, without trying to murder them.
+#define STANCE_FOLLOW 8 // Following someone, without trying to murder them.
#define STANCE_FLEE 9 // Run away from the target because they're too spooky/we're dying/some other reason.
#define STANCE_DISABLED 10 // Used when the holder is afflicted with certain status effects, such as stuns or confusion.
@@ -288,7 +288,7 @@
#define FBP_DRONE "Drone"
// Similar to above but for borgs.
-// Seperate defines are unfortunately required since borgs display the brain differently for some reason.
+// Separate defines are unfortunately required since borgs display the brain differently for some reason.
#define BORG_BRAINTYPE_CYBORG "Cyborg"
#define BORG_BRAINTYPE_POSI "Robot"
#define BORG_BRAINTYPE_DRONE "Drone"
@@ -345,13 +345,13 @@
#define SPECIES_REPLICANT_ALPHA "Alpha Replicant"
#define SPECIES_REPLICANT_BETA "Beta Replicant"
-// Used to seperate simple animals by ""intelligence"".
+// Used to separate simple animals by ""intelligence"".
#define SA_PLANT 1
#define SA_ANIMAL 2
#define SA_ROBOTIC 3
#define SA_HUMANOID 4
-// More refined version of SA_* ""intelligence"" seperators.
+// More refined version of SA_* ""intelligence"" separators.
// Now includes bitflags, so to target two classes you just do 'MOB_CLASS_ANIMAL|MOB_CLASS_HUMANOID'
#define MOB_CLASS_NONE 0 // Default value, and used to invert for _ALL.
#define MOB_CLASS_PLANT 1 // Unused at the moment.
diff --git a/code/__defines/objects.dm b/code/__defines/objects.dm
index d6530fecff..46dccd5e07 100644
--- a/code/__defines/objects.dm
+++ b/code/__defines/objects.dm
@@ -24,8 +24,8 @@
#define ROGUELIKE_ITEM_UNCURSED 0 // Normal.
#define ROGUELIKE_ITEM_CURSED -1 // Does bad things, clothing cannot be taken off.
-// Consistant messages for certain events.
-// Consistancy is import in order to avoid giving too much information away when using an
+// Consistent messages for certain events.
+// Consistency is import in order to avoid giving too much information away when using an
// unidentified object due to a typo or some other unique difference in message output.
#define ROGUELIKE_MESSAGE_NOTHING "Nothing happens."
#define ROGUELIKE_MESSAGE_UNKNOWN "Something happened, but you're not sure what."
diff --git a/code/__defines/planets.dm b/code/__defines/planets.dm
index 08fa66cde3..d08ab7146b 100644
--- a/code/__defines/planets.dm
+++ b/code/__defines/planets.dm
@@ -18,7 +18,7 @@
#define MOON_PHASE_WAXING_CRESCENT "waxing crescent"
#define MOON_PHASE_FIRST_QUARTER "first quarter"
#define MOON_PHASE_WAXING_GIBBOUS "waxing gibbous"
-#define MOON_PHASE_FULL_MOON "full moon" // ware-shantaks sold seperately.
+#define MOON_PHASE_FULL_MOON "full moon" // were-shantaks sold separately.
#define MOON_PHASE_WANING_GIBBOUS "waning gibbous"
#define MOON_PHASE_LAST_QUARTER "last quarter"
#define MOON_PHASE_WANING_CRESCENT "waning crescent"
diff --git a/code/__defines/species_languages.dm b/code/__defines/species_languages.dm
index 1218af1d73..8027c9720e 100644
--- a/code/__defines/species_languages.dm
+++ b/code/__defines/species_languages.dm
@@ -1,8 +1,8 @@
// Species flags.
-#define NO_MINOR_CUT 0x1 // Can step on broken glass with no ill-effects. Either thick skin (diona), cut resistant (slimes) or incorporeal (shadows)
+#define NO_MINOR_CUT 0x1 // Can step on broken glass with no ill-effects. Either thick skin (Diona), cut resistant (slimes) or incorporeal (shadows)
#define IS_PLANT 0x2 // Is a treeperson.
#define NO_SCAN 0x4 // Cannot be scanned in a DNA machine/genome-stolen.
-#define NO_PAIN 0x8 // Cannot suffer halloss/recieves deceptive health indicator.
+#define NO_PAIN 0x8 // Cannot suffer halloss/receives deceptive health indicator.
#define NO_SLIP 0x10 // Cannot fall over.
#define NO_POISON 0x20 // Cannot not suffer toxloss.
#define NO_EMBED 0x40 // Can step on broken glass with no ill-effects and cannot have shrapnel embedded in it.
@@ -26,16 +26,16 @@
// Species allergens
#define ALLERGEN_MEAT 0x1 // Skrell won't like this.
-#define ALLERGEN_FISH 0x2 // Seperate for completion's sake. Still bad for skrell.
+#define ALLERGEN_FISH 0x2 // Separate for completion's sake. Still bad for Skrell.
#define ALLERGEN_FRUIT 0x4 // An apple a day only keeps the doctor away if they're allergic.
#define ALLERGEN_VEGETABLE 0x8 // Taters 'n' carrots. Potato allergy is a thing, apparently.
#define ALLERGEN_GRAINS 0x10 // Wheat, oats, etc.
#define ALLERGEN_BEANS 0x20 // The musical fruit! Includes soy.
#define ALLERGEN_SEEDS 0x40 // Hope you don't have a nut allergy.
-#define ALLERGEN_DAIRY 0x80 // Lactose intolerance, ho! Also bad for skrell.
+#define ALLERGEN_DAIRY 0x80 // Lactose intolerance, ho! Also bad for Skrell.
#define ALLERGEN_FUNGI 0x100 // Delicious shrooms.
-#define ALLERGEN_COFFEE 0x200 // Mostly here for tajara.
-#define ALLERGEN_SUGARS 0x400 // For unathi-like reactions
+#define ALLERGEN_COFFEE 0x200 // Mostly here for Tajara.
+#define ALLERGEN_SUGARS 0x400 // For Unathi-like reactions
#define ALLERGEN_EGGS 0x800 // For Skrell eggs allergy
#define ALLERGEN_STIMULANT 0x1000 // Stimulants are what makes the Tajaran heart go ruh roh - not just coffee!
diff --git a/code/_helpers/_lists.dm b/code/_helpers/_lists.dm
index 5664c2dfde..61a66a5b36 100644
--- a/code/_helpers/_lists.dm
+++ b/code/_helpers/_lists.dm
@@ -15,7 +15,7 @@
* Misc
*/
-//Returns a list in plain english as a string
+//Returns a list in plain English as a string
/proc/english_list(var/list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = ",")
// this proc cannot be merged with counting_english_list to maintain compatibility
// with shoddy use of this proc for code logic and for cases that require original order
diff --git a/code/_helpers/events.dm b/code/_helpers/events.dm
index dfd79581d6..4067adc7b2 100644
--- a/code/_helpers/events.dm
+++ b/code/_helpers/events.dm
@@ -32,7 +32,7 @@
for(var/area_type in area_types)
var/list/types = typesof(area_type)
for(var/T in types)
- // Test for existance.
+ // Test for existence.
var/area/A = locate(T)
if(!istype(A) || !A.contents.len) // Empty contents list means it's not on the map.
continue
diff --git a/code/_helpers/names.dm b/code/_helpers/names.dm
index dd28999b25..fdf73efe19 100644
--- a/code/_helpers/names.dm
+++ b/code/_helpers/names.dm
@@ -153,7 +153,7 @@ var/global/syndicate_code_response//Code response for traitors.
Another traitor may then respond with: "They enjoy running through the void-filled vacuum of the derelict."
The phrase should then have the words: James Smith.
The response should then have the words: run, void, and derelict.
- This way assures that the code is suited to the conversation and is unpredicatable.
+ This way assures that the code is suited to the conversation and is unpredictable.
Obviously, some people will be better at this than others but in theory, everyone should be able to do it and it only enhances roleplay.
Can probably be done through "{ }" but I don't really see the practical benefit.
One example of an earlier system is commented below.
diff --git a/code/_helpers/type2type.dm b/code/_helpers/type2type.dm
index 0cc3327b68..4a10e82ea2 100644
--- a/code/_helpers/type2type.dm
+++ b/code/_helpers/type2type.dm
@@ -4,7 +4,7 @@
num_list += text2num(x)
return num_list
-// Splits the text of a file at seperator and returns them in a list.
+// Splits the text of a file at separator and returns them in a list.
/proc/file2list(filename, seperator="\n")
return splittext(return_file_text(filename),seperator)
@@ -87,7 +87,7 @@
if (NORTHWEST) return 315
if (SOUTHWEST) return 225
-// Returns the angle in english
+// Returns the angle in English
/proc/angle2text(var/degree)
return dir2text(angle2dir(degree))
@@ -248,7 +248,7 @@
return strtype
return copytext(strtype, delim_pos)
-// Concatenates a list of strings into a single string. A seperator may optionally be provided.
+// Concatenates a list of strings into a single string. A separator may optionally be provided.
/proc/list2text(list/ls, sep)
if (ls.len <= 1) // Early-out code for empty or singleton lists.
return ls.len ? ls[1] : ""
@@ -333,7 +333,7 @@
#undef S4
#undef S1
-// Converts a string into a list by splitting the string at each delimiter found. (discarding the seperator)
+// Converts a string into a list by splitting the string at each delimiter found. (discarding the separator)
/proc/text2list(text, delimiter="\n")
var/delim_len = length(delimiter)
if (delim_len < 1)
diff --git a/code/_helpers/unsorted.dm b/code/_helpers/unsorted.dm
index c7f3022b09..04ac8859a3 100644
--- a/code/_helpers/unsorted.dm
+++ b/code/_helpers/unsorted.dm
@@ -47,7 +47,7 @@ Location where the teleport begins, target that will teleport, distance to go, d
Random error in tile placement x, error in tile placement y, and block offset.
Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
-Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
+Turf and target are separate in case you want to teleport some distance from a turf the target is not standing on or something.
*/
var/dirx = 0//Generic location finding variable.
@@ -249,7 +249,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
return 0
return 1
-//Ensure the frequency is within bounds of what it should be sending/recieving at
+//Ensure the frequency is within bounds of what it should be sending/receiving at
/proc/sanitize_frequency(var/f, var/low = PUBLIC_LOW_FREQ, var/high = PUBLIC_HIGH_FREQ)
f = round(f)
f = max(low, f)
@@ -1570,8 +1570,8 @@ GLOBAL_REAL_VAR(list/stack_trace_storage)
. = stack_trace_storage
stack_trace_storage = null
-// \ref behaviour got changed in 512 so this is necesary to replicate old behaviour.
-// If it ever becomes necesary to get a more performant REF(), this lies here in wait
+// \ref behaviour got changed in 512 so this is necessary to replicate old behaviour.
+// If it ever becomes necessary to get a more performant REF(), this lies here in wait
// #define REF(thing) (thing && istype(thing, /datum) && (thing:datum_flags & DF_USE_TAG) && thing:tag ? "[thing:tag]" : "\ref[thing]")
/proc/REF(input)
if(istype(input, /datum))
diff --git a/code/_macros.dm b/code/_macros.dm
index 603b7c45e3..07e70914bc 100644
--- a/code/_macros.dm
+++ b/code/_macros.dm
@@ -42,7 +42,7 @@
#define random_id(key,min_id,max_id) uniqueness_repository.Generate(/datum/uniqueness_generator/id_random, key, min_id, max_id)
-/// Given a hexadeximal text, returns the corresponding integer
+/// Given a hexadecimal text, returns the corresponding integer
#define hex2num(hex) (text2num(hex, 16) || 0)
diff --git a/code/_onclick/click.dm b/code/_onclick/click.dm
index 3149da8c9e..d7759ed12f 100644
--- a/code/_onclick/click.dm
+++ b/code/_onclick/click.dm
@@ -31,7 +31,7 @@
After that, mostly just check your state, check whether you're holding an item,
check whether you're adjacent to the target, then pass off the click to whoever
- is recieving it.
+ is receiving it.
The most common are:
* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
* atom/attackby(item,user) - used only when adjacent
diff --git a/code/_onclick/cyborg.dm b/code/_onclick/cyborg.dm
index e8aa4d7460..41bc323ed2 100644
--- a/code/_onclick/cyborg.dm
+++ b/code/_onclick/cyborg.dm
@@ -116,7 +116,7 @@
/mob/living/silicon/robot/AltClickOn(var/atom/A)
A.BorgAltClick(src)
-/atom/proc/BorgCtrlShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
+/atom/proc/BorgCtrlShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick(var/mob/living/silicon/robot/user)
@@ -125,7 +125,7 @@
AICtrlShiftClick(user)
-/atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
+/atom/proc/BorgShiftClick(var/mob/living/silicon/robot/user) //forward to human click if not overridden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick(var/mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
@@ -134,7 +134,7 @@
AIShiftClick(user)
-/atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overriden
+/atom/proc/BorgCtrlClick(var/mob/living/silicon/robot/user) //forward to human click if not overridden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick(var/mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
@@ -159,7 +159,7 @@
AltClick(user)
return
-/obj/machinery/door/airlock/BorgAltClick(var/mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
+/obj/machinery/door/airlock/BorgAltClick(var/mob/living/silicon/robot/user) // Electrifies doors. Forwards to AI code.
if(user.bolt && !user.bolt.malfunction)
return
diff --git a/code/_onclick/drag_drop.dm b/code/_onclick/drag_drop.dm
index 9f7848b3d3..02164350b2 100644
--- a/code/_onclick/drag_drop.dm
+++ b/code/_onclick/drag_drop.dm
@@ -2,7 +2,7 @@
MouseDrop:
Called on the atom you're dragging. In a lot of circumstances we want to use the
- recieving object instead, so that's the default action. This allows you to drag
+ receiving object instead, so that's the default action. This allows you to drag
almost anything into a trash can.
*/
diff --git a/code/_onclick/hud/_defines.dm b/code/_onclick/hud/_defines.dm
index 12ab18c9ae..b28f54fae8 100644
--- a/code/_onclick/hud/_defines.dm
+++ b/code/_onclick/hud/_defines.dm
@@ -15,10 +15,10 @@
#define ui_entire_screen "WEST,SOUTH to EAST,NORTH"
-//Lower left, persistant menu
+//Lower left, persistent menu
#define ui_inventory "WEST:6,SOUTH:5"
-//Lower center, persistant menu
+//Lower center, persistent menu
#define ui_sstore1 "WEST+2:10,SOUTH:5"
#define ui_id "WEST+3:12,SOUTH:5"
#define ui_belt "WEST+4:14,SOUTH:5"
@@ -48,7 +48,7 @@
#define ui_construct_fire "EAST-1:16,CENTER+1:13" //above health, slightly to the left
#define ui_construct_pull "EAST-1:28,SOUTH+1:10" //above the zone_sel icon
-//Lower right, persistant menu
+//Lower right, persistent menu
#define ui_dropbutton "EAST-4:22,SOUTH:5"
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
diff --git a/code/_onclick/hud/action.dm b/code/_onclick/hud/action.dm
index d725fb8064..75c3756b04 100644
--- a/code/_onclick/hud/action.dm
+++ b/code/_onclick/hud/action.dm
@@ -191,7 +191,7 @@
#define AB_NORTH_OFFSET 26
#define AB_MAX_COLUMNS 10
-/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readabilty
+/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readability
var/row = round((number-1)/AB_MAX_COLUMNS)
var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
var/coord_col = "+[col-1]"
diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm
index 02edb5e62c..9e57f69945 100644
--- a/code/_onclick/hud/alert.dm
+++ b/code/_onclick/hud/alert.dm
@@ -203,7 +203,7 @@ The box in your backpack has an oxygen tank and gas mask in it."
icon_state = "hot"
/obj/screen/alert/hot/robot
- desc = "The air around you is too hot for a humanoid. Be careful to avoid exposing them to this enviroment."
+ desc = "The air around you is too hot for a humanoid. Be careful to avoid exposing them to this environment."
/obj/screen/alert/chilly
name = "Too Chilly"
@@ -216,7 +216,7 @@ The box in your backpack has an oxygen tank and gas mask in it."
icon_state = "cold"
/obj/screen/alert/cold/robot
- desc = "The air around you is too cold for a humanoid. Be careful to avoid exposing them to this enviroment."
+ desc = "The air around you is too cold for a humanoid. Be careful to avoid exposing them to this environment."
/obj/screen/alert/lowpressure
name = "Low Pressure"
@@ -251,7 +251,7 @@ or something covering your eyes."
/obj/screen/alert/confused
name = "Confused"
- desc = "You're confused, and may stumble into things! This may be from concussive effects, drugs, or dizzyness. Walking will help reduce incidents."
+ desc = "You're confused, and may stumble into things! This may be from concussive effects, drugs, or dizziness. Walking will help reduce incidents."
icon_state = "confused"
/obj/screen/alert/high
diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index 93244b80ea..c3616dd9a3 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -15,7 +15,7 @@ item/attack() generates attack logs, sets click cooldown and calls the mob's att
Item Hit Effects:
-item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
+item/apply_hit_effect() can be overridden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
*/
@@ -68,7 +68,7 @@ avoid code duplication. This includes items that may sometimes act as a standard
return I.attack(src, user, user.zone_sel.selecting, attack_modifier)
// Used to get how fast a mob should attack, and influences click delay.
-// This is just for inheritence.
+// This is just for inheritance.
/mob/proc/get_attack_speed()
return DEFAULT_ATTACK_COOLDOWN
diff --git a/code/_onclick/telekinesis.dm b/code/_onclick/telekinesis.dm
index ea94d211eb..3029008664 100644
--- a/code/_onclick/telekinesis.dm
+++ b/code/_onclick/telekinesis.dm
@@ -138,7 +138,7 @@ var/global/const/tk_maxrange = 15
/obj/item/tk_grab/proc/focus_object(var/obj/target, var/mob/living/user)
- if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
+ if(!istype(target,/obj)) return//Can't throw non objects atm might let it do mobs later
if(target.anchored || !isturf(target.loc))
qdel(src)
return
diff --git a/code/controllers/communications.dm b/code/controllers/communications.dm
index 90b7b37c71..983ca70b3c 100644
--- a/code/controllers/communications.dm
+++ b/code/controllers/communications.dm
@@ -109,7 +109,7 @@ var/global/const/AI_FREQ = 1343
var/global/const/DTH_FREQ = 1341
var/global/const/SYND_FREQ = 1213
var/global/const/RAID_FREQ = 1277
-var/global/const/ENT_FREQ = 1461 //entertainment frequency. This is not a diona exclusive frequency.
+var/global/const/ENT_FREQ = 1461 //entertainment frequency. This is not a Diona exclusive frequency.
// department channels
var/global/const/PUB_FREQ = 1459
@@ -194,11 +194,11 @@ var/global/list/DEPT_FREQS = list(AI_FREQ, COMM_FREQ, ENG_FREQ, ENT_FREQ, MED_FR
//Other devices can then choose to send signals to only those devices that belong to a particular filter.
//This is done for performance, so we don't send signals to lots of machines unnecessarily.
-//This filter is special because devices belonging to default also recieve signals sent to any other filter.
+//This filter is special because devices belonging to default also receive signals sent to any other filter.
var/global/const/RADIO_DEFAULT = "radio_default"
var/global/const/RADIO_TO_AIRALARM = "radio_airalarm" //air alarms
-var/global/const/RADIO_FROM_AIRALARM = "radio_airalarm_rcvr" //devices interested in recieving signals from air alarms
+var/global/const/RADIO_FROM_AIRALARM = "radio_airalarm_rcvr" //devices interested in receiving signals from air alarms
var/global/const/RADIO_CHAT = "radio_telecoms"
var/global/const/RADIO_ATMOSIA = "radio_atmos"
var/global/const/RADIO_NAVBEACONS = "radio_navbeacon"
diff --git a/code/controllers/subsystems/events2.dm b/code/controllers/subsystems/events2.dm
index 65e134820b..de9452dc94 100644
--- a/code/controllers/subsystems/events2.dm
+++ b/code/controllers/subsystems/events2.dm
@@ -1,5 +1,5 @@
// This is a simple ticker for the new event system.
-// The logic that determines what events get chosen is held inside a seperate subsystem.
+// The logic that determines what events get chosen is held inside a separate subsystem.
SUBSYSTEM_DEF(event_ticker)
name = "Events (Ticker)"
diff --git a/code/controllers/subsystems/game_master.dm b/code/controllers/subsystems/game_master.dm
index ccfe988afd..6c1e1adbef 100644
--- a/code/controllers/subsystems/game_master.dm
+++ b/code/controllers/subsystems/game_master.dm
@@ -3,21 +3,21 @@
// individual player (IC) skill, and such, in order to try to choose the best events to take in order to add spice or variety to
// the round.
-// This subsystem holds the logic that chooses events. Actual event processing is handled in a seperate subsystem.
+// This subsystem holds the logic that chooses events. Actual event processing is handled in a separate subsystem.
SUBSYSTEM_DEF(game_master)
name = "Events (Game Master)"
wait = 60 SECONDS
runlevels = RUNLEVEL_GAME
// The GM object is what actually chooses events.
- // It's held in a seperate object for better encapsulation, and allows for different 'flavors' of GMs to be made, that choose events differently.
+ // It's held in a separate object for better encapsulation, and allows for different 'flavors' of GMs to be made, that choose events differently.
var/datum/game_master/GM = null
var/game_master_type = /datum/game_master/default
var/list/available_events = list() // A list of meta event objects.
var/danger = 0 // The GM's best guess at how chaotic the round is. High danger makes it hold back.
- var/staleness = -20 // Determines liklihood of the GM doing something, increases over time.
+ var/staleness = -20 // Determines likelihood of the GM doing something, increases over time.
var/next_event = 0 // Minimum amount of time of nothingness until the GM can pick something again.
@@ -93,11 +93,11 @@ SUBSYSTEM_DEF(game_master)
staleness = round( between(-20, staleness + amount, 100), 0.1)
// These are ran before committing to an event.
-// Returns TRUE if the system is allowed to procede, otherwise returns FALSE.
+// Returns TRUE if the system is allowed to proceed, otherwise returns FALSE.
/datum/controller/subsystem/game_master/proc/pre_event_checks(quiet = FALSE)
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
if(!quiet)
- log_game_master("Unable to start event: Ticker is nonexistant, or the game is not ongoing.")
+ log_game_master("Unable to start event: Ticker is nonexistent, or the game is not ongoing.")
return FALSE
if(GM.ignore_time_restrictions)
return TRUE
@@ -135,10 +135,10 @@ SUBSYSTEM_DEF(game_master)
// This object makes the actual decisions.
/datum/game_master
- // Multiplier for how much 'danger' is accumulated. Higer generally makes it possible for more dangerous events to be picked.
+ // Multiplier for how much 'danger' is accumulated. Higher generally makes it possible for more dangerous events to be picked.
var/danger_modifier = 1.0
- // Ditto. Higher numbers generally result in more events occuring in a round.
+ // Ditto. Higher numbers generally result in more events occurring in a round.
var/staleness_modifier = 1.0
var/decision_cooldown_lower_bound = 5 MINUTES // Lower bound for how long to wait until -the potential- for another event being decided.
@@ -155,7 +155,7 @@ SUBSYSTEM_DEF(game_master)
if(check_rights(R_ADMIN|R_EVENT|R_DEBUG))
SSgame_master.interact(usr)
else
- to_chat(usr, span("warning", "You do not have sufficent rights to view the GM panel, sorry."))
+ to_chat(usr, span("warning", "You do not have sufficient rights to view the GM panel, sorry."))
/datum/controller/subsystem/game_master/proc/interact(var/client/user)
if(!user)
@@ -198,7 +198,7 @@ SUBSYSTEM_DEF(game_master)
dat += href(src, list("set_danger" = 1), "\[Set\]")
dat += "
"
dat += "Danger is an estimate of how chaotic the round has been so far. It is decreased passively over time, and is increased by having \
- certain chaotic events be selected, or chaotic things happen in the round. A sufficently high amount of danger will make the system \
+ certain chaotic events be selected, or chaotic things happen in the round. A sufficiently high amount of danger will make the system \
avoid using destructive events, to avoid pushing the station over the edge.
"
dat += "