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 += "

Player Activity:

" @@ -330,7 +330,7 @@ SUBSYSTEM_DEF(game_master) return if(!check_rights(R_ADMIN|R_EVENT|R_DEBUG)) - message_admins("[usr] has attempted to modify the Game Master values without sufficent privilages.") + message_admins("[usr] has attempted to modify the Game Master values without sufficient privileges.") return if(href_list["toggle"]) diff --git a/code/controllers/subsystems/job.dm b/code/controllers/subsystems/job.dm index d051c9006c..1e072da295 100644 --- a/code/controllers/subsystems/job.dm +++ b/code/controllers/subsystems/job.dm @@ -103,7 +103,7 @@ SUBSYSTEM_DEF(job) job_titles += J return job_titles - job_debug_message("Was asked to get job titles for a non-existant department '[target_department_name]'.") + job_debug_message("Was asked to get job titles for a non-existent department '[target_department_name]'.") return list() // Returns a reference to the primary department datum that a job is in. diff --git a/code/controllers/subsystems/mapping.dm b/code/controllers/subsystems/mapping.dm index a45440c6b6..47b1bd5799 100644 --- a/code/controllers/subsystems/mapping.dm +++ b/code/controllers/subsystems/mapping.dm @@ -52,7 +52,7 @@ SUBSYSTEM_DEF(mapping) /datum/controller/subsystem/mapping/proc/load_map_templates() for(var/T in subtypesof(/datum/map_template)) var/datum/map_template/template = T - if(!(initial(template.mappath))) // If it's missing the actual path its probably a base type or being used for inheritence. + if(!(initial(template.mappath))) // If it's missing the actual path its probably a base type or being used for inheritance. continue template = new T() map_templates[template.name] = template @@ -104,7 +104,7 @@ SUBSYSTEM_DEF(mapping) for(var/zl in z_levels) var/turf/T = locate(1, 1, zl) if(!T) - stack_trace("Submap area seeding was given a non-existant z-level ([zl]).") + stack_trace("Submap area seeding was given a non-existent z-level ([zl]).") return var/time_started_overall = REALTIMEOFDAY @@ -130,7 +130,7 @@ SUBSYSTEM_DEF(mapping) CHECK_TICK var/list/loaded_submap_names = list() - var/list/template_groups_used = list() // Used to avoid spawning three seperate versions of the same PoI. + var/list/template_groups_used = list() // Used to avoid spawning three separate versions of the same PoI. log_mapload("Going to seed submaps of subtype '[desired_map_template_type]' with a budget of [budget].") diff --git a/code/controllers/subsystems/shuttles.dm b/code/controllers/subsystems/shuttles.dm index 342a281022..ccc64bbe2e 100644 --- a/code/controllers/subsystems/shuttles.dm +++ b/code/controllers/subsystems/shuttles.dm @@ -36,11 +36,11 @@ SUBSYSTEM_DEF(shuttles) var/tmp/list/current_run // Shuttles remaining to process this fire() tick /datum/controller/subsystem/shuttles/OnNew() - global.shuttle_controller = src // TODO - Remove this! Change everything to point at SSshuttles intead + global.shuttle_controller = src // TODO - Remove this! Change everything to point at SSshuttles instead /datum/controller/subsystem/shuttles/Initialize(timeofday) last_landmark_registration_time = world.time - // Find all declared shuttle datums and initailize them. (Okay, queue them for initialization a few lines further down) + // Find all declared shuttle datums and initialize them. (Okay, queue them for initialization a few lines further down) for(var/shuttle_type in subtypesof(/datum/shuttle)) // This accounts for most shuttles, though away maps can queue up more. var/datum/shuttle/shuttle = shuttle_type if(initial(shuttle.category) == shuttle_type) diff --git a/code/controllers/subsystems/sqlite.dm b/code/controllers/subsystems/sqlite.dm index 3d18ec4a7a..01d199b455 100644 --- a/code/controllers/subsystems/sqlite.dm +++ b/code/controllers/subsystems/sqlite.dm @@ -57,11 +57,11 @@ SUBSYSTEM_DEF(sqlite) init_schema.Execute(sqlite_object) sqlite_check_for_errors(init_schema, "Feedback table creation") - // Add more schemas below this if the SQLite DB gets expanded for things like persistant news, polls, bans, deaths, etc. + // Add more schemas below this if the SQLite DB gets expanded for things like persistent news, polls, bans, deaths, etc. // General error checking for SQLite. // Returns true if something went wrong. Also writes a log. -// The desc parameter should be unique for each call, to make it easier to track down where the error occured. +// The desc parameter should be unique for each call, to make it easier to track down where the error occurred. /datum/controller/subsystem/sqlite/proc/sqlite_check_for_errors(var/database/query/query_used, var/desc) if(query_used && query_used.ErrorMsg()) log_debug("SQLite Error: [desc] : [query_used.ErrorMsg()]") diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm index 553eb064b1..be750f9013 100644 --- a/code/controllers/subsystems/ticker.dm +++ b/code/controllers/subsystems/ticker.dm @@ -9,7 +9,7 @@ SUBSYSTEM_DEF(ticker) flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel! - var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds. + var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in deciseconds. var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE /* Relies upon the following globals (TODO move those in here) */ @@ -24,7 +24,7 @@ SUBSYSTEM_DEF(ticker) var/datum/game_mode/mode = null // The actual gamemode, if selected. var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round - var/restart_timeleft // Time remaining until restart in desiseconds + var/restart_timeleft // Time remaining until restart in deciseconds var/last_restart_notify // world.time of last restart warning. var/delay_end = FALSE // If set, the round will not restart on its own. @@ -48,7 +48,7 @@ SUBSYSTEM_DEF(ticker) // This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet. var/global/datum/controller/subsystem/ticker/ticker /datum/controller/subsystem/ticker/OnNew() - global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead + global.ticker = src // TODO - Remove this! Change everything to point at SSticker instead /datum/controller/subsystem/ticker/Initialize(timeofday) pregame_timeleft = config.pregame_time @@ -519,7 +519,7 @@ var/global/datum/controller/subsystem/ticker/ticker if(temprole in total_antagonists) //If the role exists already, add the name to it total_antagonists[temprole] += ", [Mind.name]([Mind.key])" else - total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob + total_antagonists.Add(temprole) //If the role doesn't exist in the list, create it and add the mob total_antagonists[temprole] += ": [Mind.name]([Mind.key])" //Now print them all into the log! diff --git a/code/datums/EPv2.dm b/code/datums/EPv2.dm index a41175f424..9766ca6694 100644 --- a/code/datums/EPv2.dm +++ b/code/datums/EPv2.dm @@ -12,7 +12,7 @@ Version 1 never existed. To set up the exonet link, define a variable on your desired atom it is like this; var/datum/exonet_protocol/exonet = null Afterwards, before you want to do networking, call exonet = New(src), then exonet.make_address(string), and give it a string to hash into the new IP. -The reason it needs a string is so you can have the addresses be persistant, assuming no-one already took it first. +The reason it needs a string is so you can have the addresses be persistent, assuming no-one already took it first. When you're no longer wanting to use the address and want to free it up, like when you want to Destroy() it, you need to call remove_address() @@ -47,7 +47,7 @@ var/global/list/all_exonet_connections = list() // Proc: make_address() // Parameters: 1 (string - used to make into a hash that will be part of the new address) -// Description: Allocates a new address based on the string supplied. It results in consistant addresses for each round assuming it is not already taken.. +// Description: Allocates a new address based on the string supplied. It results in consistent addresses for each round assuming it is not already taken.. /datum/exonet_protocol/proc/make_address(var/string) if(string) var/new_address = null @@ -118,7 +118,7 @@ var/global/list/all_exonet_connections = list() // Proc: send_message() // Parameters: 3 (target_address - the desired address to send the message to, data_type - text stating what the content is meant to be used for, // content - the actual 'message' being sent to the address) -// Description: Sends the message to target_address, by calling receive_message() on the desired datum. Returns true if the message is recieved. +// Description: Sends the message to target_address, by calling receive_message() on the desired datum. Returns true if the message is received. /datum/exonet_protocol/proc/send_message(var/target_address, var/data_type, var/content) if(!address) return FALSE diff --git a/code/datums/audio/_tracks.dm b/code/datums/audio/_tracks.dm index 55fe5d0ba3..539b9fb829 100644 --- a/code/datums/audio/_tracks.dm +++ b/code/datums/audio/_tracks.dm @@ -173,7 +173,7 @@ artist = "Quimorucru" title = "Salut John" song = 'sound/music/salutjohn.ogg' - album = "Un m�chant party" + album = "Un méchant party" license = /decl/license/cc_by_nc_nd_4_0 url = "http://freemusicarchive.org/music/Quimorucru/Un_mchant_party/Quimorucru_-_Un_mchant_party__Compilation__-_20_Salut_John" diff --git a/code/datums/components/_component.dm b/code/datums/components/_component.dm index 86d093a134..2cad60bd5b 100644 --- a/code/datums/components/_component.dm +++ b/code/datums/components/_component.dm @@ -163,7 +163,7 @@ * Register to listen for a signal from the passed in target * * This sets up a listening relationship such that when the target object emits a signal - * the source datum this proc is called upon, will recieve a callback to the given proctype + * the source datum this proc is called upon, will receive a callback to the given proctype * Return values from procs registered must be a bitfield * * Arguments: diff --git a/code/datums/locations/qerrvallis.dm b/code/datums/locations/qerrvallis.dm index b783553157..4900652b59 100644 --- a/code/datums/locations/qerrvallis.dm +++ b/code/datums/locations/qerrvallis.dm @@ -46,8 +46,8 @@ /datum/locations/kallo name = "Kal'lo" desc = "A relatively recent city compared to the other major cities of the planet, Kal'lo quickly rose in status by fathering some of the most \ - important figures of modern skrellian society. It is notably the birthplace of Xikrra Kol'goa, who wrote the Lo'glo'mog'rri in 46 BCE, \ - the constitutional code that is still used by most of the skrellian states in the galaxy." + important figures of modern Skrellian society. It is notably the birthplace of Xikrra Kol'goa, who wrote the Lo'glo'mog'rri in 46 BCE, \ + the constitutional code that is still used by most of the Skrellian states in the galaxy." /datum/locations/glimorr name = "Gli'morr" diff --git a/code/datums/locations/s_randarr.dm b/code/datums/locations/s_randarr.dm index ceed8025c7..d31da0a940 100644 --- a/code/datums/locations/s_randarr.dm +++ b/code/datums/locations/s_randarr.dm @@ -122,7 +122,7 @@ desc = "The larger world that Ahdomai orbits. It is often mythologically associated as S'randarr's Shield, and is informally known \ as Shield among the Tajaran and formally among the humans. It is uninhabitable, as it has a largely methane atmosphere and lacks water \ or other features necessary to life. Nonetheless, a domed, underdeveloped colony exists, called Hran'vasa, heavily funded by Osiris Atmospherics, \ - practically the only non-Ahdomain official holding for the Tajaran race. It is incredibly dependant on outside support and imports for life, \ + practically the only non-Ahdomain official holding for the Tajaran race. It is incredibly dependent on outside support and imports for life, \ but has a high export of noble gasses for corporate use." /datum/locations/messa @@ -132,5 +132,5 @@ /datum/locations/al_benj_sri name = "Al-Benj S'ri" - desc = "An astroid belt seperating S'randarr and Messa from Ahdomai. This is known also as \"The Sea of Souls\". Those sould in Al-Benj S'ri \ + desc = "An asteroid belt separating S'randarr and Messa from Ahdomai. This is known also as \"The Sea of Souls\". Those sold in Al-Benj S'ri \ are said to be in limbo between S'randarr and Messa, as they both fight over them." \ No newline at end of file diff --git a/code/datums/looping_sounds/sequence.dm b/code/datums/looping_sounds/sequence.dm index 650b3c8d5a..52b16fa3d1 100644 --- a/code/datums/looping_sounds/sequence.dm +++ b/code/datums/looping_sounds/sequence.dm @@ -60,7 +60,7 @@ #define MORSE_DASH "-" #define MORSE_BASE_DELAY 1 // If you change this you will also need to change [dot|dash]_soundfile variables. -// This implements an automatic conversion of text (the sequence) into audible morse code. +// This implements an automatic conversion of text (the sequence) into audible Morse code. // This can be useful for flavor purposes. For 'real' usage its suggested to also display the sequence in text form, for the benefit of those without sound. /datum/looping_sound/sequence/morse // This is just to pass validation in the base type. @@ -85,9 +85,9 @@ var/spaces_between_words = MORSE_BASE_DELAY * 7 // How many spaces are between different words. // Morse Alphabet. - // Note that it is case-insensative. 'A' and 'a' will make the same sounds. + // Note that it is case-insensitive. 'A' and 'a' will make the same sounds. // Unfortunately there isn't a nice way to implement procedure signs w/o the space inbetween the letters. - // Also some of the punctuation isn't super offical/widespread in real life but its the future so *shrug. + // Also some of the punctuation isn't super official/widespread in real life but its the future so *shrug. var/static/list/morse_alphabet = list( "A" = list("*", "-"), "B" = list("-", "*", "*", "*"), @@ -149,14 +149,14 @@ /datum/looping_sound/sequence/morse/process_data(letter) - letter = uppertext(letter) // Make it case-insensative. + letter = uppertext(letter) // Make it case-insensitive. // If it's whitespace, treat it as a (Morse) space. if(letter == " ") return spaces_between_words if(!(letter in morse_alphabet)) - CRASH("Encountered invalid character in morse sequence \"[letter]\".") + CRASH("Encountered invalid character in Morse sequence \"[letter]\".") // So I heard you like sequences... // Play a sequence of sounds while inside the current iteration of the outer sequence. diff --git a/code/datums/managed_browsers/feedback_viewer.dm b/code/datums/managed_browsers/feedback_viewer.dm index 895bd36fae..88ff5926fc 100644 --- a/code/datums/managed_browsers/feedback_viewer.dm +++ b/code/datums/managed_browsers/feedback_viewer.dm @@ -24,7 +24,7 @@ /datum/managed_browser/feedback_viewer/New(client/new_client) if(!check_rights(R_ADMIN|R_DEBUG|R_EVENT, new_client)) // Just in case someone figures out a way to spawn this as non-staff. - message_admins("[new_client] tried to view feedback with insufficent permissions.") + message_admins("[new_client] tried to view feedback with insufficient permissions.") qdel(src) ..() @@ -110,7 +110,7 @@ dat += "" return dat.Join() -// Used to show the full version of feedback in a seperate window. +// Used to show the full version of feedback in a separate window. /datum/managed_browser/feedback_viewer/proc/display_big_feedback(author, text) var/list/dat = list("") dat += replacetext(text, "\n", "
") diff --git a/code/datums/mind.dm b/code/datums/mind.dm index ecd5469601..b99ef4a59f 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -517,7 +517,7 @@ /mob/living/carbon/human/mind_initialize() . = ..() if(!mind.assigned_role) - mind.assigned_role = "Assistant" //defualt + mind.assigned_role = "Assistant" //default //slime /mob/living/simple_mob/slime/mind_initialize() diff --git a/code/datums/orbit.dm b/code/datums/orbit.dm index 7d5d158cf3..2f03a13615 100644 --- a/code/datums/orbit.dm +++ b/code/datums/orbit.dm @@ -37,7 +37,7 @@ return ..() /datum/orbit/proc/Check(turf/targetloc, list/checked_already = list()) - //Avoid infinite loops for people who end up orbiting themself through another orbiter + //Avoid infinite loops for people who end up orbiting themselves through another orbiter checked_already[src] = TRUE if (!orbiter) qdel(src) diff --git a/code/datums/riding.dm b/code/datums/riding.dm index c1f817eb10..7c2e90a4bd 100644 --- a/code/datums/riding.dm +++ b/code/datums/riding.dm @@ -1,11 +1,11 @@ -// This is used to make things that are supposed to move while buckled more consistant and easier to handle code-wise. +// This is used to make things that are supposed to move while buckled more consistent and easier to handle code-wise. /datum/riding var/next_vehicle_move = 0 // Used for move delays var/vehicle_move_delay = 2 // Decisecond delay between movements, lower = faster, higher = slower var/keytype = null // Can give this a type to require the rider to hold the item type inhand to move the ridden atom. var/nonhuman_key_exemption = FALSE // If true, nonhumans who can't hold keys don't need them, like borgs and simplemobs. - var/key_name = "the keys" // What the 'keys' for the thing being rided on would be called. + var/key_name = "the keys" // What the 'keys' for the thing being ridden on would be called. var/atom/movable/ridden = null // The thing that the datum is attached to. var/only_one_driver = FALSE // If true, only the person in 'front' (first on list of riding mobs) can drive. @@ -150,8 +150,8 @@ /datum/riding/boat/small // 'Small' boats can hold up to two people. /datum/riding/boat/small/get_offsets(pass_index) // list(dir = x, y, layer) - var/H = 7 // Horizontal seperation. - var/V = 5 // Vertical seperation. + var/H = 7 // Horizontal separation. + var/V = 5 // Vertical separation. var/O = 2 // Vertical offset. switch(pass_index) if(1) // Person in front. @@ -177,8 +177,8 @@ /datum/riding/boat/big // 'Big' boats can hold up to five people. /datum/riding/boat/big/get_offsets(pass_index) // list(dir = x, y, layer) - var/H = 12 // Horizontal seperation. Halved when facing up-down. - var/V = 4 // Vertical seperation. + var/H = 12 // Horizontal separation. Halved when facing up-down. + var/V = 4 // Vertical separation. var/O = 7 // Vertical offset. switch(pass_index) if(1) // Person in center front, first row. @@ -229,8 +229,8 @@ only_one_driver = TRUE // Keep your hands to yourself back there! /datum/riding/snowmobile/get_offsets(pass_index) // list(dir = x, y, layer) - var/H = 3 // Horizontal seperation. - var/V = 2 // Vertical seperation. + var/H = 3 // Horizontal separation. + var/V = 2 // Vertical separation. var/O = 2 // Vertical offset. switch(pass_index) if(1) // Person on front. diff --git a/code/datums/supplypacks/voidsuits.dm b/code/datums/supplypacks/voidsuits.dm index cb95af0b6c..4de3e816c5 100644 --- a/code/datums/supplypacks/voidsuits.dm +++ b/code/datums/supplypacks/voidsuits.dm @@ -148,7 +148,7 @@ access = access_medical_equip /datum/supply_pack/voidsuits/medical/alt/tesh - name = "Vey-Med Autoadaptive voidsuits (teshari)" + name = "Vey-Med Autoadaptive voidsuits (Teshari)" contains = list( /obj/item/clothing/suit/space/void/medical/alt/tesh = 2, /obj/item/clothing/head/helmet/space/void/medical/alt/tesh = 2, @@ -156,7 +156,7 @@ /obj/item/clothing/shoes/magboots = 2, /obj/item/tank/oxygen = 2 ) - containername = "Vey-Med Autoadaptive voidsuit (teshari) crate" + containername = "Vey-Med Autoadaptive voidsuit (Teshari) crate" /datum/supply_pack/voidsuits/security name = "Security voidsuits" diff --git a/code/datums/wires/wires.dm b/code/datums/wires/wires.dm index 7859a949ef..4150a40a17 100644 --- a/code/datums/wires/wires.dm +++ b/code/datums/wires/wires.dm @@ -71,7 +71,7 @@ * Checks if the user exists, is a mob, the wires are attached to something (`holder`) and makes sure `interactable(user)` returns TRUE. * If all the checks succeed, open the TGUI interface for the user. * - * Arugments: + * Arguments: * * user - the mob trying to interact with the wires. */ /datum/wires/proc/Interact(mob/user) @@ -79,7 +79,7 @@ tgui_interact(user) /** - * Base proc, intended to be overriden. Wire datum specific checks you want to run before the TGUI is shown to the user should go here. + * Base proc, intended to be overridden. Wire datum specific checks you want to run before the TGUI is shown to the user should go here. */ /datum/wires/proc/interactable(mob/user) return TRUE @@ -262,7 +262,7 @@ /** * Determines if the passed in wire is a dud or not. Returns TRUE if the wire is a dud, FALSE otherwise. * - * Arugments: + * Arguments: * * wire - a wire define, NOT a color. For example `WIRE_ELECTRIFY`. */ /datum/wires/proc/is_dud(wire) @@ -271,7 +271,7 @@ /** * Returns TRUE if the wire that corresponds to the passed in color is a dud. FALSE otherwise. * - * Arugments: + * Arguments: * * color - a wire color. */ /datum/wires/proc/is_dud_color(color) @@ -280,7 +280,7 @@ /** * Gets the wire associated with the color passed in. * - * Arugments: + * Arguments: * * color - a wire color. */ /datum/wires/proc/get_wire(color) @@ -289,7 +289,7 @@ /** * Determines if the passed in wire is cut or not. Returns TRUE if it's cut, FALSE otherwise. * - * Arugments: + * Arguments: * * wire - a wire define, NOT a color. For example `WIRE_ELECTRIFY`. */ /datum/wires/proc/is_cut(wire) @@ -298,7 +298,7 @@ /** * Determines if the wire associated with the passed in color, is cut or not. Returns TRUE if it's cut, FALSE otherwise. * - * Arugments: + * Arguments: * * wire - a wire color. */ /datum/wires/proc/is_color_cut(color) @@ -313,7 +313,7 @@ /** * Cut or mend a wire. Calls `on_cut()`. * - * Arugments: + * Arguments: * * wire - a wire define, NOT a color. For example `WIRE_ELECTRIFY`. */ /datum/wires/proc/cut(wire) @@ -327,7 +327,7 @@ /** * Cut the wire which corresponds with the passed in color. * - * Arugments: + * Arguments: * * color - a wire color. */ /datum/wires/proc/cut_color(color) @@ -349,10 +349,10 @@ /** * Proc called when any wire is cut. * - * Base proc, intended to be overriden. + * Base proc, intended to be overridden. * Place an behavior you want to happen when certain wires are cut, into this proc. * - * Arugments: + * Arguments: * * wire - a wire define, NOT color. For example 'WIRE_ELECTRIFY'. * * mend - TRUE if we're mending the wire. FALSE if we're cutting. */ @@ -362,7 +362,7 @@ /** * Pulses the given wire. Calls `on_pulse()`. * - * Arugments: + * Arguments: * * wire - a wire define, NOT a color. For example `WIRE_ELECTRIFY`. */ /datum/wires/proc/pulse(wire) @@ -373,7 +373,7 @@ /** * Pulses the wire associated with the given color. * - * Arugments: + * Arguments: * * wire - a wire color. */ /datum/wires/proc/pulse_color(color) @@ -382,10 +382,10 @@ /** * Proc called when any wire is pulsed. * - * Base proc, intended to be overriden. + * Base proc, intended to be overridden. * Place behavior you want to happen when certain wires are pulsed, into this proc. * - * Arugments: + * Arguments: * * wire - a wire define, NOT color. For example 'WIRE_ELECTRIFY'. */ /datum/wires/proc/on_pulse(wire) @@ -396,7 +396,7 @@ * * Searches through the `assemblies` list for the wire that the signaler is attached to. Pulses the wire when it's found. * - * Arugments: + * Arguments: * * S - the attached signaler receiving the signal. */ /datum/wires/proc/pulse_assembly(obj/item/assembly/signaler/S) diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index f4a767607d..4a6cdd0c12 100644 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -2356,7 +2356,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station /area/aisat_interior name = "\improper AI Satellite" icon_state = "ai" - ambience = AMBIENCE_AI // The lack of inheritence hurts my soul. + ambience = AMBIENCE_AI // The lack of inheritance hurts my soul. area_flags = AREA_FLAG_IS_STATION_AREA /area/AIsatextFP diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index 54e9f829b4..5e6b25d9a8 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -24,7 +24,7 @@ var/requires_power = 1 - var/always_unpowered = 0 //this gets overriden to 1 for space in area/Initialize() + var/always_unpowered = 0 //this gets overridden to 1 for space in area/Initialize() // Power channel status - Is it currently energized? var/power_equip = TRUE @@ -397,7 +397,7 @@ var/global/list/mob/living/forced_ambiance_list = new L.disable_spoiler_vision() /area/proc/play_ambience(var/mob/living/L, initial = TRUE) - // Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch + // Ambience goes down here -- make sure to list each area separately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch if(!(L && L.is_preference_enabled(/datum/client_preference/play_ambiance))) return diff --git a/code/game/atoms.dm b/code/game/atoms.dm index da58c8ba1a..254289474c 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -283,7 +283,7 @@ var/global/list/pre_init_created_atoms // atom creation ordering means some stuf /atom/proc/melt() return -// Previously this was defined both on /obj/ and /turf/ seperately. And that's bad. +// Previously this was defined both on /obj/ and /turf/ separately. And that's bad. /atom/proc/update_icon() return diff --git a/code/game/gamemodes/changeling/powers/bioelectrogenesis.dm b/code/game/gamemodes/changeling/powers/bioelectrogenesis.dm index bfec227803..4de05bd480 100644 --- a/code/game/gamemodes/changeling/powers/bioelectrogenesis.dm +++ b/code/game/gamemodes/changeling/powers/bioelectrogenesis.dm @@ -26,7 +26,7 @@ if(held_item == null) if(src.mind.changeling.recursive_enhancement) if(changeling_generic_weapon(/obj/item/electric_hand/efficent,0)) - to_chat(src, "We will shock others more efficently.") + to_chat(src, "We will shock others more efficiently.") return 1 else if(changeling_generic_weapon(/obj/item/electric_hand,0)) //Chemical cost is handled in the equip proc. diff --git a/code/game/gamemodes/cult/construct_spells.dm b/code/game/gamemodes/cult/construct_spells.dm index 9d23b5cc36..459e48f4aa 100644 --- a/code/game/gamemodes/cult/construct_spells.dm +++ b/code/game/gamemodes/cult/construct_spells.dm @@ -526,7 +526,7 @@ qdel(target_image) if(owner) return TRUE - return FALSE // We got dropped before the firing occured. + return FALSE // We got dropped before the firing occurred. return TRUE // No delay, no need to check. return FALSE diff --git a/code/game/gamemodes/cult/ritual.dm b/code/game/gamemodes/cult/ritual.dm index 25bea02991..a1c94348a3 100644 --- a/code/game/gamemodes/cult/ritual.dm +++ b/code/game/gamemodes/cult/ritual.dm @@ -36,10 +36,10 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa"," var/image/blood_image var/list/converting = list() -// Places these combos are mentioned: this file - twice in the rune code, once in imbued tome, once in tome's HTML runes.dm - in the imbue rune code. If you change a combination - dont forget to change it everywhere. +// Places these combos are mentioned: this file - twice in the rune code, once in imbued tome, once in tome's HTML runes.dm - in the imbue rune code. If you change a combination - don't forget to change it everywhere. // travel self [word] - Teleport to random [rune with word destination matching] -// travel other [word] - Portal to rune with word destination matching - kinda doesnt work. At least the icon. No idea why. +// travel other [word] - Portal to rune with word destination matching - kinda doesn't work. At least the icon. No idea why. // see blood Hell - Create a new tome // join blood self - Incorporate person over the rune into the group // Hell join self - Summon TERROR @@ -49,7 +49,7 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa"," // blood join Hell - Raise dead // hide see blood - Hide nearby runes -// blood see hide - Reveal nearby runes - The point of this rune is that its reversed obscure rune. So you always know the words to reveal the rune once oyu have obscured it. +// blood see hide - Reveal nearby runes - The point of this rune is that its reversed obscure rune. So you always know the words to reveal the rune once you have obscured it. // Hell travel self - Leave your body and ghost around // blood see travel - Manifest a ghost into a mortal body @@ -205,7 +205,7 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

The scriptures of Nar-Sie, The One Who Sees, The Geometer of Blood.

- The book is written in an unknown dialect, there are lots of pictures of various complex geometric shapes. You find some notes in english that give you basic understanding of the many runes written in the book. The notes give you an understanding what the words for the runes should be. However, you do not know how to write all these words in this dialect.
+ The book is written in an unknown dialect, there are lots of pictures of various complex geometric shapes. You find some notes in English that give you basic understanding of the many runes written in the book. The notes give you an understanding what the words for the runes should be. However, you do not know how to write all these words in this dialect.
Below is the summary of the runes.

Contents

@@ -243,7 +243,7 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

Summon new tome

Invoking this rune summons a new arcane tome.

Convert a person

- This rune opens target's mind to the realm of Nar-Sie, which usually results in this person joining the cult. However, some people (mostly the ones who posess high authority) have strong enough will to stay true to their old ideals.
+ This rune opens target's mind to the realm of Nar-Sie, which usually results in this person joining the cult. However, some people (mostly the ones who possess high authority) have strong enough will to stay true to their old ideals.

Summon Nar-Sie

The ultimate rune. It summons the Avatar of Nar-Sie himself, tearing a huge hole in reality and consuming everything around it. Summoning it is the final goal of any cult.

Disable Technology

@@ -259,15 +259,15 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

Leave your body

This rune gently rips your soul out of your body, leaving it intact. You can observe the surroundings as a ghost as well as communicate with other ghosts. Your body takes damage while you are there, so ensure your journey is not too long, or you might never come back.

Manifest a ghost

- Unlike the Raise Dead rune, this rune does not require any special preparations or vessels. Instead of using full lifeforce of a sacrifice, it will drain YOUR lifeforce. Stand on the rune and invoke it. If theres a ghost standing over the rune, it will materialise, and will live as long as you dont move off the rune or die. You can put a paper with a name on the rune to make the new body look like that person.
+ Unlike the Raise Dead rune, this rune does not require any special preparations or vessels. Instead of using full lifeforce of a sacrifice, it will drain YOUR lifeforce. Stand on the rune and invoke it. If there's a ghost standing over the rune, it will materialise, and will live as long as you don't move off the rune or die. You can put a paper with a name on the rune to make the new body look like that person.

Imbue a talisman

- This rune allows you to imbue the magic of some runes into paper talismans. Create an imbue rune, then an appropriate rune beside it. Put an empty piece of paper on the imbue rune and invoke it. You will now have a one-use talisman with the power of the target rune. Using a talisman drains some health, so be careful with it. You can imbue a talisman with power of the following runes: summon tome, reveal, conceal, teleport, tisable technology, communicate, deafen, blind and stun.
+ This rune allows you to imbue the magic of some runes into paper talismans. Create an imbue rune, then an appropriate rune beside it. Put an empty piece of paper on the imbue rune and invoke it. You will now have a one-use talisman with the power of the target rune. Using a talisman drains some health, so be careful with it. You can imbue a talisman with power of the following runes: summon tome, reveal, conceal, teleport, disable technology, communicate, deafen, blind and stun.

Sacrifice

Sacrifice rune allows you to sacrifice a living thing or a body to the Geometer of Blood. Monkeys and dead humans are the most basic sacrifices, they might or might not be enough to gain His favor. A living human is what a real sacrifice should be, however, you will need 3 people chanting the invocation to sacrifice a living person.

Create a wall

Invoking this rune solidifies the air above it, creating an an invisible wall. To remove the wall, simply invoke the rune again.

Summon cultist

- This rune allows you to summon a fellow cultist to your location. The target cultist must be unhandcuffed ant not buckled to anything. You also need to have 3 people chanting at the rune to succesfully invoke it. Invoking it takes heavy strain on the bodies of all chanting cultists.
+ This rune allows you to summon a fellow cultist to your location. The target cultist must be unhandcuffed ant not buckled to anything. You also need to have 3 people chanting at the rune to successfully invoke it. Invoking it takes heavy strain on the bodies of all chanting cultists.

Free a cultist

This rune unhandcuffs and unbuckles any cultist of your choice, no matter where he is. You need to have 3 people invoking the rune for it to work. Invoking it takes heavy strain on the bodies of all chanting cultists.

Deafen

@@ -275,11 +275,11 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

Blind

This rune temporarily blinds all non-cultists around you. Very robust. Use together with the deafen rune to leave your enemies completely helpless.

Blood boil

- This rune boils the blood all non-cultists in visible range. The damage is enough to instantly critically hurt any person. You need 3 cultists invoking the rune for it to work. This rune is unreliable and may cause unpredicted effect when invoked. It also drains significant amount of your health when succesfully invoked.
+ This rune boils the blood all non-cultists in visible range. The damage is enough to instantly critically hurt any person. You need 3 cultists invoking the rune for it to work. This rune is unreliable and may cause unpredicted effect when invoked. It also drains significant amount of your health when successfully invoked.

Communicate

Invoking this rune allows you to relay a message to all cultists on the station and nearby space objects.

Stun

- Unlike other runes, this ons is supposed to be used in talisman form. When invoked directly, it simply releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he cant even speak. However, effect wears off rather fast.
+ Unlike other runes, this one is supposed to be used in talisman form. When invoked directly, it simply releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he can't even speak. However, effect wears off rather fast.

Equip Armor

When this rune is invoked, either from a rune or a talisman, it will equip the user with the armor of the followers of Nar-Sie. To use this rune to its fullest extent, make sure you are not wearing any form of headgear, armor, gloves or shoes, and make sure you are not holding anything in your hands.

See Invisible

diff --git a/code/game/gamemodes/cult/runes.dm b/code/game/gamemodes/cult/runes.dm index ab5edcd43c..4c649749bf 100644 --- a/code/game/gamemodes/cult/runes.dm +++ b/code/game/gamemodes/cult/runes.dm @@ -1055,7 +1055,7 @@ var/global/list/sacrificed = list() qdel(B) qdel(src) -////////// Rune 24 (counting burningblood, which kinda doesnt work yet.) +////////// Rune 24 (counting burningblood, which kinda doesn't work yet.) /obj/effect/rune/proc/runestun(var/mob/living/T as mob) if(istype(src,/obj/effect/rune)) ///When invoked as rune, flash and stun everyone around. diff --git a/code/game/gamemodes/endgame/supermatter_cascade/blob.dm b/code/game/gamemodes/endgame/supermatter_cascade/blob.dm index 7d5e4e8c52..bf6718db71 100644 --- a/code/game/gamemodes/endgame/supermatter_cascade/blob.dm +++ b/code/game/gamemodes/endgame/supermatter_cascade/blob.dm @@ -78,7 +78,7 @@ return user.examinate(src) /turf/unsimulated/wall/supermatter/attack_hand(mob/user as mob) - user.visible_message("\The [user] reaches out and touches \the [src]... And then blinks out of existance.",\ + user.visible_message("\The [user] reaches out and touches \the [src]... And then blinks out of existence.",\ "You reach out and touch \the [src]. Everything immediately goes quiet. Your last thought is \"That was not a wise decision.\"",\ "You hear an unearthly noise.") diff --git a/code/game/gamemodes/events/holidays/Holidays.dm b/code/game/gamemodes/events/holidays/Holidays.dm index f28c78e134..632d0ba1e9 100644 --- a/code/game/gamemodes/events/holidays/Holidays.dm +++ b/code/game/gamemodes/events/holidays/Holidays.dm @@ -16,7 +16,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Get_Holiday() return 1 -//sets up the Holiday global variable. Shouldbe called on game configuration or something. +//sets up the Holiday global variable. Should be called on game configuration or something. /proc/Get_Holiday() if(!Holiday) return // Holiday stuff was not enabled in the config! @@ -37,7 +37,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Standard Calendar." if(12) Holiday["Vertalliq-Qerr"] = "Vertalliq-Qerr, translated to mean 'Festival of the Royals', is a \ - skrell holiday that celebrates the Qerr-Katish and all they have provided for the rest of skrell society, \ + Skrell holiday that celebrates the Qerr-Katish and all they have provided for the rest of Skrell society, \ it often features colourful displays and skilled performers take this time to show off some of their more \ elaborate displays." if(14) @@ -53,7 +53,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t if(2) //Feb switch(DD) if(2) - Holiday["Groundhog Day"] = "An unoffical holiday based on medieval folklore that originated on Earth, \ + Holiday["Groundhog Day"] = "An unofficial holiday based on medieval folklore that originated on Earth, \ that involves the reverence of a prophetic animal - traditionally a badger, fox or groundhog - that was \ said to be able to predict, or even control the changing of the seasons. In Vir, the humble Siffet \ sometimes assumes this role." @@ -65,7 +65,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t carry or hang elaborate paper lanterns that are thought to bring good luck. Today, electric lights are often used \ in environments where open flames would be hazardous or non-functional." if(17) - Holiday["Random Acts of Kindness Day"] = "An unoffical holiday that challenges everyone to perform \ + Holiday["Random Acts of Kindness Day"] = "An unofficial holiday that challenges everyone to perform \ acts of kindness to their friends, co-workers, and strangers, with no strings attached." if(23) Holiday["Vir Friendship Day"] = "A day observing the anniversary of the end of the Karan Wars, formation of VirGov, \ @@ -75,10 +75,10 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t if(3) //Mar switch(DD) if(3) - Holiday["Qixm-tes"] = "Qixm-tes, or 'Day of mourning', is a skrell holiday where skrell gather at places \ + Holiday["Qixm-tes"] = "Qixm-tes, or 'Day of mourning', is a Skrell holiday where Skrell gather at places \ of worship and sing a song of mourning for all those who have died in service to their kingdoms." if(14) - Holiday["Pi Day"] = "An unoffical holiday celebrating the mathematical constant Pi. It is celebrated on \ + Holiday["Pi Day"] = "An unofficial holiday celebrating the mathematical constant Pi. It is celebrated on \ March 14th, as the digits form 3 14, the first three significant digits of Pi. Observance of Pi Day generally \ involve eating (or throwing) pie, due to a pun. Pies also tend to be round, and thus relatable to Pi." if(17) @@ -99,7 +99,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t if(4) //Apr switch(DD) if(1) - Holiday["April Fool's Day"] = "A human holiday that endevours one to pull pranks and spread hoaxes on their friends." + Holiday["April Fool's Day"] = "A human holiday that endeavours one to pull pranks and spread hoaxes on their friends." if(5) Holiday["First Day of Passover"] = "The first of eight days of a human holiday celebrating the exodus of ancient Jewish people \ from slavery, and of the spring harvest. On Pluto and Kishar, the holiday is also sometimes associated with their \ @@ -111,11 +111,11 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t as performing regular prayers and charitable acts. Traditionally lasting one Earth lunar cycle, the dates were \ standardized by the Unitarian Church in the 22nd century." if(15) - Holiday["Ka'merr Heritage Day"] = "A skrell-instituted formal holiday intended to standardize the dating of a wide \ + Holiday["Ka'merr Heritage Day"] = "A Skrell-instituted formal holiday intended to standardize the dating of a wide \ range of varying Teshari cultural festivals onto one day. Official celebrations mostly involve time set aside for \ the veneration of spirits, but many Teshari resent the attempt to homogenize their pack cultures." if(22) - Holiday["Environment Day"] = "A celebration of enviromentalism. Originally named Earth Day, in honour of its \ + Holiday["Environment Day"] = "A celebration of environmentalism. Originally named Earth Day, in honour of its \ originating planet, but since expanded to encompass all worlds and their natural environments, whatever they \ may be." @@ -123,7 +123,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t switch(DD) if(1) Holiday["Interstellar Workers' Day"] = "Also known as May Day, this holiday celebrates the work of laborers and \ - the working class. It is not designated as a public holiday in most colonies due to a perceieved assocation with \ + the working class. It is not designated as a public holiday in most colonies due to a perceived association with \ 'union agitation'." if(14) Holiday["Eid al-Fitr"] = "A feast day marking the end of the month-long Ramadan fasting period observed by many Unitarians. \ @@ -135,7 +135,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Observance of this day varies throughout human space, but most common traditions are the act of bringing flowers to graves,\ attending parades, and the wearing of poppies (either paper or real) in one's clothing." if(28) - Holiday["Jiql-tes"] = "A skrellian holiday that translates to 'Day of Celebration', skrell communities \ + Holiday["Jiql-tes"] = "A Skrellian holiday that translates to 'Day of Celebration', Skrell communities \ gather for a grand feast and give gifts to friends and close relatives." if(6) //Jun @@ -150,7 +150,7 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Holiday["Civil Servant's Day"] = "Civil Servant's Day is a holiday observed in SCG member states that honors civil servants everywhere,\ (especially those who are members of the armed forces and the emergency services), or have been or have been civil servants in the past." if(25) - Holiday["Merhyat Njarha"] = "A Njarir'Akhan tajaran tradition translating to \"Harmony of the House\", in which Njarjirii citizens pay \ + Holiday["Merhyat Njarha"] = "A Njarir'Akhan Tajaran tradition translating to \"Harmony of the House\", in which Njarjirii citizens pay \ homage to their ruling house and their ancestors. Traditions include large communal meals and dances hosted by the ruling house, \ and the intensive upkeep of community spaces." @@ -164,15 +164,15 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t Annexation of Ceres and Selene Federation territories on Luna, Mars and Venus by the United Nations after \ 7 years of war. A public holiday in most workplaces since 2118, but not this one." if(30) - Holiday["Friendship Day"] = "An unoffical holiday that recognizes the value of friends and companionship. Indeed, not having someone watch \ + Holiday["Friendship Day"] = "An unofficial holiday that recognizes the value of friends and companionship. Indeed, not having someone watch \ your back while in space can be dangerous, and the cold, isolating nature of space makes friends all the more important." if(8) //Aug switch(DD) if(11) - Holiday["Tajaran Contact Day"] = "The anniversary of first contact between SolGov and the tajaran species, widely observed\ - throughout tajaran and human space. Marks the date that in 2513, a human exploration team investigating electromagnetic \ - emissions from the Meralar system made radio contact with the tajaran scientific outpost that had broadcast them." + Holiday["Tajaran Contact Day"] = "The anniversary of first contact between SolGov and the Tajaran species, widely observed\ + throughout Tajaran and human space. Marks the date that in 2513, a human exploration team investigating electromagnetic \ + emissions from the Meralar system made radio contact with the Tajaran scientific outpost that had broadcast them." if(20) Holiday["Obon"] = "An ancient Earth holiday originating in east Asia, for the honouring of one's ancestral spirits. \ Traditions include the maintenance of grave sites and memorials, and community traditional dance performances." @@ -182,31 +182,31 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t if(9) //Sep switch(DD) if(17) - Holiday["Qill-xamr"] = "Translated to 'Night of the dead', it is a skrell holiday where skrell \ + Holiday["Qill-xamr"] = "Translated to 'Night of the dead', it is a Skrell holiday where Skrell \ communities hold parties in order to remember loved ones who passed, unlike Qixm-tes, this applies to everyone \ and is a joyful celebration." if(19) - Holiday["Talk-Like-a-Pirate Day"] = "Ahoy, matey! It be the unoffical holiday celebratin' the salty \ + Holiday["Talk-Like-a-Pirate Day"] = "Ahoy, matey! It be the unofficial holiday celebratin' the salty \ sea humor of speakin' like the pirates of old." if(20) Holiday["Rosh Hashanah"] = "An old human holiday that marks the traditional Hebrew new year, and the first of \ the High Holy Days in modern Unitarianism, beginning with ten-day period of penitence and prayer." if(28) - Holiday["Stupid-Questions Day"] = "Known as Ask A Stupid Question Day, it is an unoffical holiday \ + Holiday["Stupid-Questions Day"] = "Known as Ask A Stupid Question Day, it is an unofficial holiday \ created by teachers in Sol, very long ago, to encourage students to ask more questions in the classroom." if(30) - Holiday["Yom Kippur"] = "A day of fasting, absintence, and intensive prayer. One of the most holy days \ + Holiday["Yom Kippur"] = "A day of fasting, abstinence, and intensive prayer. One of the most holy days \ in the Unitarian Church, who standardized the date in the 22nd century." if(10) //Oct switch(DD) if(9) - Holiday["Lief Eriksson Day"] = "A day commemorating Norse explorer Lief Eriksson, an early Scandinavian cultural figure \ + Holiday["Leif Eriksson Day"] = "A day commemorating Norse explorer Leif Eriksson, an early Scandinavian cultural figure \ who is thought to have been the first European to set foot in North America. He continues to be celebrated on Sif as a symbol of \ - nordic adventuring spirit, and seen by many as a spiritual forerunner to the colonization of Vir." + Nordic adventuring spirit, and seen by many as a spiritual forerunner to the colonization of Vir." if(10) - Holiday["SCV Lief Eriksson Day"] = "A day commemorating the official establishment of New Reykjavik by a Scandinavian Union colony \ - ship - the SCV Lief Eriksson - in 2209, marking the first human settlement on the surface of Sif. Some believe the exact date was fudged." + Holiday["SCV Leif Eriksson Day"] = "A day commemorating the official establishment of New Reykjavik by a Scandinavian Union colony \ + ship - the SCV Leif Eriksson - in 2209, marking the first human settlement on the surface of Sif. Some believe the exact date was fudged." if(16) Holiday["Boss' Day"] = "Boss' Day has traditionally been a day for employees to thank their bosses for the difficult work that they do \ throughout the year. This day was created for the purpose of strengthening the bond between employer and employee." @@ -242,14 +242,14 @@ var/global/list/Holiday = list() //Holidays are lists now, so we can have more t These days, SolGov ensures that past efforts were not in vein, and continues to honor this holiday across the galaxy as a historical \ reminder." if(22) - Holiday["Vertalliq-qixim"] = "A skrellian holiday that celebrates the skrell's first landing on one of \ + Holiday["Vertalliq-qixim"] = "A Skrellian holiday that celebrates the Skrell's first landing on one of \ their moons. It's often celebrated with grand festivals." if(24) Holiday["Christmas Eve"] = "The eve of Christmas, an old holiday from Earth that mainly involves gift \ giving, decorating, family reunions, and a fat red human breaking into people's homes to steal milk and cookies." if(25) Holiday["Christmas"] = "Christmas is a very old holiday that originated in Earth, Sol. It was a \ - religious holiday for the Christian religion, which would later form Unitarianism. Nowdays, the holiday is celebrated \ + religious holiday for the Christian religion, which would later form Unitarianism. Nowadays, the holiday is celebrated \ generally by giving gifts, symbolic decoration, and reuniting with one's family. It also features a mythical fat \ red human, known as Santa, who broke into people's homes to loot cookies and milk." if(31) diff --git a/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm b/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm index 69b28d17e8..7b20072914 100644 --- a/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm +++ b/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm @@ -258,7 +258,7 @@ to_chat(target,temptxt) sleep(5) to_chat(target, "OPERATING KEYCODES RESET. SYSTEM FAILURE. EMERGENCY SHUTDOWN FAILED. SYSTEM FAILURE.") - target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDEN.") + target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDDEN.") target.show_laws() user.hacking = 0 diff --git a/code/game/gamemodes/technomancer/catalog.dm b/code/game/gamemodes/technomancer/catalog.dm index d0dfda2a4c..8ba53dc92e 100644 --- a/code/game/gamemodes/technomancer/catalog.dm +++ b/code/game/gamemodes/technomancer/catalog.dm @@ -217,7 +217,7 @@ var/global/list/all_technomancer_assistance = typesof(/datum/technomancer/assist to run out in a critical moment. Besides waiting for your Core to recharge, you can buy certain functions which \ do something to generate energy.
" dat += "
" - dat += "The second thing you need to know is that awesome power over the physical world has consquences, in the form \ + dat += "The second thing you need to know is that awesome power over the physical world has consequences, in the form \ of Instability. Instability is the result of your Core's energy being used to fuel it, and so little is \ understood about it, even among fellow Core owners, however it is almost always a bad thing to have. Instability will \ 'cling' to you as you use functions, with powerful functions creating lots of instability. The effects of holding onto \ @@ -230,7 +230,7 @@ var/global/list/all_technomancer_assistance = typesof(/datum/technomancer/assist purple colored lightning that appears around something with instability lingering on it. High amounts of instability \ may cause the object afflicted with it to glow a dark purple, which is often known simply as Glow, which spreads \ the instability. You should stay far away from anyone afflicted by Glow, as they will be a danger to both themselves and \ - anything nearby. Multiple sources of Glow can perpetuate the glow for a very long time if they are not seperated.
" + anything nearby. Multiple sources of Glow can perpetuate the glow for a very long time if they are not separated.
" dat += "
" dat += "You should strive to keep you and your apprentices' cores secure. To help with this, each core comes with a \ locking mechanism, which should make attempts at forceful removal by third parties (or you) futile, until it is \ diff --git a/code/game/gamemodes/technomancer/devices/disposable_teleporter.dm b/code/game/gamemodes/technomancer/devices/disposable_teleporter.dm index 5879d14e08..814daf9bfa 100644 --- a/code/game/gamemodes/technomancer/devices/disposable_teleporter.dm +++ b/code/game/gamemodes/technomancer/devices/disposable_teleporter.dm @@ -66,7 +66,7 @@ if(!targets.len) to_chat(user, "\The [src] was unable to locate a suitable teleport destination, as all the possibilities \ - were nonexistant or hazardous. Try a different area.") + were nonexistent or hazardous. Try a different area.") return var/turf/simulated/destination = null diff --git a/code/game/gamemodes/technomancer/equipment.dm b/code/game/gamemodes/technomancer/equipment.dm index ed849a9dd7..663b3a8452 100644 --- a/code/game/gamemodes/technomancer/equipment.dm +++ b/code/game/gamemodes/technomancer/equipment.dm @@ -50,7 +50,7 @@ /datum/technomancer/equipment/recycling name = "Recycling Core" - desc = "This core is optimized for energy efficency, being able to sometimes recover energy that would have been lost with other \ + desc = "This core is optimized for energy efficiency, being able to sometimes recover energy that would have been lost with other \ cores. Each time energy is spent, there is a 30% chance of recovering half of what was spent.
\ Capacity: 12k
\ Recharge: 40/s
\ @@ -88,7 +88,7 @@ /datum/technomancer/equipment/overcharged name = "Overcharged Core" desc = "A core that was created in order to get the most power out of functions. It does this by shoving the most power into \ - those functions, so it is the opposite of energy efficent, however the enhancement of functions is second to none for other \ + those functions, so it is the opposite of energy efficient, however the enhancement of functions is second to none for other \ cores.
\ Capacity: 15k (effectively 7.5k)
\ Recharge: 40/s
\ diff --git a/code/game/gamemodes/technomancer/instability.dm b/code/game/gamemodes/technomancer/instability.dm index 1da95bfefe..335c053659 100644 --- a/code/game/gamemodes/technomancer/instability.dm +++ b/code/game/gamemodes/technomancer/instability.dm @@ -1,4 +1,4 @@ -#define TECHNOMANCER_INSTABILITY_DECAY 0.97 // Multipler for how much instability is lost per Life() tick. +#define TECHNOMANCER_INSTABILITY_DECAY 0.97 // Multiplier for how much instability is lost per Life() tick. // Numbers closer to 1.0 make instability decay slower. Instability will never decay if it's at 1.0. // When set to 0.98, it has a half life of roughly 35 Life() ticks, or 1.1 minutes. // For 0.97, it has a half life of about 23 ticks, or 46 seconds. @@ -16,7 +16,7 @@ // Proc: adjust_instability() // Parameters: 0 -// Description: Does nothing, because inheritence. +// Description: Does nothing, because inheritance. /mob/living/proc/adjust_instability(var/amount) instability = between(0, round(instability + amount, TECHNOMANCER_INSTABILITY_PRECISION), 200) @@ -59,7 +59,7 @@ instability = between(0, round(instability, TECHNOMANCER_INSTABILITY_PRECISION), 200) last_instability = instability - //This should cushon against really bad luck. + //This should cushion against really bad luck. if(instability && last_instability_event < (world.time - 5 SECONDS) && prob(50)) instability_effects() @@ -84,7 +84,7 @@ */ // Proc: instability_effects() // Parameters: 0 -// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occuring if they have +// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occurring if they have // a lot of instability. /mob/living/proc/instability_effects() last_instability_event = world.time diff --git a/code/game/gamemodes/technomancer/spell_objs.dm b/code/game/gamemodes/technomancer/spell_objs.dm index 5c01a06311..8e08c5d32c 100644 --- a/code/game/gamemodes/technomancer/spell_objs.dm +++ b/code/game/gamemodes/technomancer/spell_objs.dm @@ -214,9 +214,9 @@ // Proc: afterattack() // Parameters: 4 (target - the atom clicked on by user, user - the technomancer who clicked with the spell, proximity_flag - argument -// telling the proc if target is adjacent to user, click_parameters - information on where exactly the click occured on the screen.) +// telling the proc if target is adjacent to user, click_parameters - information on where exactly the click occurred on the screen.) // Description: Tests to make sure it can cast, then casts a combined, ranged, or melee spell based on what it can do and the -// range the click occured. Melee casts have higher priority than ranged if both are possible. Sets cooldown at the end. +// range the click occurred. Melee casts have higher priority than ranged if both are possible. Sets cooldown at the end. // Don't override this for spells, override the on_*_cast() spells shown above. /obj/item/spell/afterattack(atom/target, mob/user, proximity_flag, click_parameters) if(!run_checks()) diff --git a/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm b/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm index 11b0c7bf66..43bfdb685c 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/mend_life name = "Mend Life" desc = "Heals minor wounds, such as cuts, bruises, burns, and other non-lifethreatening injuries. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 50 diff --git a/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm b/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm index c643877a29..3172872544 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/mend_synthetic name = "Mend Synthetic" desc = "Repairs minor damage to prosthetics. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 50 diff --git a/code/game/gamemodes/technomancer/spells/modifier/purify.dm b/code/game/gamemodes/technomancer/spells/modifier/purify.dm index b9614c1153..d4c9c8f240 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/purify.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/purify.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/purify name = "Purify" - desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, genetic damage, and such. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + desc = "Cleanses the body of harmful impurities, such as toxins, radiation, viruses, genetic damage, and such. \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 25 diff --git a/code/game/gamemodes/technomancer/spells/projectile/lightning.dm b/code/game/gamemodes/technomancer/spells/projectile/lightning.dm index de5dbabc6c..22c75437b3 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/lightning.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/lightning.dm @@ -1,6 +1,6 @@ /datum/technomancer/spell/lightning name = "Lightning Strike" - desc = "This uses a hidden electrolaser, which creates a laser beam to ionize the enviroment, allowing for ideal conditions \ + desc = "This uses a hidden electrolaser, which creates a laser beam to ionize the environment, allowing for ideal conditions \ for a directed lightning strike to occur. The lightning is very strong, however it requires a few seconds to prepare a \ strike. Lightning functions cannot miss due to distance." cost = 150 diff --git a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm index 8e93a41d15..a970208fc9 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/projectile.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/projectile.dm @@ -37,6 +37,6 @@ qdel(target_image) if(owner) return TRUE - return FALSE // We got dropped before the firing occured. + return FALSE // We got dropped before the firing occurred. return TRUE // No delay, no need to check. return FALSE diff --git a/code/game/gamemodes/technomancer/spells/shield.dm b/code/game/gamemodes/technomancer/spells/shield.dm index 08cbe39ff7..486bc4a0c7 100644 --- a/code/game/gamemodes/technomancer/spells/shield.dm +++ b/code/game/gamemodes/technomancer/spells/shield.dm @@ -1,9 +1,9 @@ /datum/technomancer/spell/shield name = "Shield" - desc = "Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm \ + desc = "Emits a protective shield from your hand in front of you, which will protect you from almost anything able to harm \ you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. \ - Note that holding two shields will make blocking more energy efficent." - enhancement_desc = "Blocking is twice as efficent in terms of energy cost per hit." + Note that holding two shields will make blocking more energy efficient." + enhancement_desc = "Blocking is twice as efficient in terms of energy cost per hit." cost = 100 obj_path = /obj/item/spell/shield ability_icon_state = "tech_shield" @@ -34,7 +34,7 @@ var/damage_to_energy_cost = damage_to_energy_multiplier * damage - if(issmall(user)) // Smaller shields are more efficent. + if(issmall(user)) // Smaller shields are more efficient. damage_to_energy_cost *= 0.75 if(ishuman(owner)) diff --git a/code/game/jobs/job/captain.dm b/code/game/jobs/job/captain.dm index 9e7790b1c1..ecf632ad3f 100644 --- a/code/game/jobs/job/captain.dm +++ b/code/game/jobs/job/captain.dm @@ -25,7 +25,7 @@ var/global/datum/announcement/minor/captain_announcement = new(do_newscast = 1) minimum_character_age = 25 min_age_by_species = list(SPECIES_HUMAN_VATBORN = 14) ideal_character_age = 70 // Old geezer captains ftw - ideal_age_by_species = list(SPECIES_HUMAN_VATBORN = 55) /// Vatborn live shorter, no other race eligible for captain besides human/skrell + ideal_age_by_species = list(SPECIES_HUMAN_VATBORN = 55) /// Vatborn live shorter, no other race eligible for captain besides human/Skrell banned_job_species = list(SPECIES_UNATHI, SPECIES_TAJ, SPECIES_TESHARI, SPECIES_DIONA, SPECIES_PROMETHEAN, SPECIES_ZADDAT, SPECIES_VOX, "mechanical", "digital") outfit_type = /decl/hierarchy/outfit/job/captain diff --git a/code/game/jobs/job/job.dm b/code/game/jobs/job/job.dm index 5110723f47..6b3acbe6a2 100644 --- a/code/game/jobs/job/job.dm +++ b/code/game/jobs/job/job.dm @@ -91,7 +91,7 @@ to_chat(H, "Your account number is: [M.account_number], your account pin is: [M.remote_access_pin]") -// overrideable separately so AIs/borgs can have cardborg hats without unneccessary new()/qdel() +// overrideable separately so AIs/borgs can have cardborg hats without unnecessary new()/qdel() /datum/job/proc/equip_preview(mob/living/carbon/human/H, var/alt_title) var/decl/hierarchy/outfit/outfit = get_outfit(H, alt_title) if(!outfit) diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm index 575119edd1..a66173f47e 100644 --- a/code/game/jobs/job/science.dm +++ b/code/game/jobs/job/science.dm @@ -33,7 +33,7 @@ outfit_type = /decl/hierarchy/outfit/job/science/rd job_description = "The Research Director manages and maintains the Research department. They are required to ensure the safety of the entire crew, \ - at least with regards to anything occuring in the Research department, and to inform the crew of any disruptions that \ + at least with regards to anything occurring in the Research department, and to inform the crew of any disruptions that \ might originate from Research. The Research Director often has at least passing knowledge of most of the Research department, but \ are encouraged to allow their staff to perform their own duties." alt_titles = list("Research Supervisor" = /datum/alt_title/research_supervisor) diff --git a/code/game/json.dm b/code/game/json.dm index 38b8de32e5..4e71d5cd65 100644 --- a/code/game/json.dm +++ b/code/game/json.dm @@ -7,11 +7,11 @@ var/global/makejson = 1 //temp if(!makejson) return fdel("[jsonpath]/info.json") - //to_chat(usr, "Error cant delete json") + //to_chat(usr, "Error can't delete json") //else //to_chat(usr, "Deleted json in public html") fdel("info.json") - //to_chat(usr, "error cant delete local json") + //to_chat(usr, "error can't delete local json") //else //to_chat(usr, "Deleted local json") var/F = file("info.json") diff --git a/code/game/machinery/computer/message.dm b/code/game/machinery/computer/message.dm index 135e9f82b9..15757c5412 100644 --- a/code/game/machinery/computer/message.dm +++ b/code/game/machinery/computer/message.dm @@ -214,7 +214,7 @@ if((istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot)) && (usr.mind.special_role && usr.mind.original == usr)) hacking = 1 update_icon() - //Time it takes to bruteforce is dependant on the password length. + //Time it takes to bruteforce is dependent on the password length. spawn(100*length(linkedServer.decryptkey)) if(src && linkedServer && usr) BruteForce(usr) diff --git a/code/game/machinery/cryo.dm b/code/game/machinery/cryo.dm index e3622100b8..2c2d66667b 100644 --- a/code/game/machinery/cryo.dm +++ b/code/game/machinery/cryo.dm @@ -266,9 +266,9 @@ vis_contents -= occupant occupant.pixel_x = occupant.default_pixel_x occupant.pixel_y = occupant.default_pixel_y - occupant.loc = get_step(src.loc, SOUTH) //this doesn't account for walls or anything, but i don't forsee that being a problem. + occupant.loc = get_step(src.loc, SOUTH) //this doesn't account for walls or anything, but I don't foresee that being a problem. if(occupant.bodytemperature < 261 && occupant.bodytemperature >= 70) //Patch by Aranclanos to stop people from taking burn damage after being ejected - occupant.bodytemperature = 261 // Changed to 70 from 140 by Zuhayr due to reoccurance of bug. + occupant.bodytemperature = 261 // Changed to 70 from 140 by Zuhayr due to reoccurrence of bug. unbuckle_mob(occupant, force = TRUE) occupant = null current_heat_capacity = initial(current_heat_capacity) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index 4183651648..696fda5bb0 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -580,11 +580,11 @@ About the new airlock wires panel: * one wire from the ID scanner. Sending a pulse through this flashes the red light on the door (if the door has power). If you cut this wire, the door will stop recognizing valid IDs. (If the door has 0000 access, it still opens and closes, though) * two wires for power. Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter). Cutting either one disables the main door power, but unless backup power is also cut, the backup power re-powers the door in 10 seconds. While unpowered, the door may be open, but bolts-raising will not work. Cutting these wires may electrocute the user. * one wire for door bolts. Sending a pulse through this drops door bolts (whether the door is powered or not) or raises them (if it is). Cutting this wire also drops the door bolts, and mending it does not raise them. If the wire is cut, trying to raise the door bolts will not work. -* two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter). Cutting either one disables the backup door power (allowing it to be crowbarred open, but disabling bolts-raising), but may electocute the user. +* two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter). Cutting either one disables the backup door power (allowing it to be crowbarred open, but disabling bolts-raising), but may electrocute the user. * one wire for opening the door. Sending a pulse through this while the door has power makes it open the door if no access is required. * one wire for AI control. Sending a pulse through this blocks AI control for a second or so (which is enough to see the AI control light on the panel dialog go off and back on again). Cutting this prevents the AI from controlling the door unless it has hacked the door through the power connection (which takes about a minute). If both main and backup power are cut, as well as this wire, then the AI cannot operate or hack the door at all. * one wire for electrifying the door. Sending a pulse through this electrifies the door for 30 seconds. Cutting this wire electrifies the door, so that the next person to touch the door without insulated gloves gets electrocuted. (Currently it is also STAYING electrified until someone mends the wire) -* one wire for controling door safetys. When active, door does not close on someone. When cut, door will ruin someone's shit. When pulsed, door will immedately ruin someone's shit. +* one wire for controlling door safeties. When active, door does not close on someone. When cut, door will ruin someone's shit. When pulsed, door will immediately ruin someone's shit. * one wire for controlling door speed. When active, dor closes at normal rate. When cut, door does not close manually. When pulsed, door attempts to close every tick. */ diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 4581f8265d..277525a8a3 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -251,7 +251,7 @@ qdel(src) return - //If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway) + //If it's a weapon, smash windoor. Unless it's an id card, agent card, etc.. then ignore it (Cards really shouldn't damage a door anyway) if(src.density && istype(I) && !istype(I, /obj/item/card)) user.setClickCooldown(user.get_attack_speed(I)) var/aforce = I.force diff --git a/code/game/machinery/embedded_controller/docking_program.dm b/code/game/machinery/embedded_controller/docking_program.dm index 7adc3ba9d3..0748b05bd5 100644 --- a/code/game/machinery/embedded_controller/docking_program.dm +++ b/code/game/machinery/embedded_controller/docking_program.dm @@ -50,7 +50,7 @@ *** Override, what is it? *** The purpose of enabling the override is to prevent the docking program from automatically doing things with the docking port when docking or undocking. - Maybe the shuttle is full of plamsa/phoron for some reason, and you don't want the door to automatically open, or the airlock to cycle. + Maybe the shuttle is full of plasma/phoron for some reason, and you don't want the door to automatically open, or the airlock to cycle. This means that the prepare_for_docking/undocking and finish_docking/undocking procs don't get called. The docking controller will still check the state of the docking port, and thus prevent the shuttle from launching unless they force the launch (handling forced @@ -69,7 +69,7 @@ var/resend_counter = 0 //for periodically resending confirmation messages in case they are missed var/override_enabled = 0 //when enabled, do not open/close doors or cycle airlocks and wait for the player to do it manually - var/received_confirm = 0 //for undocking, whether the server has recieved a confirmation from the client + var/received_confirm = 0 //for undocking, whether the server has received a confirmation from the client var/docking_codes //would only allow docking when receiving signal with these, if set var/display_name //Override the name shown on docking monitoring program; defaults to area name + coordinates if unset diff --git a/code/game/machinery/exonet_node.dm b/code/game/machinery/exonet_node.dm index 89db2b114c..9a7d06eace 100644 --- a/code/game/machinery/exonet_node.dm +++ b/code/game/machinery/exonet_node.dm @@ -171,7 +171,7 @@ // Parameters: 4 (origin_address - Where the message is from, target_address - Where the message is going, data_type - Instructions on how to interpet content, // content - The actual message. // Description: This writes to the logs list, so that people can see what people are doing on the Exonet ingame. Note that this is not an admin logging function. -// Communicators are already logged seperately. +// Communicators are already logged separately. /obj/machinery/exonet_node/proc/write_log(var/origin_address, var/target_address, var/data_type, var/content) //var/timestamp = time2text(station_time_in_ds, "hh:mm:ss") var/timestamp = "[stationdate2text()] [stationtime2text()]" diff --git a/code/game/machinery/machinery_power.dm b/code/game/machinery/machinery_power.dm index be648d0f80..d80539cb7a 100644 --- a/code/game/machinery/machinery_power.dm +++ b/code/game/machinery/machinery_power.dm @@ -53,7 +53,7 @@ return src.use_power_oneoff(amount, chan); // This will have this machine have its area eat this much power next tick, and not afterwards. Do not use for continued power draw. -// Returns actual amount drawn (In theory this could be less than the amount asked for. In pratice it won't be FOR NOW) +// Returns actual amount drawn (In theory this could be less than the amount asked for. In practice it won't be FOR NOW) /obj/machinery/proc/use_power_oneoff(var/amount, var/chan = CURRENT_CHANNEL) var/area/A = get_area(src) // make sure it's in an area if(!A) @@ -63,8 +63,8 @@ return A.use_power_oneoff(amount, chan) // Check if we CAN use a given amount of extra power as a one off. Returns amount we could use without actually using it. -// For backwards compatibilty this returns true if the channel is powered. This is consistant with pre-static-power -// behavior of APC powerd machines, but at some point we might want to make this a bit cooler. +// For backwards compatibility this returns true if the channel is powered. This is consistent with pre-static-power +// behavior of APC powered machines, but at some point we might want to make this a bit cooler. /obj/machinery/proc/can_use_power_oneoff(var/amount, var/chan = CURRENT_CHANNEL) if(powered(chan)) return amount // If channel is powered then you can do it. diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm index 6d08389065..edd0f14e4c 100644 --- a/code/game/machinery/navbeacon.dm +++ b/code/game/machinery/navbeacon.dm @@ -29,7 +29,7 @@ var/global/list/navbeacons = list() // no I don't like putting this in, but it w navbeacons += src // set the transponder codes assoc list from codes_txt -// DEPRECATED - This is kept only for compatibilty with old map files! Do not use this! +// DEPRECATED - This is kept only for compatibility with old map files! Do not use this! // Instead, you should replace the map instance with one of the appropriate navbeacon subtypes. // See the bottom of this file for a list of subtypes, make your own examples if your map needs more /obj/machinery/navbeacon/proc/set_codes_from_txt() diff --git a/code/game/machinery/pointdefense.dm b/code/game/machinery/pointdefense.dm index 942b44e030..c21b9af6ce 100644 --- a/code/game/machinery/pointdefense.dm +++ b/code/game/machinery/pointdefense.dm @@ -225,7 +225,7 @@ GLOBAL_LIST_BOILERPLATE(pointdefense_turrets, /obj/machinery/pointdefense) var/obj/effect/meteor/M = target.resolve() if(!istype(M)) return - //We throw a laser but it doesnt have to hit for meteor to explode + //We throw a laser but it doesn't have to hit for meteor to explode var/obj/item/projectile/beam/pointdefense/beam = new(get_turf(src)) playsound(src, 'sound/weapons/mandalorian.ogg', 75, 1) use_power_oneoff(idle_power_usage * 10) diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index 1c9dbcaceb..d408c64bb6 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -697,7 +697,7 @@ ..() -/obj/machinery/porta_turret/alien/emp_act(severity) // This is overrided to give an EMP resistance as well as avoid scambling the turret settings. +/obj/machinery/porta_turret/alien/emp_act(severity) // This is overridden to give an EMP resistance as well as avoid scrambling the turret settings. if(prob(75)) // Superior alien technology, I guess. return enabled = FALSE diff --git a/code/game/machinery/supplybeacon.dm b/code/game/machinery/supplybeacon.dm index 30381a0919..44b62945ff 100644 --- a/code/game/machinery/supplybeacon.dm +++ b/code/game/machinery/supplybeacon.dm @@ -114,6 +114,6 @@ var/drop_x = src.x - 2 var/drop_y = src.y - 2 var/drop_z = src.z - command_announcement.Announce("[using_map.starsys_name] Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] recieved. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage") + command_announcement.Announce("[using_map.starsys_name] Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] received. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage") spawn(rand(100, 300)) new /datum/random_map/droppod/supply(null, drop_x, drop_y, drop_z, supplied_drop = drop_type) // Splat. diff --git a/code/game/mecha/space/hoverpod.dm b/code/game/mecha/space/hoverpod.dm index 164f9516e7..5e05e080c5 100644 --- a/code/game/mecha/space/hoverpod.dm +++ b/code/game/mecha/space/hoverpod.dm @@ -81,8 +81,8 @@ /obj/mecha/working/hoverpod/can_fall() return (stabilization_enabled && has_charge(step_energy_drain)) -/* // One horrific bastardization of glorious inheritence dead. A billion to go. ~Mech -//these three procs overriden to play different sounds +/* // One horrific bastardization of glorious inheritance dead. A billion to go. ~Mech +//these three procs overridden to play different sounds /obj/mecha/working/hoverpod/mechturn(direction) set_dir(direction) //playsound(src,'sound/machines/hiss.ogg',40,1) @@ -104,7 +104,7 @@ //Hoverpod variants /obj/mecha/working/hoverpod/combatpod - desc = "An ancient, run-down combat spacecraft." // Ideally would have a seperate icon. + desc = "An ancient, run-down combat spacecraft." // Ideally would have a separate icon. name = "Combat Hoverpod" health = 200 maxhealth = 200 diff --git a/code/game/objects/effects/alien/aliens.dm b/code/game/objects/effects/alien/aliens.dm index 9bcafefee8..aa8445d8a4 100644 --- a/code/game/objects/effects/alien/aliens.dm +++ b/code/game/objects/effects/alien/aliens.dm @@ -12,7 +12,7 @@ */ /obj/effect/alien name = "alien thing" - desc = "theres something alien about this" + desc = "there's something alien about this" icon = 'icons/mob/alien.dmi' /* @@ -20,7 +20,7 @@ */ /obj/effect/alien/resin name = "magmellite coating" - desc = "Looks like some kind of crystaline growth." + desc = "Looks like some kind of crystalline growth." icon_state = "resin" density = 1 @@ -32,7 +32,7 @@ /obj/effect/alien/resin/wall name = "magmellite wall" - desc = "Matter reformed into a crystaline wall." + desc = "Matter reformed into a crystalline wall." icon_state = "resinwall" //same as resin, but consistency ho! /obj/effect/alien/resin/membrane diff --git a/code/game/objects/effects/chem/chemsmoke.dm b/code/game/objects/effects/chem/chemsmoke.dm index b862916e01..f654980866 100644 --- a/code/game/objects/effects/chem/chemsmoke.dm +++ b/code/game/objects/effects/chem/chemsmoke.dm @@ -73,7 +73,7 @@ smokeFlow() //pathing check //set the density of the cloud - for diluting reagents - density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it cant multiply the reagents + density = max(1, targetTurfs.len / 4) //clamp the cloud density minimum to 1 so it can't multiply the reagents //Admin messaging var/contained = carry.get_reagents() diff --git a/code/game/objects/effects/map_effects/beam_point.dm b/code/game/objects/effects/map_effects/beam_point.dm index c10e8b0315..34c436c27d 100644 --- a/code/game/objects/effects/map_effects/beam_point.dm +++ b/code/game/objects/effects/map_effects/beam_point.dm @@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(all_beam_points) // General variables. var/list/my_beams = list() // Instances of beams. Deleting one will kill the beam. var/id = "A" // Two beam_points must share the same ID to be connected to each other. - var/max_beams = 10 // How many concurrent beams to seperate beam_points to have at once. Set to zero to only act as targets for other beam_points. + var/max_beams = 10 // How many concurrent beams to separate beam_points to have at once. Set to zero to only act as targets for other beam_points. var/seek_range = 7 // How far to look for an end beam_point when not having a beam. Defaults to screen height/width. Make sure this is below beam_max_distance. // Controls how and when the beam is created. diff --git a/code/game/objects/effects/map_effects/portal.dm b/code/game/objects/effects/map_effects/portal.dm index 9bbc65af84..db9c95cdcc 100644 --- a/code/game/objects/effects/map_effects/portal.dm +++ b/code/game/objects/effects/map_effects/portal.dm @@ -30,14 +30,14 @@ Portals also have some limitations to be aware of when mapping. Some of these ar - Sounds currently are not carried across portals. - Mismatched lighting between each portal end can make the portal look obvious. - Portals look weird when observing as a ghost, or otherwise when able to see through walls. Meson vision will also spoil the illusion. - - Walls that change icons based on neightboring walls can give away that a portal is nearby if both sides don't have a similar transition. + - Walls that change icons based on neighboring walls can give away that a portal is nearby if both sides don't have a similar transition. - Projectiles that pass through portals will generally work as intended, however aiming and firing upon someone on the other side of a portal will likely be weird due to the click targeting the real position of the thing clicked instead of the apparent position. Thrown objects suffer a similar fate. - The tiles that are visually shown across a portal are determined based on visibility at the time of portal initialization, and currently don't update, meaning that opacity changes are not reflected, e.g. a wall is deconstructed, or an airlock is opened. - - There is currently a small but somewhat noticable pause in mob movement when moving across a portal, - as a result of the mob's glide animation being inturrupted by a teleport. + - There is currently a small but somewhat noticeable pause in mob movement when moving across a portal, + as a result of the mob's glide animation being interrupted by a teleport. - Gas is not transferred through portals, and ZAS is oblivious to them. A lot of those limitations can potentially be solved with some more work. Otherwise, portals work best in static environments like Points of Interest, diff --git a/code/game/objects/effects/map_effects/radiation_emitter.dm b/code/game/objects/effects/map_effects/radiation_emitter.dm index 74b3c39589..3139eb2210 100644 --- a/code/game/objects/effects/map_effects/radiation_emitter.dm +++ b/code/game/objects/effects/map_effects/radiation_emitter.dm @@ -1,4 +1,4 @@ -// Constantly emites radiation from the tile it's placed on. +// Constantly emits radiation from the tile it's placed on. /obj/effect/map_effect/radiation_emitter name = "radiation emitter" icon_state = "radiation_emitter" diff --git a/code/game/objects/effects/step_triggers.dm b/code/game/objects/effects/step_triggers.dm index 91ec4ee3b9..722e34e53c 100644 --- a/code/game/objects/effects/step_triggers.dm +++ b/code/game/objects/effects/step_triggers.dm @@ -3,7 +3,7 @@ /obj/effect/step_trigger var/affect_ghosts = 0 var/stopper = 1 // stops throwers - invisibility = 99 // nope cant see this shit + invisibility = 99 // nope can't see this shit plane = ABOVE_PLANE anchored = 1 diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index a37a938946..47420ee83a 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -68,7 +68,7 @@ var/list/item_state_slots = list() //overrides the default item_state for particular slots. // Used to specify the icon file to be used when the item is worn. If not set the default icon for that slot will be used. - // If icon_override or sprite_sheets are set they will take precendence over this, assuming they apply to the slot in question. + // If icon_override or sprite_sheets are set they will take precedence over this, assuming they apply to the slot in question. // Only slot_l_hand/slot_r_hand are implemented at the moment. Others to be implemented as needed. var/list/item_icons = list() @@ -87,7 +87,7 @@ // Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called. var/list/sprite_sheets_obj = list() - var/toolspeed = 1 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast. + var/toolspeed = 1 // This is a multiplier on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast. var/attackspeed = DEFAULT_ATTACK_COOLDOWN // How long click delay will be when using this, in 1/10ths of a second. Checked in the user's get_attack_speed(). var/reach = 1 // Length of tiles it can reach, 1 is adjacent. var/addblends // Icon overlay for ADD highlights when applicable. @@ -574,7 +574,7 @@ var/global/list/slot_flags_enumeration = list( to_chat(user, "You stab [M] in the eye with [src]!") else user.visible_message( \ - "[user] has stabbed themself with [src]!", \ + "[user] has stabbed themselves with [src]!", \ "You stab yourself in the eyes with [src]!" \ ) diff --git a/code/game/objects/items/bodybag.dm b/code/game/objects/items/bodybag.dm index 233fc9cce4..bbb111b5dc 100644 --- a/code/game/objects/items/bodybag.dm +++ b/code/game/objects/items/bodybag.dm @@ -104,7 +104,7 @@ /obj/item/bodybag/cryobag name = "stasis bag" desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \ - especially useful if short on time or in a hostile enviroment." + especially useful if short on time or in a hostile environment." icon = 'icons/obj/closets/cryobag.dmi' icon_state = "bodybag_folded" item_state = "bodybag_cryo_folded" @@ -122,7 +122,7 @@ /obj/structure/closet/body_bag/cryobag name = "stasis bag" desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \ - especially useful if short on time or in a hostile enviroment." + especially useful if short on time or in a hostile environment." icon = 'icons/obj/closets/cryobag.dmi' item_path = /obj/item/bodybag/cryobag store_misc = 0 diff --git a/code/game/objects/items/devices/aicard.dm b/code/game/objects/items/devices/aicard.dm index 07e6787741..a4210a7a58 100644 --- a/code/game/objects/items/devices/aicard.dm +++ b/code/game/objects/items/devices/aicard.dm @@ -178,7 +178,7 @@ while(AI && AI.stat != DEAD) // This is absolutely evil and I love it. if(AI.deployed_shell && prob(AI.oxyloss)) //You feel it creeping? Eventually will reach 100, resulting in the second half of the AI's remaining life being lonely. - AI.disconnect_shell("Disconnecting from remote shell due to insufficent power.") + AI.disconnect_shell("Disconnecting from remote shell due to insufficient power.") AI.adjustOxyLoss(2) AI.updatehealth() sleep(10) diff --git a/code/game/objects/items/devices/communicator/UI.dm b/code/game/objects/items/devices/communicator/UI.dm index 91459b2535..f3d682a82a 100644 --- a/code/game/objects/items/devices/communicator/UI.dm +++ b/code/game/objects/items/devices/communicator/UI.dm @@ -54,7 +54,7 @@ for(var/obj/item/communicator/comm in communicating) connected_communicators[++connected_communicators.len] = list("name" = sanitize(comm.name), "true_name" = sanitize(comm.name), "ref" = "\ref[comm]") - //Devices that have been messaged or recieved messages from. + //Devices that have been messaged or received messages from. for(var/obj/item/communicator/comm in im_contacts) if(comm.exonet) im_contacts_ui[++im_contacts_ui.len] = list("name" = sanitize(comm.name), "address" = comm.exonet.address, "ref" = "\ref[comm]") @@ -159,7 +159,7 @@ if(href_list["toggle_visibility"]) switch(network_visibility) - if(1) //Visible, becoming invisbile + if(1) //Visible, becoming invisible network_visibility = 0 if(camera) camera.remove_network(NETWORK_COMMUNICATORS) diff --git a/code/game/objects/items/devices/communicator/communicator.dm b/code/game/objects/items/devices/communicator/communicator.dm index 6bd9c2908d..ea459ac34a 100644 --- a/code/game/objects/items/devices/communicator/communicator.dm +++ b/code/game/objects/items/devices/communicator/communicator.dm @@ -161,7 +161,7 @@ var/global/list/obj/item/communicator/all_communicators = list() // Proc: add_to_EPv2() // Parameters: 1 (hex - a single hexadecimal character) -// Description: Called when someone is manually dialing with nanoUI. Adds colons when appropiate. +// Description: Called when someone is manually dialing with nanoUI. Adds colons when appropriate. /obj/item/communicator/proc/add_to_EPv2(var/hex) var/length = length(target_address) if(length >= 24) diff --git a/code/game/objects/items/devices/holowarrant.dm b/code/game/objects/items/devices/holowarrant.dm index 126fbac83b..e3cef6166b 100644 --- a/code/game/objects/items/devices/holowarrant.dm +++ b/code/game/objects/items/devices/holowarrant.dm @@ -96,7 +96,7 @@ to conduct a one time lawful search of the Suspect's person/belongings/premises and/or Department
for any items and materials that could be connected to the suspected criminal act described below,
pending an investigation in progress. The Security Officer(s) are obligated to remove any and all
- such items from the Suspects posession and/or Department and file it as evidence. The Suspect/Department
+ such items from the Suspect's possession and/or Department and file it as evidence. The Suspect/Department
staff is expected to offer full co-operation. In the event of the Suspect/Department staff attempting
to resist/impede this search or flee, they must be taken into custody immediately!
All confiscated items must be filed and taken to Evidence!
diff --git a/code/game/objects/items/devices/modkit.dm b/code/game/objects/items/devices/modkit.dm index 72586e79e3..282c6ab7e9 100644 --- a/code/game/objects/items/devices/modkit.dm +++ b/code/game/objects/items/devices/modkit.dm @@ -70,6 +70,6 @@ . += "It looks as though it modifies hardsuits to fit [target_species] users." /obj/item/modkit/tajaran - name = "tajaran hardsuit modification kit" + name = "Tajaran hardsuit modification kit" desc = "A kit containing all the needed tools and parts to modify a hardsuit for another user. This one looks like it's meant for Tajaran." target_species = SPECIES_TAJ diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index eea8d32b73..57b6139d88 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -207,7 +207,7 @@ /obj/item/radio/headset/heads/ai_integrated/receive_range(freq, level) if (disabledAi) - return -1 //Transciever Disabled. + return -1 //Transceiver Disabled. return ..(freq, level, 1) /obj/item/radio/headset/heads/rd @@ -330,7 +330,7 @@ /obj/item/radio/headset/mmi_radio/receive_range(freq, level) if (!radio_enabled || istype(src.loc.loc, /mob/living/silicon) || istype(src.loc.loc, /obj/item/organ/internal)) - return -1 //Transciever Disabled. + return -1 //Transceiver Disabled. return ..(freq, level, 1) /obj/item/radio/headset/attackby(obj/item/W as obj, mob/user as mob) diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 22c606dc8a..ed4483cfc0 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -365,7 +365,7 @@ GLOBAL_DATUM(autospeaker, /mob/living/silicon/ai/announcer) actually transmit large mass. Headsets are the only radio devices capable of sending subspace transmissions to the Communications Satellite. - A headset sends a signal to a subspace listener/reciever elsewhere in space, + A headset sends a signal to a subspace listener/receiver elsewhere in space, the signal gets processed and logged, and an audible transmission gets sent to each individual headset. */ @@ -575,7 +575,7 @@ GLOBAL_DATUM(autospeaker, /mob/living/silicon/ai/announcer) return -1 if (!on) return -1 - if (!freq) //recieved on main frequency + if (!freq) //received on main frequency if (!listening) return -1 else diff --git a/code/game/objects/items/paintkit.dm b/code/game/objects/items/paintkit.dm index 192542c1d3..bb429d7438 100644 --- a/code/game/objects/items/paintkit.dm +++ b/code/game/objects/items/paintkit.dm @@ -59,7 +59,7 @@ return ..() /// Ponchos specifically, but other accessories may eventually need this. -/// Consequence of snowflake-y teshari code. +/// Consequence of snowflake-y Teshari code. /obj/item/kit/accessory name = "accessory modification kit" desc = "A kit for modifying accessories." @@ -72,7 +72,7 @@ if(istype(I, /obj/item/clothing/accessory/storage/poncho)) var/obj/item/clothing/accessory/storage/poncho/P = I P.icon_override_state = new_icon_override_file - LAZYSET(P.sprite_sheets, SPECIES_TESHARI, new_icon_override_file) /// Will look the same on teshari and other species. + LAZYSET(P.sprite_sheets, SPECIES_TESHARI, new_icon_override_file) /// Will look the same on Teshari and other species. P.item_state = new_icon to_chat(user, "You set about modifying the poncho into [new_name].") return ..() @@ -84,7 +84,7 @@ /obj/item/kit/clothing/customize(var/obj/item/clothing/I, var/mob/user) if(istype(I) && can_customize(I)) - LAZYSET(I.sprite_sheets, SPECIES_TESHARI, new_icon_override_file) /// Will look the same on teshari and other species. + LAZYSET(I.sprite_sheets, SPECIES_TESHARI, new_icon_override_file) /// Will look the same on Teshari and other species. I.item_state = new_icon return ..() diff --git a/code/game/objects/items/robobag.dm b/code/game/objects/items/robobag.dm index 1811e34f2c..1bdfac26de 100644 --- a/code/game/objects/items/robobag.dm +++ b/code/game/objects/items/robobag.dm @@ -2,7 +2,7 @@ /obj/item/bodybag/cryobag/robobag name = "synthmorph bag" desc = "A reusable polymer bag designed to slow down synthetic functions such as data corruption and coolant flow, \ - especially useful if short on time or in a hostile enviroment." + especially useful if short on time or in a hostile environment." icon = 'icons/obj/robobag.dmi' icon_state = "bodybag_folded" item_state = "bodybag_cryo_folded" @@ -19,7 +19,7 @@ /obj/structure/closet/body_bag/cryobag/robobag name = "synthmorph bag" desc = "A reusable polymer bag designed to slow down synthetic functions such as data corruption and coolant flow, \ - especially useful if short on time or in a hostile enviroment." + especially useful if short on time or in a hostile environment." icon = 'icons/obj/robobag.dmi' item_path = /obj/item/bodybag/cryobag/robobag tank_type = /obj/item/tank/stasis/nitro_cryo diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 2230808bab..8fe77a0d1c 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -272,7 +272,7 @@ add_flashes(W,user) return -/obj/item/robot_parts/head/proc/add_flashes(obj/item/W as obj, mob/user as mob) //Made into a seperate proc to avoid copypasta +/obj/item/robot_parts/head/proc/add_flashes(obj/item/W as obj, mob/user as mob) //Made into a separate proc to avoid copypasta if(src.flash1 && src.flash2) to_chat(user, "You have already inserted the eyes!") return diff --git a/code/game/objects/items/toys/mech_toys.dm b/code/game/objects/items/toys/mech_toys.dm index a4ca595d6b..88ae41f049 100644 --- a/code/game/objects/items/toys/mech_toys.dm +++ b/code/game/objects/items/toys/mech_toys.dm @@ -62,7 +62,7 @@ * this proc combines "sleep" while also checking for if the battle should continue * * this goes through some of the checks - the toys need to be next to each other to fight! - * if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK). + * if it's player vs themselves: They need to be able to "control" both mechs (either must be adjacent or using TK). * if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK). * if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE. * Arguments: @@ -80,7 +80,7 @@ if(!in_range(src, attacker_controller)) attacker_controller.visible_message("[attacker_controller] is running from [src]! The coward!") return FALSE - else // If there's an attacker, we can procede as normal. + else // If there's an attacker, we can proceed as normal. if(!in_range(src, attacker)) // The two toys aren't next to each other, the battle ends. attacker_controller.visible_message(" [attacker] and [src] separate, ending the battle. ", \ " [attacker] and [src] separate, ending the battle. ") @@ -91,7 +91,7 @@ return FALSE // If the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends. if(!in_range(attacker, attacker_controller)) - attacker_controller.visible_message(" [attacker_controller.name] seperates from [attacker], ending the battle.", \ + attacker_controller.visible_message(" [attacker_controller.name] separates from [attacker], ending the battle.", \ " You separate from [attacker], ending the battle. ") return FALSE @@ -100,13 +100,13 @@ if(opponent.incapacitated()) return FALSE if(!in_range(src, opponent)) - opponent.visible_message(" [opponent.name] seperates from [src], ending the battle.", \ + opponent.visible_message(" [opponent.name] separates from [src], ending the battle.", \ " You separate from [src], ending the battle. ") return FALSE // If it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends. else if (!in_range(src, attacker_controller)) - attacker_controller.visible_message(" [attacker_controller.name] seperates from [src] and [attacker], ending the battle.", \ + attacker_controller.visible_message(" [attacker_controller.name] separates from [src] and [attacker], ending the battle.", \ " You separate [attacker] and [src], ending the battle. ") return FALSE diff --git a/code/game/objects/items/toys/toys.dm b/code/game/objects/items/toys/toys.dm index 7875450db7..b1457eaad1 100644 --- a/code/game/objects/items/toys/toys.dm +++ b/code/game/objects/items/toys/toys.dm @@ -968,14 +968,14 @@ return ..() /obj/item/toy/plushie/nymph - name = "diona nymph plush" - desc = "A plushie of an adorable diona nymph! While its level of self-awareness is still being debated, its level of cuteness is not." + name = "Diona nymph plush" + desc = "A plushie of an adorable Diona nymph! While its level of self-awareness is still being debated, its level of cuteness is not." icon_state = "nymphplushie" pokephrase = "Chirp!" /obj/item/toy/plushie/teshari - name = "teshari plush" - desc = "This is a plush teshari. Very soft, with a pompom on the tail. The toy is made well, as if alive. Looks like she is sleeping. Shhh!" + name = "Teshari plush" + desc = "This is a plush Teshari. Very soft, with a pompom on the tail. The toy is made well, as if alive. Looks like she is sleeping. Shhh!" icon_state = "teshariplushie" pokephrase = "Rya!" @@ -1004,8 +1004,8 @@ pokephrase = "Sksksk!" /obj/item/toy/plushie/farwa - name = "farwa plush" - desc = "A farwa plush doll. It's soft and comforting!" + name = "Farwa plush" + desc = "A Farwa plush doll. It's soft and comforting!" icon_state = "farwaplushie" pokephrase = "Squaw!" diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index 2bf345a16d..3565a24bd6 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -179,7 +179,7 @@ icon_state = "electric_rcd" var/obj/item/cell/cell = null var/make_cell = TRUE // If false, initialize() won't spawn a cell for this. - var/electric_cost_coefficent = 83.33 // Higher numbers make it less efficent. 86.3... means it should matche the standard RCD capacity on a 10k cell. + var/electric_cost_coefficent = 83.33 // Higher numbers make it less efficient. 86.3... means it should match the standard RCD capacity on a 10k cell. /obj/item/rcd/electric/Initialize() if(make_cell) @@ -242,7 +242,7 @@ /obj/item/rcd/electric/mounted/borg can_remove_rwalls = TRUE desc = "A device used to rapidly build and deconstruct. It runs directly off of electricity, drawing directly from your cell." - electric_cost_coefficent = 41.66 // Twice as efficent, out of pity. + electric_cost_coefficent = 41.66 // Twice as efficient, out of pity. toolspeed = 0.5 // Twice as fast, since borg versions typically have this. /obj/item/rcd/electric/mounted/borg/swarm @@ -268,7 +268,7 @@ // Infinite use RCD for debugging/adminbuse. /obj/item/rcd/debug - name = "self-repleshing rapid construction device" + name = "self-replenishing rapid construction device" desc = "An RCD that appears to be plated with gold. For some reason it also seems to just \ be vastly superior to all other RCDs ever created, possibly due to it being colored gold." icon_state = "debug_rcd" diff --git a/code/game/objects/items/weapons/bones.dm b/code/game/objects/items/weapons/bones.dm index 5481bee5c3..1d5b53ff2a 100644 --- a/code/game/objects/items/weapons/bones.dm +++ b/code/game/objects/items/weapons/bones.dm @@ -17,11 +17,11 @@ throwforce = 7 /obj/item/bone/skull/tajaran - desc = "A skull. Judging by the shape and size, you'd guess that it might be tajaran." + desc = "A skull. Judging by the shape and size, you'd guess that it might be Tajaran." icon_state = "tajskull" /obj/item/bone/skull/unathi - desc = "A skull. Judging by the shape and size, you'd guess that it might be unathi." + desc = "A skull. Judging by the shape and size, you'd guess that it might be Unathi." icon_state = "unaskull" /obj/item/bone/skull/unknown diff --git a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm index 5bdd07b602..c6131610de 100644 --- a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm +++ b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm @@ -74,7 +74,7 @@ to_chat(user, "Circuit controls are locked.") return var/existing_networks = jointext(network,",") - var/input = sanitize(input(usr, "Which networks would you like to connect this camera console circuit to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Multitool-Circuitboard interface", existing_networks)) + var/input = sanitize(input(usr, "Which networks would you like to connect this camera console circuit to? Separate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Multitool-Circuitboard interface", existing_networks)) if(!input) to_chat(usr, "No input found please hang up and try your call again.") return diff --git a/code/game/objects/items/weapons/grenades/chem_grenade.dm b/code/game/objects/items/weapons/grenades/chem_grenade.dm index 8b2ce3d4d7..dd624ec5f0 100644 --- a/code/game/objects/items/weapons/grenades/chem_grenade.dm +++ b/code/game/objects/items/weapons/grenades/chem_grenade.dm @@ -168,7 +168,7 @@ for(var/obj/item/reagent_containers/glass/G in beakers) G.reagents.trans_to_obj(src, G.reagents.total_volume) - if(src.reagents.total_volume) //The possible reactions didnt use up all reagents. + if(src.reagents.total_volume) //The possible reactions didn't use up all reagents. var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() steam.set_up(10, 0, get_turf(src)) steam.attach(src) diff --git a/code/game/objects/items/weapons/grenades/concussion.dm b/code/game/objects/items/weapons/grenades/concussion.dm index d6ae4474c6..b6e7686620 100644 --- a/code/game/objects/items/weapons/grenades/concussion.dm +++ b/code/game/objects/items/weapons/grenades/concussion.dm @@ -1,4 +1,4 @@ -//Concussion, or 'dizzyness' grenades. +//Concussion, or 'dizziness' grenades. /obj/item/grenade/concussion name = "concussion grenade" diff --git a/code/game/objects/items/weapons/manuals.dm b/code/game/objects/items/weapons/manuals.dm index 6cadbf4f47..f69d762bc3 100644 --- a/code/game/objects/items/weapons/manuals.dm +++ b/code/game/objects/items/weapons/manuals.dm @@ -372,7 +372,7 @@

  1. Take a syringe of blood from the body you wish to turn into a Diona.
  2. -
  3. Inject 5 units of blood into the pack of dionaea-replicant seeds.
  4. +
  5. Inject 5 units of blood into the pack of Dionaea-replicant seeds.
  6. Plant the seeds.
  7. Tend to the plants water and nutrition levels until it is time to harvest the Diona.
@@ -1016,7 +1016,7 @@ Here's a guide for some basic drinks.

Black Russian:

- Mix vodka and Kahlua into a glass. + Mix vodka and Kahlúa into a glass.

Cafe Latte:

Mix milk and coffee into a glass. diff --git a/code/game/objects/items/weapons/material/material_armor.dm b/code/game/objects/items/weapons/material/material_armor.dm index 3e42dec29c..b203fbb057 100644 --- a/code/game/objects/items/weapons/material/material_armor.dm +++ b/code/game/objects/items/weapons/material/material_armor.dm @@ -5,7 +5,7 @@ This class of armor takes armor and appearance data from a material "datum". They are also fragile based on material data and many can break/smash apart when hit. Materials has a var called protectiveness which plays a major factor in how good it is for armor. -With the coefficent being 0.05, this is how strong different levels of protectiveness are (for melee) +With the coefficient being 0.05, this is how strong different levels of protectiveness are (for melee) For bullets and lasers, material hardness and reflectivity also play a major role, respectively. @@ -31,7 +31,7 @@ Protectiveness | Armor % var/applies_material_color = TRUE var/unbreakable = FALSE var/default_material = null // Set this to something else if you want material attributes on init. - var/material_armor_modifier = 1 // Adjust if you want seperate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor) + var/material_armor_modifier = 1 // Adjust if you want separate types of armor made from the same material to have different protectiveness (e.g. makeshift vs real armor) var/material_slowdown_modifier = 0 var/material_slowdown_multiplier = 0.5 diff --git a/code/game/objects/items/weapons/storage/bags.dm b/code/game/objects/items/weapons/storage/bags.dm index 6f46d25eb9..31ef19bd39 100644 --- a/code/game/objects/items/weapons/storage/bags.dm +++ b/code/game/objects/items/weapons/storage/bags.dm @@ -210,7 +210,7 @@ if(!istype(S)) return 0 //I would prefer to drop a new stack, but the item/attack_hand code - // that calls this can't recieve a different object than you clicked on. + // that calls this can't receive a different object than you clicked on. //Therefore, make a new stack internally that has the remainder. // -Sayu diff --git a/code/game/objects/items/weapons/storage/boxes.dm b/code/game/objects/items/weapons/storage/boxes.dm index 3faac0a8b1..329dd9d1a6 100644 --- a/code/game/objects/items/weapons/storage/boxes.dm +++ b/code/game/objects/items/weapons/storage/boxes.dm @@ -406,8 +406,8 @@ starts_with = list(/obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped = 4) /obj/item/storage/box/monkeycubes/farwacubes - name = "farwa cube box" - desc = "Drymate brand farwa cubes, shipped from Meralar. Just add water!" + name = "Farwa cube box" + desc = "Drymate brand Farwa cubes, shipped from Meralar. Just add water!" starts_with = list(/obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped/farwacube = 4) /obj/item/storage/box/monkeycubes/stokcubes @@ -416,8 +416,8 @@ starts_with = list(/obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped/stokcube = 4) /obj/item/storage/box/monkeycubes/neaeracubes - name = "neaera cube box" - desc = "Drymate brand neaera cubes, shipped from Qerr'balak. Just add water!" + name = "Neaera cube box" + desc = "Drymate brand Neaera cubes, shipped from Qerr'balak. Just add water!" starts_with = list(/obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped/neaeracube = 4) /obj/item/storage/box/ids diff --git a/code/game/objects/items/weapons/storage/fancy.dm b/code/game/objects/items/weapons/storage/fancy.dm index e924fa9dc0..e38dc739b5 100644 --- a/code/game/objects/items/weapons/storage/fancy.dm +++ b/code/game/objects/items/weapons/storage/fancy.dm @@ -1,6 +1,6 @@ /* * The 'fancy' path is for objects like donut boxes that show how many items are in the storage item on the sprite itself - * .. Sorry for the shitty path name, I couldnt think of a better one. + * .. Sorry for the shitty path name, I couldn't think of a better one. * * WARNING: var/icon_type is used for both examine text and sprite name. Please look at the procs below and adjust your sprite names accordingly * diff --git a/code/game/objects/items/weapons/storage/mre.dm b/code/game/objects/items/weapons/storage/mre.dm index 6225f43b47..b2ba497e8a 100644 --- a/code/game/objects/items/weapons/storage/mre.dm +++ b/code/game/objects/items/weapons/storage/mre.dm @@ -134,7 +134,7 @@ MRE Stuff /obj/item/storage/mre/menu9 name = "vegan MRE" - meal_desc = "This one is menu 9, boiled rice (skrell-safe)." + meal_desc = "This one is menu 9, boiled rice (Skrell-safe)." icon_state = "vegmre" starts_with = list( /obj/item/storage/mrebag/menu9, diff --git a/code/game/objects/items/weapons/storage/uplink_kits.dm b/code/game/objects/items/weapons/storage/uplink_kits.dm index 522280ed5a..f13a5660e6 100644 --- a/code/game/objects/items/weapons/storage/uplink_kits.dm +++ b/code/game/objects/items/weapons/storage/uplink_kits.dm @@ -146,7 +146,7 @@ /obj/item/storage/box/syndie_kit/chameleon name = "chameleon kit" - desc = "Comes with all the clothes you need to impersonate most people. Acting lessons sold seperately." + desc = "Comes with all the clothes you need to impersonate most people. Acting lessons sold separately." starts_with = list( /obj/item/storage/backpack/chameleon/full, /obj/item/gun/energy/chameleon diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index 4a249df5cb..b426147afe 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -248,13 +248,13 @@ // Rare version of a baton that causes lesser lifeforms to really hate the user and attack them. /obj/item/melee/baton/shocker name = "shocker" - desc = "A device that appears to arc electricity into a target to incapacitate or otherwise hurt them, similar to a stun baton. It looks inefficent." + desc = "A device that appears to arc electricity into a target to incapacitate or otherwise hurt them, similar to a stun baton. It looks inefficient." description_info = "Hitting a lesser lifeform with this while it is on will compel them to attack you above other nearby targets. Otherwise \ it works like a regular stun baton, just less effectively." icon_state = "shocker" force = 10 throwforce = 5 - agonyforce = 25 // Less efficent than a regular baton. + agonyforce = 25 // Less efficient than a regular baton. attack_verb = list("poked") /obj/item/melee/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone) diff --git a/code/game/objects/items/weapons/tanks/tanks.dm b/code/game/objects/items/weapons/tanks/tanks.dm index a10c1e26f1..97b9521941 100644 --- a/code/game/objects/items/weapons/tanks/tanks.dm +++ b/code/game/objects/items/weapons/tanks/tanks.dm @@ -49,7 +49,7 @@ var/global/list/tank_gauge_cache = list() description_antag = "Each tank may be incited to burn by attaching wires and an igniter assembly, though the igniter can only be used once and the mixture only burn if the igniter pushes a flammable gas mixture above the minimum burn temperature (126ºC). \ Wired and assembled tanks may be disarmed with a set of wirecutters. Any exploding or rupturing tank will generate shrapnel, assuming their relief valves have been welded beforehand. Even if not, they can be incited to expel hot gas on ignition if pushed above 173ºC. \ - Relatively easy to make, the single tank bomb requries no tank transfer valve, and is still a fairly formidable weapon that can be manufactured from any tank." + Relatively easy to make, the single tank bomb requires no tank transfer valve, and is still a fairly formidable weapon that can be manufactured from any tank." /obj/item/tank/proc/init_proxy() var/obj/item/tankassemblyproxy/proxy = new /obj/item/tankassemblyproxy(src) diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm index 0bf84cc16d..2163c4bb36 100644 --- a/code/game/objects/items/weapons/tools/wirecutters.dm +++ b/code/game/objects/items/weapons/tools/wirecutters.dm @@ -45,10 +45,10 @@ ..() /datum/category_item/catalogue/anomalous/precursor_a/alien_wirecutters - name = "Precursor Alpha Object - Wire Seperator" + name = "Precursor Alpha Object - Wire Separator" desc = "An object appearing to have a tool shape. It has two handles, and two \ sides which are attached to each other in the center. At the end on each side \ - is a sharp cutting edge, made from a seperate material than the rest of the \ + is a sharp cutting edge, made from a separate material than the rest of the \ tool.\

\ This tool appears to serve the same purpose as conventional wirecutters, due \ diff --git a/code/game/objects/structures/cliff.dm b/code/game/objects/structures/cliff.dm index 38441d8a2f..ad23542448 100644 --- a/code/game/objects/structures/cliff.dm +++ b/code/game/objects/structures/cliff.dm @@ -1,7 +1,7 @@ GLOBAL_LIST_EMPTY(cliff_icon_cache) /* -Cliffs give a visual illusion of depth by seperating two places while presenting a 'top' and 'bottom' side. +Cliffs give a visual illusion of depth by separating two places while presenting a 'top' and 'bottom' side. Mobs moving into a cliff from the bottom side will simply bump into it and be denied moving into the tile, where as mobs moving into a cliff from the top side will 'fall' off the cliff, forcing them to the bottom, causing significant damage and stunning them. @@ -35,7 +35,7 @@ two tiles on initialization, and which way a cliff is facing may change during m climb_delay = 10 SECONDS block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge. - var/icon_variant = null // Used to make cliffs less repeative by having a selection of sprites to display. + var/icon_variant = null // Used to make cliffs less repetitive by having a selection of sprites to display. var/corner = FALSE // Used for icon things. var/ramp = FALSE // Ditto. var/bottom = FALSE // Used for 'bottom' typed cliffs, to avoid infinite cliffs, and for icons. diff --git a/code/game/objects/structures/crates_lockers/closets/gimmick.dm b/code/game/objects/structures/crates_lockers/closets/gimmick.dm index 84e81cc641..f4ecd7439e 100644 --- a/code/game/objects/structures/crates_lockers/closets/gimmick.dm +++ b/code/game/objects/structures/crates_lockers/closets/gimmick.dm @@ -17,7 +17,7 @@ anchored = 0 /obj/structure/closet/gimmick/russian - name = "russian surplus closet" + name = "Russian surplus closet" desc = "It's a storage unit for Russian standard-issue surplus." closet_appearance = /decl/closet_appearance/tactical diff --git a/code/game/objects/structures/flora/flora.dm b/code/game/objects/structures/flora/flora.dm index 513089b481..a7c9b08a76 100644 --- a/code/game/objects/structures/flora/flora.dm +++ b/code/game/objects/structures/flora/flora.dm @@ -455,7 +455,7 @@ /obj/structure/flora/pottedplant/xmas name = "small christmas tree" - desc = "This is a tiny well lit decorative christmas tree." + desc = "This is a tiny well lit decorative Christmas tree." icon_state = "plant-xmas" /obj/structure/flora/mushroom @@ -486,7 +486,7 @@ it to spread much farther than before, with the assistance of humans.\

\ In Sif's early history, Sivian settlers found this plant while they were establishing mines. Their ability \ - to emit low, but consistant amounts of light made them desirable to the settlers. They would often cultivate \ + to emit low, but consistent amounts of light made them desirable to the settlers. They would often cultivate \ this plant inside man-made tunnels and mines to act as a backup source of light that would not need \ electricity. This technique has saved many lost miners, and this practice continues to this day." value = CATALOGUER_REWARD_EASY diff --git a/code/game/objects/structures/musician.dm b/code/game/objects/structures/musician.dm index e90f7392ee..b5bd661e96 100644 --- a/code/game/objects/structures/musician.dm +++ b/code/game/objects/structures/musician.dm @@ -157,14 +157,14 @@ dat += "Add Line

" if(help) dat += {"Hide Help
- Lines are a series of chords, separated by commas (,), each with notes seperated by hyphens (-).
+ Lines are a series of chords, separated by commas (,), each with notes separated by hyphens (-).
Every note in a chord will play together, with chord timed by the tempo.

Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.
By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.
Example: C,D,E,F,G,A,B will play a C major scale.
After a note has an accidental placed, it will be remembered: C,C4,C,C3 is C3,C4,C4,C3
- Chords can be played simply by seperating each note with a hyphon: A-C#,Cn-E,E-G#,Gn-B
+ Chords can be played simply by separating each note with a hyphen: A-C#,Cn-E,E-G#,Gn-B
A pause may be denoted by an empty chord: C,E,,C,G
To make a chord be a different time, end it with /x, where the chord length will be length
defined by tempo / x: C,G/2,E/4
@@ -226,7 +226,7 @@ edit = text2num(href_list["edit"]) - 1 if(href_list["repeat"]) //Changing this from a toggle to a number of repeats to avoid infinite loops. if(playing) - return //So that people cant keep adding to repeat. If the do it intentionally, it could result in the server crashing. + return //So that people can't keep adding to repeat. If the do it intentionally, it could result in the server crashing. repeat += round(text2num(href_list["repeat"])) if(repeat < 0) repeat = 0 diff --git a/code/game/objects/structures/props/blackbox.dm b/code/game/objects/structures/props/blackbox.dm index a28b82349f..7b0fdf6992 100644 --- a/code/game/objects/structures/props/blackbox.dm +++ b/code/game/objects/structures/props/blackbox.dm @@ -34,7 +34,7 @@ Captain Willis 06:13:15: (Expletives), I'm turning us around. Put out a distress call to Control, we'll be back in Sif orbit in a couple of minutes.
**
- V.I.S Traffic Control 06:15:49: MBT-540 we are recieving you. Your atmospheric sensors are reading potentially harmful toxins in your cargo bay. Advise locking down interior cargo bay doors. Please stand by.
+ V.I.S Traffic Control 06:15:49: MBT-540 we are receiving you. Your atmospheric sensors are reading potentially harmful toxins in your cargo bay. Advise locking down interior cargo bay doors. Please stand by.
Captain Adisu 06:16:10: Understood.
**
V.I.S Traffic Control 06:27:02: MBT-540, we have no docking bays available at this time, are you equipped for atmospheric re-entry?
Captain Willis 06:27:12: We-We are shielded. But we have fuel and air for-
V.I.S Traffic Control 06:27:17: Please make an emergency landing at the coordinates provided and standby for further information.
diff --git a/code/game/objects/structures/props/transmitter.dm b/code/game/objects/structures/props/transmitter.dm index bfbe1c9a90..76c39c755a 100644 --- a/code/game/objects/structures/props/transmitter.dm +++ b/code/game/objects/structures/props/transmitter.dm @@ -1,5 +1,5 @@ // A fluff structure for certain PoIs involving communications. -// It makes audible sounds, generally in morse code. +// It makes audible sounds, generally in Morse code. /obj/structure/prop/transmitter name = "transmitter" desc = "A machine that appears to be transmitting a message somewhere else. It sounds like it's on a loop." diff --git a/code/game/objects/structures/salvageable.dm b/code/game/objects/structures/salvageable.dm index 9c0d247b2d..e8d50616f6 100644 --- a/code/game/objects/structures/salvageable.dm +++ b/code/game/objects/structures/salvageable.dm @@ -1,5 +1,5 @@ /obj/structure/salvageable - name = "broken macninery" + name = "broken machinery" desc = "Broken beyond repair, but looks like you can still salvage something from this if you had a prying implement." icon = 'icons/obj/salvageable.dmi' density = 1 @@ -29,7 +29,7 @@ return TRUE return ..() -//Types themself, use them, but not the parent object +//Types themselves, use them, but not the parent object /obj/structure/salvageable/machine name = "broken machine" diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index e4ce59a3bd..a127bcccd7 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -1469,7 +1469,7 @@ /obj/structure/sign/flag/fivearrows name = "Five Arrows flag" desc = "The red flag of the Five Arrows." - description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to percieved \ + description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to perceived \ failures in aiding the Sagittarius Heights during the Skathari Incursion. The success of the government in achieving effective local defense and prosperity has \ since attracted the membership of Kauq'xum, a remote Skrellian colony. \The Five Arrows formed the model for SolGov's own semi-autonomous \"Regional Blocs\"." icon_state = "fivearrows" @@ -1484,7 +1484,7 @@ /obj/item/flag/fivearrows name = "Five Arrows flag" desc = "The red flag of the Five Arrows." - description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to percieved \ + description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to perceived \ failures in aiding the Sagittarius Heights during the Skathari Incursion. The success of the government in achieving effective local defense and prosperity has \ since attracted the membership of Kauq'xum, a remote Skrellian colony. \The Five Arrows formed the model for SolGov's own semi-autonomous \"Regional Blocs\"." flag_path = "fivearrows" diff --git a/code/game/turfs/flooring/flooring_premade.dm b/code/game/turfs/flooring/flooring_premade.dm index b2cffa5a05..4ac52180c8 100644 --- a/code/game/turfs/flooring/flooring_premade.dm +++ b/code/game/turfs/flooring/flooring_premade.dm @@ -421,7 +421,7 @@ */ /turf/simulated/floor/airless/ceiling /turf/simulated/floor/plating -/turf/simulated/floor/plating/external // To be overrided by the map files. +/turf/simulated/floor/plating/external // To be overridden by the map files. /turf/simulated/floor/tiled/external //**** Here lives snow **** diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index 0fa7256280..cec217df98 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -1,6 +1,6 @@ /turf/simulated/wall name = "wall" - desc = "A huge chunk of metal used to seperate rooms." + desc = "A huge chunk of metal used to separate rooms." icon = 'icons/turf/wall_masks.dmi' icon_state = "generic" opacity = 1 diff --git a/code/global.dm b/code/global.dm index 611400e89c..72f4d34e20 100644 --- a/code/global.dm +++ b/code/global.dm @@ -2,7 +2,7 @@ // Items that ask to be called every cycle. var/global/datum/datacore/data_core = null -var/global/list/machines = list() // ALL Machines, wether processing or not. +var/global/list/machines = list() // ALL Machines, whether processing or not. var/global/list/processing_machines = list() // TODO - Move into SSmachines var/global/list/processing_power_items = list() // TODO - Move into SSmachines var/global/list/active_diseases = list() @@ -38,7 +38,7 @@ var/global/game_year = (text2num(time2text(world.realtime, "YYYY")) + 552) var/global/round_progressing = 1 var/global/master_mode = "extended" // "extended" -var/global/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode. +var/global/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forcibly choose this mode. var/global/host = null //only here until check @ code\modules\ghosttrap\trap.dm:112 is fixed @@ -49,7 +49,7 @@ var/global/list/lastsignalers = list() // Keeps last 100 signals here in format: var/global/list/lawchanges = list() // Stores who uploaded laws to which silicon-based lifeform, and what the law was. var/global/list/reg_dna = list() -var/global/mouse_respawn_time = 5 // Amount of time that must pass between a player dying as a mouse and repawning as a mouse. In minutes. +var/global/mouse_respawn_time = 5 // Amount of time that must pass between a player dying as a mouse and respawning as a mouse. In minutes. var/global/list/monkeystart = list() var/global/list/wizardstart = list() diff --git a/code/modules/admin/admin_investigate.dm b/code/modules/admin/admin_investigate.dm index 1342fc2f5f..ff482ac41f 100644 --- a/code/modules/admin/admin_investigate.dm +++ b/code/modules/admin/admin_investigate.dm @@ -38,7 +38,7 @@ return src << browse(F,"window=investigate[subject];size=800x300") - if("hrefs") //persistant logs and stuff + if("hrefs") //persistent logs and stuff if(config && config.log_hrefs) if(href_logfile) src << browse(href_logfile,"window=investigate[subject];size=800x300") diff --git a/code/modules/admin/admin_ranks.dm b/code/modules/admin/admin_ranks.dm index 523347124f..97d5010958 100644 --- a/code/modules/admin/admin_ranks.dm +++ b/code/modules/admin/admin_ranks.dm @@ -13,7 +13,7 @@ var/global/list/admin_ranks = list() //list of all ranks with associated //load text from file var/list/Lines = file2list("config/admin_ranks.txt") - //process each line seperately + //process each line separately for(var/line in Lines) if(!length(line)) continue if(copytext(line,1,2) == "#") continue @@ -75,7 +75,7 @@ var/global/list/admin_ranks = list() //list of all ranks with associated //load text from file var/list/Lines = file2list("config/admins.txt") - //process each line seperately + //process each line separately for(var/line in Lines) if(!length(line)) continue if(copytext(line,1,2) == "#") continue diff --git a/code/modules/admin/admin_report.dm b/code/modules/admin/admin_report.dm index 76e0c59a02..76b482213f 100644 --- a/code/modules/admin/admin_report.dm +++ b/code/modules/admin/admin_report.dm @@ -105,7 +105,7 @@ world/New() continue output += "Reported player: [N.offender_key](CID: [N.offender_cid])
" output += "Offense:[N.body]
" - output += "Occured at [time2text(N.date,"MM/DD hh:mm:ss")]
" + output += "Occurred at [time2text(N.date,"MM/DD hh:mm:ss")]
" output += "authored by [N.author]
" output += " Flag as Handled" if(src.key == N.author) @@ -150,7 +150,7 @@ world/New() if(N.ID == ID) found = N if(!found) - to_chat(src, "* An error occured, sorry.") + to_chat(src, "* An error occurred, sorry.") found.done = 1 @@ -172,7 +172,7 @@ world/New() if(N.ID == ID) found = N if(!found) - to_chat(src, "* An error occured, sorry.") + to_chat(src, "* An error occurred, sorry.") var/body = input(src.mob, "Enter a body for the news", "Body") as null|message if(!body) return diff --git a/code/modules/admin/admin_verbs.dm b/code/modules/admin/admin_verbs.dm index 86f9463b63..c8901a2132 100644 --- a/code/modules/admin/admin_verbs.dm +++ b/code/modules/admin/admin_verbs.dm @@ -363,8 +363,8 @@ if(deadmin_holder) deadmin_holder.reassociate() - log_admin("[src] re-admined themself.") - message_admins("[src] re-admined themself.", 1) + log_admin("[src] re-admined themselves.") + message_admins("[src] re-admined themselves.", 1) to_chat(src, "You now have the keys to control the planet, or at least a small space station") verbs -= /client/proc/readmin_self @@ -374,8 +374,8 @@ if(holder) if(alert("Confirm self-deadmin for the round? You can't re-admin yourself without someone promoting you.",,"Yes","No") == "Yes") - log_admin("[src] deadmined themself.") - message_admins("[src] deadmined themself.", 1) + log_admin("[src] deadmined themselves.") + message_admins("[src] deadmined themselves.", 1) deadmin() to_chat(src, "You are now a normal player.") verbs |= /client/proc/readmin_self diff --git a/code/modules/admin/map_capture.dm b/code/modules/admin/map_capture.dm index 68460ebaae..c434e2a7e1 100644 --- a/code/modules/admin/map_capture.dm +++ b/code/modules/admin/map_capture.dm @@ -7,7 +7,7 @@ return if(isnull(tx) || isnull(ty) || isnull(tz) || isnull(range)) - to_chat(usr, "Capture Map Part, captures part of a map using camara like rendering.") + to_chat(usr, "Capture Map Part, captures part of a map using camera like rendering.") to_chat(usr, "Usage: Capture-Map-Part target_x_cord target_y_cord target_z_cord range.") to_chat(usr, "Target coordinates specify bottom left corner of the capture, range defines render distance to opposite corner.") return @@ -26,7 +26,7 @@ turfstocapture.Add(T) else if(!hasasked) - var/answer = alert("Capture includes non existant turf, Continue capture?","Continue capture?", "No", "Yes") + var/answer = alert("Capture includes non existent turf, Continue capture?","Continue capture?", "No", "Yes") hasasked = 1 if(answer == "No") return diff --git a/code/modules/admin/verbs/SDQL2/SDQL_2.dm b/code/modules/admin/verbs/SDQL2/SDQL_2.dm index 0d9bceb996..f7a713814c 100644 --- a/code/modules/admin/verbs/SDQL2/SDQL_2.dm +++ b/code/modules/admin/verbs/SDQL2/SDQL_2.dm @@ -686,7 +686,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null text_list += " at [final] [ADMIN_COORDJMP(final)]" a = final.loc else - text_list += " at nonexistant location" + text_list += " at nonexistent location" if(a) text_list += " in area [a]" if(T.loc != a) diff --git a/code/modules/admin/verbs/SDQL2/SDQL_2_parser.dm b/code/modules/admin/verbs/SDQL2/SDQL_2_parser.dm index e6504475c5..40602d1cca 100644 --- a/code/modules/admin/verbs/SDQL2/SDQL_2_parser.dm +++ b/code/modules/admin/verbs/SDQL2/SDQL_2_parser.dm @@ -383,7 +383,7 @@ var/path = text2path(token(i)) if (path == null) - return parse_error("Nonexistant type path: [token(i)]") + return parse_error("Nonexistent type path: [token(i)]") node += path @@ -397,7 +397,7 @@ node += token(i) else - parse_error("Unknown comparitor [token(i)]") + parse_error("Unknown comparator [token(i)]") return i + 1 @@ -409,7 +409,7 @@ node += token(i) else - parse_error("Unknown comparitor [token(i)]") + parse_error("Unknown comparator [token(i)]") return i + 1 diff --git a/code/modules/admin/verbs/adminpm.dm b/code/modules/admin/verbs/adminpm.dm index 8905dfc85c..56baf7970a 100644 --- a/code/modules/admin/verbs/adminpm.dm +++ b/code/modules/admin/verbs/adminpm.dm @@ -164,7 +164,7 @@ to_chat(recipient, replymsg) to_chat(src, "PM to-Admins: [msg]") - //play the recieving admin the adminhelp sound (if they have them enabled) + //play the receiving admin the adminhelp sound (if they have them enabled) if(recipient.is_preference_enabled(/datum/client_preference/holder/play_adminhelp_ping)) recipient << 'sound/effects/adminhelp.ogg' diff --git a/code/modules/admin/verbs/buildmode.dm b/code/modules/admin/verbs/buildmode.dm index 5437b53801..9efc97c8f0 100644 --- a/code/modules/admin/verbs/buildmode.dm +++ b/code/modules/admin/verbs/buildmode.dm @@ -165,7 +165,7 @@ Right Mouse Button + shift on any mob = Command selected mobs to follow mob regardless of faction
\ Note: The following also reset the mob's home position:
\ Right Mouse Button on tile = Command selected mobs to move to tile (will cancel if enemies are seen)
\ - Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be inturrupted by enemies)
\ + Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be interrupted by enemies)
\ Right Mouse Button + alt on obj/turfs = Command selected mobs to attack obj/turf
\ ***********************************************************") return 1 @@ -386,7 +386,7 @@ to_chat(usr, "[object.type]") if(BUILDMODE_EDIT) - if(pa.Find("left")) //I cant believe this shit actually compiles. + if(pa.Find("left")) //I can't believe this shit actually compiles. if(object.vars.Find(holder.buildmode.varholder)) log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]") object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder diff --git a/code/modules/ai/README.md b/code/modules/ai/README.md index 55eb059d97..58ad54c53d 100644 --- a/code/modules/ai/README.md +++ b/code/modules/ai/README.md @@ -11,7 +11,7 @@ When designing a new mob, all that is needed to give a mob an AI is to set its 'ai_holder_type' variable to the path of the AI that is desired. -## Seperation +## Separation In previous iterations of AI systems, the AI is generally written into the mob's code directly, which has some advantages, but often makes the code rigid, and also tied the speed of the AI @@ -24,10 +24,10 @@ which is carried by the mob it controls. This gives some advantages; Interfaces allow the base AI code to not need to know what particular mode it's controlling. - The processing of the AI is independant of the mob's Life() cycle, which allows for a + The processing of the AI is independent of the mob's Life() cycle, which allows for a different clock rate. - Seperating the AI from the mob simplies the mob's code greatly. + Separating the AI from the mob simplifies the mob's code greatly. It is more logical to think that a mob is the 'body', where as its ai_holder is the 'mind'. @@ -84,10 +84,10 @@ be too demanding on the CPU to do every half a second, such as re/calculating an A* path (if the mob uses A*), or running a complicated tension assessment to determine how brave the mob is feeling. This is the same delay used for certain tasks in the old implementation, but it is less -noticable due to the mob appearing to do things inbetween those two seconds. +noticeable due to the mob appearing to do things inbetween those two seconds. The purpose of having two tracks is to allow for 'fast' and 'slow' actions -to be more easily encapsulated, and ensures that all ai_holders are syncronized +to be more easily encapsulated, and ensures that all ai_holders are synchronized with each other, as opposed to having individual tick counters inside all of the ai_holder instances. It should be noted that handle_tactics() is always called first, before handle_strategicals() every two seconds. @@ -100,7 +100,7 @@ in order to avoid processing. When busy, the AI subsystem will skip over the ai_holder until it is no longer busy. The busy state is intended to be short-term, and is usually toggled by the mob when doing something with a delay, so that the ai_holder -does not accidentally do something to inturrupt something important, like +does not accidentally do something to interrupt something important, like a special attack. The longer term alternative to the busy state is the sleep state. Unlike @@ -175,8 +175,8 @@ AI to have their mob say based on certain conditions, such as when threatening to kill another mob. Despite the name, a say_list also can contain emotes and some sounds. -The reason that it is in a seperate datum is to allow for multiple mob types -to have the same text, even when inheritence cannot do that, such as +The reason that it is in a separate datum is to allow for multiple mob types +to have the same text, even when inheritance cannot do that, such as mercenaries and fake piloted mecha mobs. The say_list datum is applied to the mob itself and not held inside the AI datum. diff --git a/code/modules/ai/ai_holder.dm b/code/modules/ai/ai_holder.dm index 97235e9841..a4c9a99b62 100644 --- a/code/modules/ai/ai_holder.dm +++ b/code/modules/ai/ai_holder.dm @@ -1,5 +1,5 @@ // This is a datum-based artificial intelligence for simple mobs (and possibly others) to use. -// The neat thing with having this here instead of on the mob is that it is independant of Life(), and that different mobs +// The neat thing with having this here instead of on the mob is that it is independent of Life(), and that different mobs // can use a more or less complex AI by giving it a different datum. /mob/living @@ -167,7 +167,7 @@ var/list/choices = list() for(var/typechoice in types) var/list/found = list() - for(var/mob in searching) // Isnt't there a helper for this, maybe? I forget. + for(var/mob in searching) // Isn't there a helper for this, maybe? I forget. var/atom/M = mob if(!(M.z in levels_working)) continue @@ -453,10 +453,10 @@ walk_to_target() if(STANCE_MOVE) if(hostile && find_target()) // This will switch its stance. - ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was inturrupted.", AI_LOG_TRACE) + ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was interrupted.", AI_LOG_TRACE) if(STANCE_FOLLOW) if(hostile && find_target()) // This will switch its stance. - ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was inturrupted.", AI_LOG_TRACE) + ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was interrupted.", AI_LOG_TRACE) else if(leader) ai_log("handle_stance_strategical() : STANCE_FOLLOW, going to calculate_path([leader]).", AI_LOG_TRACE) calculate_path(leader) diff --git a/code/modules/ai/ai_holder_combat.dm b/code/modules/ai/ai_holder_combat.dm index 64dfa7d17e..5238450217 100644 --- a/code/modules/ai/ai_holder_combat.dm +++ b/code/modules/ai/ai_holder_combat.dm @@ -1,7 +1,7 @@ -// This file is for actual fighting. Targeting is in a seperate file. +// This file is for actual fighting. Targeting is in a separate file. /datum/ai_holder - var/firing_lanes = TRUE // If ture, tries to refrain from shooting allies or the wall. + var/firing_lanes = TRUE // If true, tries to refrain from shooting allies or the wall. var/conserve_ammo = FALSE // If true, the mob will avoid shooting anything that does not have a chance to hit a mob. Requires firing_lanes to be true. var/pointblank = FALSE // If ranged is true, and this is true, people adjacent to the mob will suffer the ranged instead of using a melee attack. diff --git a/code/modules/ai/ai_holder_communication.dm b/code/modules/ai/ai_holder_communication.dm index 20366268d9..1439e990ee 100644 --- a/code/modules/ai/ai_holder_communication.dm +++ b/code/modules/ai/ai_holder_communication.dm @@ -5,7 +5,7 @@ var/threatening = FALSE // If the mob actually gave the warning, checked so it doesn't constantly yell every tick. var/threaten_delay = 3 SECONDS // How long a 'threat' lasts, until actual fighting starts. If null, the mob never starts the fight but still does the threat. var/threaten_timeout = 1 MINUTE // If the mob threatens someone, they leave, and then come back before this timeout period, the mob escalates to fighting immediately. - var/last_conflict_time = null // Last occurance of fighting being used, in world.time. + var/last_conflict_time = null // Last occurrence of fighting being used, in world.time. var/last_threaten_time = null // Ditto but only for threats. var/last_target_time = null // Ditto for when we last switched targets, used to stop retaliate from gimping mobs @@ -34,8 +34,8 @@ if(holder.say_list) holder.ISay(safepick(holder.say_list.say_threaten)) - playsound(holder, holder.say_list.threaten_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target. - playsound(target, holder.say_list.threaten_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant. + playsound(holder, holder.say_list.threaten_sound, 50, 1) // We do this twice to make the sound -very- noticeable to the target. + playsound(target, holder.say_list.threaten_sound, 50, 1) // Actual aim-mode also does that so at least it's consistent. else // Otherwise we are waiting for them to go away or to wait long enough for escalate. if(target in list_targets()) // Are they still visible? var/should_escalate = FALSE @@ -57,8 +57,8 @@ set_stance(STANCE_IDLE) if(holder.say_list) holder.ISay(safepick(holder.say_list.say_stand_down)) - playsound(holder, holder.say_list.stand_down_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target. - playsound(target, holder.say_list.stand_down_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant. + playsound(holder, holder.say_list.stand_down_sound, 50, 1) // We do this twice to make the sound -very- noticeable to the target. + playsound(target, holder.say_list.stand_down_sound, 50, 1) // Actual aim-mode also does that so at least it's consistent. // Determines what is deserving of a warning when STANCE_ALERT is active. /datum/ai_holder/proc/will_threaten(mob/living/the_target) diff --git a/code/modules/ai/ai_holder_cooperation.dm b/code/modules/ai/ai_holder_cooperation.dm index dd6228f460..33bcf5fe4b 100644 --- a/code/modules/ai/ai_holder_cooperation.dm +++ b/code/modules/ai/ai_holder_cooperation.dm @@ -56,7 +56,7 @@ for(var/mob/living/L in faction_friends) if(L == holder) // Lets not call ourselves. continue - if(holder.z != L.z) // On seperate z-level. + if(holder.z != L.z) // On separate z-level. continue if(get_dist(L, holder) > call_distance) // Too far to 'hear' the call for help. continue @@ -103,12 +103,12 @@ if(get_dist(holder, friend) <= vision_range) // Within our sight. ai_log("help_requested() : Help requested by [friend], and within target sharing range.", AI_LOG_INFO) last_conflict_time = world.time // So we attack immediately and not threaten. - give_target(their_target, urgent = TRUE) // This will set us to the appropiate stance. + give_target(their_target, urgent = TRUE) // This will set us to the appropriate stance. ai_log("help_requested() : Given target [target] by [friend]. Exiting", AI_LOG_DEBUG) return // Otherwise they're outside our sight, lack a target, or aren't AI controlled, but within call range. - // So assuming we're AI controlled, we'll go to them and see whats wrong. + // So assuming we're AI controlled, we'll go to them and see what's wrong. ai_log("help_requested() : Help requested by [friend], going to go to friend.", AI_LOG_INFO) if(their_target) add_attacker(their_target) // We won't wait and 'warn' them while they're stabbing our ally diff --git a/code/modules/ai/ai_holder_debug.dm b/code/modules/ai/ai_holder_debug.dm index beee998af8..d7e0866ea3 100644 --- a/code/modules/ai/ai_holder_debug.dm +++ b/code/modules/ai/ai_holder_debug.dm @@ -7,7 +7,7 @@ var/image/path_overlay // A reference to the overlay var/last_turf_display = FALSE // Similar to above, but shows the target's last known turf visually. - var/last_turf_icon_state = "green" // A seperate icon_state from the previous. + var/last_turf_icon_state = "green" // A separate icon_state from the previous. var/image/last_turf_overlay // Another reference for an overlay. var/stance_coloring = FALSE // Colors the mob depending on its stance. diff --git a/code/modules/ai/ai_holder_follow.dm b/code/modules/ai/ai_holder_follow.dm index 45d0d1e7a0..219277532f 100644 --- a/code/modules/ai/ai_holder_follow.dm +++ b/code/modules/ai/ai_holder_follow.dm @@ -41,7 +41,7 @@ /datum/ai_holder/proc/set_follow(mob/living/L, follow_for = 0) ai_log("set_follow() : Entered.", AI_LOG_DEBUG) if(!L) - ai_log("set_follow() : Was told to follow a nonexistant mob.", AI_LOG_ERROR) + ai_log("set_follow() : Was told to follow a nonexistent mob.", AI_LOG_ERROR) return FALSE leader = L diff --git a/code/modules/ai/ai_holder_subtypes/slime_xenobio_ai.dm b/code/modules/ai/ai_holder_subtypes/slime_xenobio_ai.dm index 83f13e3884..2f674b708a 100644 --- a/code/modules/ai/ai_holder_subtypes/slime_xenobio_ai.dm +++ b/code/modules/ai/ai_holder_subtypes/slime_xenobio_ai.dm @@ -135,7 +135,7 @@ my_slime.update_mood() my_slime.visible_message(span("danger", "\The [my_slime] enrages!")) -// Called when using a pacification agent (or it's Kendrick being initalized). +// Called when using a pacification agent (or it's Kendrick being initialized). /datum/ai_holder/simple_mob/xenobio_slime/proc/pacify() remove_target() // So it stops trying to kill them. rabid = FALSE diff --git a/code/modules/ai/ai_holder_targeting.dm b/code/modules/ai/ai_holder_targeting.dm index 8911397099..49b7bee4f7 100644 --- a/code/modules/ai/ai_holder_targeting.dm +++ b/code/modules/ai/ai_holder_targeting.dm @@ -12,7 +12,7 @@ var/turf/target_last_seen_turf = null // Where the mob last observed the target being, used if the target disappears but the mob wants to keep fighting. var/vision_range = 7 // How far the targeting system will look for things to kill. Note that values higher than 7 are 'offscreen' and might be unsporting. - var/respect_alpha = TRUE // If true, mobs with a sufficently low alpha will be treated as invisible. + var/respect_alpha = TRUE // If true, mobs with a sufficiently low alpha will be treated as invisible. var/alpha_vision_threshold = FAKE_INVIS_ALPHA_THRESHOLD // Targets with an alpha less or equal to this will be considered invisible. Requires above var to be true. var/lose_target_time = 0 // world.time when a target was lost. @@ -206,7 +206,7 @@ return FALSE if(respect_alpha && the_target.alpha <= alpha_vision_threshold) // Fake invis. - ai_log("can_see_target() : Target ([the_target]) was sufficently transparent to holder and is hidden. Exiting.", AI_LOG_TRACE) + ai_log("can_see_target() : Target ([the_target]) was sufficiently transparent to holder and is hidden. Exiting.", AI_LOG_TRACE) return FALSE if(get_dist(holder, the_target) > view_range) // Too far away. @@ -260,7 +260,7 @@ else if(check_attacker(attacker) && world.time > last_target_time + 3 SECONDS) // Otherwise, let 'er rip ai_log("react_to_attack() : Was attacked by [attacker]. Can retaliate, waited 3 seconds.", AI_LOG_INFO) on_attacked(attacker) // So we attack immediately and not threaten. - return give_target(attacker) // Also handles setting the appropiate stance. + return give_target(attacker) // Also handles setting the appropriate stance. if(stance == STANCE_SLEEP) // If we're asleep, try waking up if someone's wailing on us. ai_log("react_to_attack() : AI is asleep. Waking up.", AI_LOG_TRACE) @@ -268,7 +268,7 @@ ai_log("react_to_attack() : Was attacked by [attacker].", AI_LOG_INFO) on_attacked(attacker) // So we attack immediately and not threaten. - return give_target(attacker, urgent = TRUE) // Also handles setting the appropiate stance. + return give_target(attacker, urgent = TRUE) // Also handles setting the appropriate stance. // Sets a few vars so mobs that threaten will react faster to an attacker or someone who attacked them before. /datum/ai_holder/proc/on_attacked(atom/movable/AM) diff --git a/code/modules/ai/say_list.dm b/code/modules/ai/say_list.dm index 7500f45fa4..8ba88640ec 100644 --- a/code/modules/ai/say_list.dm +++ b/code/modules/ai/say_list.dm @@ -1,6 +1,6 @@ // A simple datum that just holds many lists of lines for mobs to pick from. // This is its own datum in order to be able to have different types of mobs be able to use the same lines if desired, -// even when inheritence wouldn't be able to do so. +// even when inheritance wouldn't be able to do so. // Also note this also contains emotes, despite its name. // and now sounds because its probably better that way. diff --git a/code/modules/awaymissions/corpse.dm b/code/modules/awaymissions/corpse.dm index caf1c0a08f..8c2d38378b 100644 --- a/code/modules/awaymissions/corpse.dm +++ b/code/modules/awaymissions/corpse.dm @@ -26,7 +26,7 @@ var/species = SPECIES_HUMAN //defaults to generic-ass humans var/random_species = FALSE //flip to TRUE to randomize species from the list below var/corpse_outfit /// Set to an outfit to equip on spawn. - var/list/random_species_list = list(SPECIES_HUMAN,SPECIES_TAJ,SPECIES_UNATHI,SPECIES_SKRELL) //preset list that can be overriden downstream. only includes common humanoids for voidsuit compatibility's sake. + var/list/random_species_list = list(SPECIES_HUMAN,SPECIES_TAJ,SPECIES_UNATHI,SPECIES_SKRELL) //preset list that can be overridden downstream. only includes common humanoids for voidsuit compatibility's sake. // var/random_appearance = FALSE //TODO: make this work // var/cause_of_death = null //TODO: set up a cause-of-death system. needs to support both damage types and actual wound types, so a body can have been bitten/stabbed/clawed/shot/burned/lasered/etc. to death delete_me = TRUE diff --git a/code/modules/blob2/overmind/powers.dm b/code/modules/blob2/overmind/powers.dm index ee7e2a884f..2abcd88858 100644 --- a/code/modules/blob2/overmind/powers.dm +++ b/code/modules/blob2/overmind/powers.dm @@ -63,7 +63,7 @@ /mob/observer/blob/verb/auto_resource() set category = "Blob" set name = "Auto Resource Blob (40)" - set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance." + set desc = "Automatically places a resource tower near a node or your core, at a sufficient distance." if(!blob_type.can_build_resources) return FALSE @@ -107,7 +107,7 @@ /mob/observer/blob/verb/auto_factory() set category = "Blob" set name = "Auto Factory Blob (60)" - set desc = "Automatically places a resource tower near a node or your core, at a sufficent distance." + set desc = "Automatically places a resource tower near a node or your core, at a sufficient distance." if(!blob_type.can_build_factories) return FALSE @@ -152,7 +152,7 @@ /mob/observer/blob/verb/auto_node() set category = "Blob" set name = "Auto Node Blob (100)" - set desc = "Automatically places a node blob at a sufficent distance." + set desc = "Automatically places a node blob at a sufficient distance." if(!blob_type.can_build_nodes) return FALSE diff --git a/code/modules/blob2/overmind/types.dm b/code/modules/blob2/overmind/types.dm index 6cc1be2fb5..898037ee5e 100644 --- a/code/modules/blob2/overmind/types.dm +++ b/code/modules/blob2/overmind/types.dm @@ -11,7 +11,7 @@ var/faction = "blob" // The blob's faction. - var/attack_message = "The blob attacks you" // Base message the mob gets when blob_act() gets called on them by the blob. An exclaimation point is added to the end. + var/attack_message = "The blob attacks you" // Base message the mob gets when blob_act() gets called on them by the blob. An exclamation point is added to the end. var/attack_message_living = null // Appended to attack_message, if the target fails isSynthetic() check. var/attack_message_synth = null // Ditto, but if they pass isSynthetic(). var/attack_verb = "attacks" // Used for the visible_message(), as the above is shown to the mob getting hit directly. @@ -23,12 +23,12 @@ var/damage_lower = 30 // Lower bound for amount of damage to do for attacks. var/damage_upper = 40 // Upper bound. - var/brute_multiplier = 0.5 // Adjust to make blobs stonger or weaker against brute damage. + var/brute_multiplier = 0.5 // Adjust to make blobs stronger or weaker against brute damage. var/burn_multiplier = 1.0 // Ditto, for burns. - var/spread_modifier = 0.5 // A multipler on how fast the blob should naturally spread from the core and nodes. + var/spread_modifier = 0.5 // A multiplier on how fast the blob should naturally spread from the core and nodes. var/slow_spread_with_size = TRUE // Blobs that get really huge will slow down in expansion. - var/ai_aggressiveness = 10 // Probability of the blob AI attempting to attack someone next to the blob, independant of the attacks from node/core pulsing. + var/ai_aggressiveness = 10 // Probability of the blob AI attempting to attack someone next to the blob, independent of the attacks from node/core pulsing. var/can_build_factories = FALSE // Forbids this blob type from building factories. Set to true to enable. var/can_build_resources = FALSE // Ditto, for resource blobs. diff --git a/code/modules/busy_space/organizations.dm b/code/modules/busy_space/organizations.dm index 849564c792..a3b70de5f5 100644 --- a/code/modules/busy_space/organizations.dm +++ b/code/modules/busy_space/organizations.dm @@ -427,9 +427,9 @@ name = "Vey-Medical" short_name = "Vey-Med" acronym = "VM" - desc = "Vey-Med is one of the newer TSCs on the block and is notable for being largely owned and opperated by Skrell. \ + desc = "Vey-Med is one of the newer TSCs on the block and is notable for being largely owned and operated by Skrell. \ Despite the suspicion and prejudice leveled at them for their alien origin, Vey-Med has obtained market dominance in \ - the sale of medical equipment-- from surgical tools to large medical devices to the Oddyseus trauma response mecha \ + the sale of medical equipment-- from surgical tools to large medical devices to the Odysseus trauma response mecha \ and everything in between. Their equipment tends to be top-of-the-line, most obviously shown by their incredibly \ human-like FBP designs. Vey's rise to stardom came from their introduction of ressurective cloning, although in \ recent years they've been forced to diversify as their patents expired and NanoTrasen-made medications became \ diff --git a/code/modules/catalogue/atoms.dm b/code/modules/catalogue/atoms.dm index 6a0cde14ec..f085d61058 100644 --- a/code/modules/catalogue/atoms.dm +++ b/code/modules/catalogue/atoms.dm @@ -48,7 +48,7 @@ // Override for special behaviour. // Should return a list with one or more "/datum/category_item/catalogue" types, or null. -// If overriding, it may be wise to call the super and get the results in order to merge the base result and the special result, if appropiate. +// If overriding, it may be wise to call the super and get the results in order to merge the base result and the special result, if appropriate. /atom/proc/get_catalogue_data() return catalogue_data diff --git a/code/modules/catalogue/catalogue_data.dm b/code/modules/catalogue/catalogue_data.dm index 57f9690ab9..3503229632 100644 --- a/code/modules/catalogue/catalogue_data.dm +++ b/code/modules/catalogue/catalogue_data.dm @@ -425,7 +425,7 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new)

\ It should be noted that the findings in this group appear to conflict heavily with what is \ known about the Singularitarians, giving some credence towards these objects belonging to a \ - seperate precursor. As such, the findings have been partitioned inside this scanner to this \ + separate precursor. As such, the findings have been partitioned inside this scanner to this \ group, labeled Precursor Group Alpha." value = CATALOGUER_REWARD_TRIVIAL unlocked_by_any = list(/datum/category_item/catalogue/anomalous/precursor_a) diff --git a/code/modules/catalogue/cataloguer.dm b/code/modules/catalogue/cataloguer.dm index 5560804701..8aa629f2f5 100644 --- a/code/modules/catalogue/cataloguer.dm +++ b/code/modules/catalogue/cataloguer.dm @@ -10,7 +10,7 @@ GLOBAL_LIST_EMPTY(all_cataloguers) Scanning hostile mobs and objects is tricky since only mobs that are alive are scannable, so scanning them requires careful position to stay out of harms way until the scan finishes. That is why the person with the scanner gets a visual box that shows where they are allowed to move to - without inturrupting the scan. + without interrupting the scan. */ /obj/item/cataloguer name = "cataloguer" @@ -18,7 +18,7 @@ GLOBAL_LIST_EMPTY(all_cataloguers) description_info = "This is a special device used to obtain information about objects and entities in the environment. \ To scan something, click on it with the scanner at a distance. \ Scanning something requires remaining within a certain radius of the object for a specific period of time, until the \ - scan is finished. If the scan is inturrupted, it can be resumed from where it was left off, if the same thing is \ + scan is finished. If the scan is interrupted, it can be resumed from where it was left off, if the same thing is \ scanned again." icon = 'icons/obj/device.dmi' pickup_sound = 'sound/items/pickup/device.ogg' @@ -34,7 +34,7 @@ GLOBAL_LIST_EMPTY(all_cataloguers) var/datum/category_item/catalogue/displayed_data = null // Used for viewing a piece of data in the UI. var/busy = FALSE // Set to true when scanning, to stop multiple scans. var/debug = FALSE // If true, can view all catalogue data defined, regardless of unlock status. - var/weakref/partial_scanned = null // Weakref of the thing that was last scanned if inturrupted. Used to allow for partial scans to be resumed. + var/weakref/partial_scanned = null // Weakref of the thing that was last scanned if interrupted. Used to allow for partial scans to be resumed. var/partial_scan_time = 0 // How much to make the next scan shorter. /obj/item/cataloguer/advanced diff --git a/code/modules/client/client procs.dm b/code/modules/client/client procs.dm index 7784e5aa00..c0a2f0cbc5 100644 --- a/code/modules/client/client procs.dm +++ b/code/modules/client/client procs.dm @@ -147,7 +147,7 @@ admins += src holder.owner = src - //preferences datum - also holds some persistant data for the client (because we may as well keep these datums to a minimum) + //preferences datum - also holds some persistent data for the client (because we may as well keep these datums to a minimum) prefs = preferences_datums[ckey] if(!prefs) prefs = new /datum/preferences(src) diff --git a/code/modules/client/preference_setup/general/03_body.dm b/code/modules/client/preference_setup/general/03_body.dm index 052641df84..6b80426c95 100644 --- a/code/modules/client/preference_setup/general/03_body.dm +++ b/code/modules/client/preference_setup/general/03_body.dm @@ -529,10 +529,10 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O . += "\tPacemaker-assisted [organ_name]" if("lungs") . += "\tAssisted [organ_name]" - if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements + if("voicebox") //on adding voiceboxes for speaking Skrell/similar replacements . += "\tSurgically altered [organ_name]" if("eyes") - . += "\tRetinal overlayed [organ_name]" + . += "\tRetinal overlaid [organ_name]" if("brain") . += "\tAssisted-interface [organ_name]" else diff --git a/code/modules/client/preference_setup/traits/trait_defines.dm b/code/modules/client/preference_setup/traits/trait_defines.dm index 5af8d9ad1c..8f41c84ec4 100644 --- a/code/modules/client/preference_setup/traits/trait_defines.dm +++ b/code/modules/client/preference_setup/traits/trait_defines.dm @@ -201,7 +201,7 @@ /datum/trait/modifier/physical/no_clone - name = "Cloning Incompatability" + name = "Cloning Incompatibility" modifier_type = /datum/modifier/no_clone /datum/trait/modifier/physical/no_clone/test_for_invalidity(var/datum/category_item/player_setup_item/traits/setup) @@ -211,7 +211,7 @@ /datum/trait/modifier/physical/no_borg - name = "Cybernetic Incompatability" + name = "Cybernetic Incompatibility" modifier_type = /datum/modifier/no_borg /datum/trait/modifier/physical/no_borg/test_for_invalidity(var/datum/category_item/player_setup_item/traits/setup) diff --git a/code/modules/client/preference_setup/traits/traits.dm b/code/modules/client/preference_setup/traits/traits.dm index 7d9441aaec..618203ab7a 100644 --- a/code/modules/client/preference_setup/traits/traits.dm +++ b/code/modules/client/preference_setup/traits/traits.dm @@ -192,7 +192,7 @@ var/global/list/trait_categories = list() // The categories available for the tr return TRUE // Creates a description, if one doesn't exist. -// This one is for inheritence, and so doesn't do anything. +// This one is for inheritance, and so doesn't do anything. /datum/trait/proc/generate_desc() return desc diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 465fb6dba5..2a7f3f9d49 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -149,7 +149,7 @@ var/global/list/light_overlay_cache = list() //see get_worn_overlay() on helmets //Set species_restricted list switch(target_species) if(SPECIES_HUMAN, SPECIES_SKRELL) //humanoid bodytypes - species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_PROMETHEAN) //skrell/humans can wear each other's suits + species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_PROMETHEAN) //Skrell/humans can wear each other's suits else species_restricted = list(target_species) @@ -169,7 +169,7 @@ var/global/list/light_overlay_cache = list() //see get_worn_overlay() on helmets //Set species_restricted list switch(target_species) if(SPECIES_SKRELL) - species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_PROMETHEAN) //skrell helmets fit humans too + species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_PROMETHEAN) //Srell helmets fit humans too else species_restricted = list(target_species) diff --git a/code/modules/clothing/ears/ears.dm b/code/modules/clothing/ears/ears.dm index 70e595948a..fc6e5ad8dc 100644 --- a/code/modules/clothing/ears/ears.dm +++ b/code/modules/clothing/ears/ears.dm @@ -13,7 +13,7 @@ Skrell tentacle wear */ /obj/item/clothing/ears/skrell - name = "skrell tentacle wear" + name = "Skrell tentacle wear" desc = "Some stuff worn by skrell to adorn their head tentacles." icon = 'icons/obj/clothing/ears.dmi' w_class = ITEMSIZE_TINY @@ -36,25 +36,25 @@ /obj/item/clothing/ears/skrell/chain/bluejewels name = "Blue jeweled golden headtail chains" - desc = "A delicate golden chain adorned with blue jewels worn by female skrell to decorate their head tails." + desc = "A delicate golden chain adorned with blue jewels worn by female Skrell to decorate their head tails." icon_state = "skrell_chain_bjewel" item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2") /obj/item/clothing/ears/skrell/chain/redjewels name = "Red jeweled golden headtail chains" - desc = "A delicate golden chain adorned with red jewels worn by female skrell to decorate their head tails." + desc = "A delicate golden chain adorned with red jewels worn by female Skrell to decorate their head tails." icon_state = "skrell_chain_rjewel" item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4") /obj/item/clothing/ears/skrell/chain/ebony name = "Ebony headtail chains" - desc = "A delicate ebony chain worn by female skrell to decorate their head tails." + desc = "A delicate ebony chain worn by female Skrell to decorate their head tails." icon_state = "skrell_chain_ebony" item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6") /obj/item/clothing/ears/skrell/band name = "Gold headtail bands" - desc = "Golden metallic bands worn by male skrell to adorn their head tails." + desc = "Golden metallic bands worn by male Skrell to adorn their head tails." icon_state = "skrell_band" item_state_slots = list(slot_r_hand_str = "egg5", slot_l_hand_str = "egg5") drop_sound = 'sound/items/drop/ring.ogg' @@ -62,43 +62,43 @@ /obj/item/clothing/ears/skrell/band/silver name = "Silver headtail bands" - desc = "Silver metallic bands worn by male skrell to adorn their head tails." + desc = "Silver metallic bands worn by male Skrell to adorn their head tails." icon_state = "skrell_band_sil" item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg") /obj/item/clothing/ears/skrell/band/bluejewels name = "Blue jeweled golden headtail bands" - desc = "Golden metallic bands adorned with blue jewels worn by male skrell to adorn their head tails." + desc = "Golden metallic bands adorned with blue jewels worn by male Skrell to adorn their head tails." icon_state = "skrell_band_bjewel" item_state_slots = list(slot_r_hand_str = "egg2", slot_l_hand_str = "egg2") /obj/item/clothing/ears/skrell/band/redjewels name = "Red jeweled golden headtail bands" - desc = "Golden metallic bands adorned with red jewels worn by male skrell to adorn their head tails." + desc = "Golden metallic bands adorned with red jewels worn by male Skrell to adorn their head tails." icon_state = "skrell_band_rjewel" item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4") /obj/item/clothing/ears/skrell/band/ebony name = "Ebony headtail bands" - desc = "Ebony bands worn by male skrell to adorn their head tails." + desc = "Ebony bands worn by male Skrell to adorn their head tails." icon_state = "skrell_band_ebony" item_state_slots = list(slot_r_hand_str = "egg6", slot_l_hand_str = "egg6") /obj/item/clothing/ears/skrell/colored/band name = "Colored headtail bands" - desc = "Metallic bands worn by male skrell to adorn their head tails." + desc = "Metallic bands worn by male Skrell to adorn their head tails." icon_state = "skrell_band_sil" item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg") /obj/item/clothing/ears/skrell/colored/chain name = "Colored headtail chains" - desc = "A delicate chain worn by female skrell to decorate their head tails." + desc = "A delicate chain worn by female Skrell to decorate their head tails." icon_state = "skrell_chain_sil" item_state_slots = list(slot_r_hand_str = "egg", slot_l_hand_str = "egg") /obj/item/clothing/ears/skrell/cloth_female name = "red headtail cloth" - desc = "A cloth shawl worn by female skrell draped around their head tails." + desc = "A cloth shawl worn by female Skrell draped around their head tails." icon_state = "skrell_cloth_female" item_state_slots = list(slot_r_hand_str = "egg4", slot_l_hand_str = "egg4") diff --git a/code/modules/clothing/gloves/arm_guards.dm b/code/modules/clothing/gloves/arm_guards.dm index ea0c97187c..4164c2eca9 100644 --- a/code/modules/clothing/gloves/arm_guards.dm +++ b/code/modules/clothing/gloves/arm_guards.dm @@ -9,7 +9,7 @@ pickup_sound = 'sound/items/pickup/axe.ogg' /obj/item/clothing/gloves/arm_guard/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = FALSE) - if(..()) //This will only run if no other problems occured when equiping. + if(..()) //This will only run if no other problems occurred when equipping. if(H.wear_suit) if(H.wear_suit.body_parts_covered & ARMS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit], it's in the way.") diff --git a/code/modules/clothing/shoes/leg_guards.dm b/code/modules/clothing/shoes/leg_guards.dm index 3ef213e69d..b330583724 100644 --- a/code/modules/clothing/shoes/leg_guards.dm +++ b/code/modules/clothing/shoes/leg_guards.dm @@ -11,7 +11,7 @@ pickup_sound = 'sound/items/pickup/boots.ogg' /obj/item/clothing/shoes/leg_guard/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = FALSE) - if(..()) //This will only run if no other problems occured when equiping. + if(..()) //This will only run if no other problems occurred when equipping. if(H.wear_suit) if(H.wear_suit.body_parts_covered & LEGS) to_chat(H, "You can't wear \the [src] with \the [H.wear_suit], it's in the way.") diff --git a/code/modules/clothing/spacesuits/rig/rig.dm b/code/modules/clothing/spacesuits/rig/rig.dm index 9d1216b633..fe70d0fa25 100644 --- a/code/modules/clothing/spacesuits/rig/rig.dm +++ b/code/modules/clothing/spacesuits/rig/rig.dm @@ -79,7 +79,7 @@ var/locked_down = 0 var/seal_delay = SEAL_DELAY - var/sealing // Keeps track of seal status independantly of canremove. + var/sealing // Keeps track of seal status independently of canremove. var/offline = 1 // Should we be applying suit maluses? var/offline_slowdown = 1.5 // If the suit is deployed and unpowered, it sets slowdown to this. var/vision_restriction @@ -809,8 +809,8 @@ if(!is_emp) chance = 2*max(0, damage - (chest? chest.breach_threshold : 0)) else - //Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average. - //that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules + //Want this to be roughly independent of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average. + //that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resilience by 'soaking' hits for other modules chance = 2*max(0, damage - emp_protection)*min(installed_modules.len/15, 1) if(!prob(chance)) diff --git a/code/modules/clothing/spacesuits/rig/rig_pieces.dm b/code/modules/clothing/spacesuits/rig/rig_pieces.dm index e7b0948dc4..52830d2525 100644 --- a/code/modules/clothing/spacesuits/rig/rig_pieces.dm +++ b/code/modules/clothing/spacesuits/rig/rig_pieces.dm @@ -17,7 +17,7 @@ SPECIES_VOX = 'icons/mob/species/vox/head.dmi', SPECIES_TESHARI = 'icons/mob/species/teshari/head.dmi' ) - species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_TAJ, SPECIES_UNATHI, SPECIES_PROMETHEAN, SPECIES_TESHARI) //vox, diona, and zaddat can't use hardsuits not designed for them + species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_TAJ, SPECIES_UNATHI, SPECIES_PROMETHEAN, SPECIES_TESHARI) //vox, Diona, and zaddat can't use hardsuits not designed for them max_pressure_protection = null min_pressure_protection = null @@ -59,7 +59,7 @@ SPECIES_TESHARI = 'icons/mob/species/teshari/suit.dmi' ) supporting_limbs = list() - species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_TAJ, SPECIES_UNATHI, SPECIES_PROMETHEAN, SPECIES_TESHARI) //vox, diona, and zaddat can't use hardsuits not designed for them + species_restricted = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_TAJ, SPECIES_UNATHI, SPECIES_PROMETHEAN, SPECIES_TESHARI) //vox, Diona, and zaddat can't use hardsuits not designed for them var/obj/item/material/knife/tacknife max_pressure_protection = null min_pressure_protection = null diff --git a/code/modules/clothing/spacesuits/void/station.dm b/code/modules/clothing/spacesuits/void/station.dm index 69ac48e795..0d953cfeee 100644 --- a/code/modules/clothing/spacesuits/void/station.dm +++ b/code/modules/clothing/spacesuits/void/station.dm @@ -172,7 +172,7 @@ /obj/item/clothing/head/helmet/space/void/medical/bio name = "biohazard voidsuit helmet" - desc = "A special suit designed to protect the user in hazardous enviornments on the field. It feels heavier than the standard suit with extra protection around the joints." + desc = "A special suit designed to protect the user in hazardous environments on the field. It feels heavier than the standard suit with extra protection around the joints." icon_state = "rig0-medical_bio" item_state_slots = list(slot_r_hand_str = "medical_helm_bio", slot_l_hand_str = "medical_helm_bio") armor = list(melee = 55, bullet = 15, laser = 20, energy = 15, bomb = 15, bio = 100, rad = 75) @@ -182,7 +182,7 @@ /obj/item/clothing/suit/space/void/medical/bio name = "biohazard voidsuit" - desc = "A special suit designed to protect the user in hazardous enviornments on the field. It feels heavier than the standard suit with extra protection around the joints." + desc = "A special suit designed to protect the user in hazardous environments on the field. It feels heavier than the standard suit with extra protection around the joints." icon_state = "rig-medical_bio" item_state_slots = list(slot_r_hand_str = "medical_voidsuit_bio", slot_l_hand_str = "medical_voidsuit_bio") armor = list(melee = 55, bullet = 15, laser = 20, energy = 15, bomb = 15, bio = 100, rad = 75) @@ -199,7 +199,7 @@ icon_state = "rig0-medicalalt" armor = list(melee = 20, bullet = 5, laser = 20,energy = 5, bomb = 15, bio = 100, rad = 30) light_overlay = "helmet_light_dual_blue" - species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX,SPECIES_TESHARI) //this thing can autoadapt to most species, but diona/vox are too weird, and tesh are too small + species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX,SPECIES_TESHARI) //this thing can autoadapt to most species, but Diona/vox are too weird, and tesh are too small no_cycle = TRUE /obj/item/clothing/head/helmet/space/void/medical/alt @@ -216,8 +216,8 @@ ) /obj/item/clothing/head/helmet/space/void/medical/alt/tesh - name = "streamlined teshari medical voidsuit helmet" - desc = "A trendy, lightly radiation-shielded voidsuit helmet trimmed in a sleek blue. This teshari-specific model lacks the autoadaption feature due to the reduced amount of materials." + name = "streamlined Teshari medical voidsuit helmet" + desc = "A trendy, lightly radiation-shielded voidsuit helmet trimmed in a sleek blue. This Teshari-specific model lacks the autoadaption feature due to the reduced amount of materials." species_restricted = list(SPECIES_TESHARI) no_cycle = FALSE //no autoadaption means it can be refitted @@ -235,7 +235,7 @@ icon_state = "rig-medicalalt" slowdown = 0 armor = list(melee = 20, bullet = 5, laser = 20,energy = 5, bomb = 15, bio = 100, rad = 30) - species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX,SPECIES_TESHARI) //this thing can autoadapt, but diona/vox are too weird, and tesh are too small + species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX,SPECIES_TESHARI) //this thing can autoadapt, but Diona/vox are too weird, and tesh are too small no_cycle = TRUE /obj/item/clothing/suit/space/void/medical/alt @@ -252,8 +252,8 @@ ) /obj/item/clothing/suit/space/void/medical/alt/tesh - name = "streamlined teshari medical voidsuit" - desc = "A more recent model of Vey-Med voidsuit, exchanging physical protection for fully unencumbered movement and a complete range of motion. This teshari-specific model lacks the autoadaption feature due to the reduced amount of materials." + name = "streamlined Teshari medical voidsuit" + desc = "A more recent model of Vey-Med voidsuit, exchanging physical protection for fully unencumbered movement and a complete range of motion. This Teshari-specific model lacks the autoadaption feature due to the reduced amount of materials." species_restricted = list(SPECIES_TESHARI) no_cycle = FALSE //no autoadaption means it can be refitted diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 952c1411f7..5df1d45c87 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -10,7 +10,7 @@ siemens_coefficient = 0.6 /obj/item/clothing/suit/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = FALSE) - if(..()) //This will only run if no other problems occured when equiping. + if(..()) //This will only run if no other problems occurred when equipping. for(var/obj/item/clothing/I in list(H.gloves, H.shoes)) if(I && (src.body_parts_covered & ARMS && I.body_parts_covered & ARMS) ) to_chat(H, "You can't wear \the [src] with \the [I], it's in the way.") @@ -524,7 +524,7 @@ blood_overlay_type = "armor" /obj/item/clothing/suit/armor/pcarrier/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = FALSE) - if(..()) //This will only run if no other problems occured when equiping. + if(..()) //This will only run if no other problems occurred when equipping. if(H.gloves) if(H.gloves.body_parts_covered & ARMS) for(var/obj/item/clothing/accessory/A in src) diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index e8154c2d3b..2afd010619 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -286,7 +286,7 @@ item_state_slots = list(slot_r_hand_str = "greatcoat", slot_l_hand_str = "greatcoat") flags_inv = HIDEHOLSTER -/obj/item/clothing/suit/straight_jacket //A mispelling from time immemorial... +/obj/item/clothing/suit/straight_jacket //A misspelling from time immemorial... name = "straitjacket" desc = "A suit that completely restrains the wearer." icon_state = "straight_jacket" diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm index 70314cb6b0..ef4fd79047 100644 --- a/code/modules/clothing/under/accessories/accessory.dm +++ b/code/modules/clothing/under/accessories/accessory.dm @@ -248,7 +248,7 @@ icon_state = "bronze_heart" /obj/item/clothing/accessory/medal/nobel_science - name = "nobel sciences award" + name = "Nobel sciences award" desc = "A bronze medal which represents significant contributions to the field of science or engineering." /obj/item/clothing/accessory/medal/silver @@ -275,7 +275,7 @@ /obj/item/clothing/accessory/medal/gold/heroism name = "medal of exceptional heroism" - desc = "An extremely rare golden medal awarded only by high ranking officials. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff." + desc = "An extremely rare golden medal awarded only by high ranking officials. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff." // Base type for 'medals' found in a "dungeon" submap, as a sort of trophy to celebrate the player's conquest. /obj/item/clothing/accessory/medal/dungeon diff --git a/code/modules/clothing/under/accessories/clothing.dm b/code/modules/clothing/under/accessories/clothing.dm index 674e096b12..082a905c01 100644 --- a/code/modules/clothing/under/accessories/clothing.dm +++ b/code/modules/clothing/under/accessories/clothing.dm @@ -413,7 +413,7 @@ /obj/item/clothing/accessory/asymmetric name = "blue asymmetrical jacket" - desc = "Insultingly avant-garde in prussian blue." + desc = "Insultingly avant-garde in Prussian blue." icon_state = "asym_blue" /obj/item/clothing/accessory/asymmetric/purple diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 7b9939e839..0fa47cbace 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -72,7 +72,7 @@ item_state_slots = list(slot_r_hand_str = "black", slot_l_hand_str = "black") /obj/item/clothing/under/gov - desc = "A neat proper uniform of someone on offical business. The collar is immaculately starched." + desc = "A neat proper uniform of someone on official business. The collar is immaculately starched." name = "Green formal uniform" icon_state = "greensuit" item_state_slots = list(slot_r_hand_str = "centcom", slot_l_hand_str = "centcom") @@ -81,7 +81,7 @@ /obj/item/clothing/under/gov/skirt name = "Green formal skirt uniform" - desc = "A neat proper uniform of someone on offical business. The top button is sewn shut." + desc = "A neat proper uniform of someone on official business. The top button is sewn shut." icon_state = "greensuit_skirt" /obj/item/clothing/under/space diff --git a/code/modules/economy/Events_Mundane.dm b/code/modules/economy/Events_Mundane.dm index 29f1457fd2..34082abdb6 100644 --- a/code/modules/economy/Events_Mundane.dm +++ b/code/modules/economy/Events_Mundane.dm @@ -8,14 +8,14 @@ var/datum/trade_destination/affected_dest = pick(weighted_mundaneevent_locations) var/body = pick( - "Tree stuck in tajaran; firefighters baffled.",\ + "Tree stuck in Tajaran; firefighters baffled.",\ "Armadillos want aardvarks removed from dictionary claims 'here first'.",\ "Angel found dancing on pinhead ordered to stop; cited for public nuisance.",\ "Letters claim they are better than number; 'Always have been'.",\ "Pens proclaim pencils obsolete, 'lead is dead'.",\ "Rock and paper sues scissors for discrimination.",\ "Steak tell-all book reveals he never liked sitting by potato.",\ - "Woodchuck stops counting how many times he�s chucked 'Never again'.",\ + "Woodchuck stops counting how many times he's chucked 'Never again'.",\ "[affected_dest.name] clerk first person able to pronounce '@*$%!'.",\ "[affected_dest.name] delis serving boiled paperback dictionaries, 'Adjectives chewy' customers declare.",\ "[affected_dest.name] weather deemed 'boring'; meteors and rad storms to be imported.",\ @@ -24,15 +24,15 @@ "Question mark worshipped as deity by ancient [affected_dest.name] dwellers.",\ "Spilled milk causes whole [affected_dest.name] populace to cry.",\ "World largest carp patty at display on [affected_dest.name].",\ - "'Here kitty kitty' no longer preferred tajaran retrieval technique.",\ + "'Here kitty kitty' no longer preferred Tajaran retrieval technique.",\ "Man travels 7000 light years to retrieve lost hankie, 'It was my favourite'.",\ "New bowling lane that shoots mini-meteors at bowlers very popular.",\ "[pick("Unathi","Spacer")] gets tattoo of "+using_map.starsys_name+" on chest '[pick("[using_map.boss_short]","star","starship","asteroid")] tickles most'.",\ "Skrell marries computer; wedding attended by 100 modems.",\ "Chef reports successfully using harmonica as cheese grater.",\ "[using_map.company_name] invents handkerchief that says 'Bless you' after sneeze.",\ - "Clone accused of posing for other clones�s school photo.",\ - "Clone accused of stealing other clones�s employee of the month award.",\ + "Clone accused of posing for other clone's school photo.",\ + "Clone accused of stealing other clone's employee of the month award.",\ "Woman robs station with hair dryer; crewmen love new style.",\ "This space for rent.",\ "[affected_dest.name] Baker Wins Pickled Crumpet Toss Three Years Running",\ diff --git a/code/modules/economy/price_list.dm b/code/modules/economy/price_list.dm index 7d0d0a54e9..46d1e9fb99 100644 --- a/code/modules/economy/price_list.dm +++ b/code/modules/economy/price_list.dm @@ -136,7 +136,7 @@ price_tag = 5 /datum/reagent/ethanol/coffee/brave_bull // Not an original liquor in its own. But since it's a mix of purely Tequila - price_tag = 5 // and Kahlua, it's basically just another one and gets the same price. + price_tag = 5 // and Kahlúa, it's basically just another one and gets the same price. // Wines // diff --git a/code/modules/events/atmos_leak.dm b/code/modules/events/atmos_leak.dm index 9b0bfc4d4a..876b6fec3c 100644 --- a/code/modules/events/atmos_leak.dm +++ b/code/modules/events/atmos_leak.dm @@ -9,7 +9,7 @@ var/area/target_area // Chosen target area var/area/target_turf // Chosen target turf in target_area var/gas_type // Chosen gas to release - // Exclude these types and sub-types from targeting eligibilty + // Exclude these types and sub-types from targeting eligibility var/list/area/excluded = list( /area/shuttle, /area/crew_quarters, diff --git a/code/modules/events/event.dm b/code/modules/events/event.dm index d9db7f608c..338cde353a 100644 --- a/code/modules/events/event.dm +++ b/code/modules/events/event.dm @@ -105,8 +105,8 @@ /datum/event/proc/lastProcessAt() return max(startWhen, max(announceWhen, endWhen)) -//Do not override this proc, instead use the appropiate procs. -//This proc will handle the calls to the appropiate procs. +//Do not override this proc, instead use the appropriate procs. +//This proc will handle the calls to the appropriate procs. /datum/event/process() if(activeFor > startWhen && activeFor < endWhen) processing_active = FALSE diff --git a/code/modules/events/money_lotto.dm b/code/modules/events/money_lotto.dm index 5d12c8dfc3..a4df20cd08 100644 --- a/code/modules/events/money_lotto.dm +++ b/code/modules/events/money_lotto.dm @@ -26,7 +26,7 @@ var/author = "[using_map.company_name] Editor" var/channel = "The [using_map.starsys_name] Times" - var/body = "The [using_map.starsys_name] Times wishes to congratulate [winner_name] for recieving the [using_map.starsys_name] Stellar Slam Lottery, and receiving the out of this world sum of [winner_sum] credits!" + var/body = "The [using_map.starsys_name] Times wishes to congratulate [winner_name] for receiving the [using_map.starsys_name] Stellar Slam Lottery, and receiving the out of this world sum of [winner_sum] credits!" if(!deposit_success) body += "
Unfortunately, we were unable to verify the account details provided, so we were unable to transfer the money. Send a cheque containing the sum of 5000 Thalers to ND 'Stellar Slam' office on the The [using_map.starsys_name] Times gateway containing updated details, and your winnings'll be re-sent within the month." diff --git a/code/modules/events/money_spam.dm b/code/modules/events/money_spam.dm index 15a15e521d..477ad4ae57 100644 --- a/code/modules/events/money_spam.dm +++ b/code/modules/events/money_spam.dm @@ -58,22 +58,22 @@ "Once you are a player with MaxBet, you will also receive lucrative weekly and monthly promotions.",\ "You will be able to enjoy over 450 top-flight casino games at MaxBet.") if(2) - sender = pick(300;"QuickDatingSystem",200;"Find your russian bride",50;"Tajaran beauties are waiting",50;"Find your secret skrell crush",50;"Beautiful unathi brides") + sender = pick(300;"QuickDatingSystem",200;"Find your Russian bride",50;"Tajaran beauties are waiting",50;"Find your secret Skrell crush",50;"Beautiful Unathi brides") message = pick("Your profile caught my attention and I wanted to write and say hello (QuickDating).",\ "If you will write to me on my email [pick(first_names_female)]@[pick(last_names)].[pick("ru","ck","tj","ur","nt")] I shall necessarily send you a photo (QuickDating).",\ "I want that we write each other and I hope, that you will like my profile and you will answer me (QuickDating).",\ "You have (1) new message!",\ "You have (2) new profile views!") if(3) - sender = pick("Galactic Payments Association","Better Business Bureau","[using_map.starsys_name] E-Payments","NAnoTransen Finance Deparmtent","Luxury Replicas") + sender = pick("Galactic Payments Association","Better Business Bureau","[using_map.starsys_name] E-Payments","NAnoTransen Finance Department","Luxury Replicas") message = pick("Luxury watches for Blowout sale prices!",\ "Watches, Jewelry & Accessories, Bags & Wallets !",\ "Deposit 100$ and get 300$ totally free!",\ - " 100K NT.|WOWGOLD �nly $89 ",\ + " 100K NT.|WOWGOLD Only $89 ",\ "We have been filed with a complaint from one of your customers in respect of their business relations with you.",\ "We kindly ask you to open the COMPLAINT REPORT (attached) to reply on this complaint..") if(4) - sender = pick("Buy Dr. Maxman","Having dysfuctional troubles?") + sender = pick("Buy Dr. Maxman","Having dysfunctional troubles?") message = pick("DR MAXMAN: REAL Doctors, REAL Science, REAL Results!",\ "Dr. Maxman was created by George Acuilar, M.D, a [using_map.boss_short] Certified Urologist who has treated over 70,000 patients sector wide with 'male problems'.",\ "After seven years of research, Dr Acuilar and his team came up with this simple breakthrough male enhancement formula.",\ @@ -86,15 +86,15 @@ "We are happy to inform you that due to the delay, we have been instructed to IMMEDIATELY deposit all funds into your account",\ "Dear fund beneficiary, We have please to inform you that overdue funds payment has finally been approved and released for payment",\ "Due to my lack of agents I require an off-world financial account to immediately deposit the sum of 1 POINT FIVE MILLION credits.",\ - "Greetings sir, I regretfully to inform you that as I lay dying here due to my lack ofheirs I have chosen you to recieve the full sum of my lifetime savings of 1.5 billion credits") + "Greetings sir, I regretfully to inform you that as I lay dying here due to my lack of heirs I have chosen you to receive the full sum of my lifetime savings of 1.5 billion credits") if(6) - sender = pick("[using_map.company_name] Morale Divison","Feeling Lonely?","Bored?","www.wetskrell.nt") + sender = pick("[using_map.company_name] Morale Division","Feeling Lonely?","Bored?","www.wetskrell.nt") message = pick("The [using_map.company_name] Morale Division wishes to provide you with quality entertainment sites.",\ "WetSkrell.nt is a xenophillic website endorsed by NT for the use of male crewmembers among it's many stations and outposts.",\ - "Wetskrell.nt only provides the higest quality of male entertaiment to [using_map.company_name] Employees.",\ + "Wetskrell.nt only provides the highest quality of male entertainment to [using_map.company_name] Employees.",\ "Simply enter your [using_map.company_name] Bank account system number and pin. With three easy steps this service could be yours!") if(7) - sender = pick("You have won free tickets!","Click here to claim your prize!","You are the 1000th vistor!","You are our lucky grand prize winner!") + sender = pick("You have won free tickets!","Click here to claim your prize!","You are the 1000th visitor!","You are our lucky grand prize winner!") message = pick("You have won tickets to the newest ACTION JAXSON MOVIE!",\ "You have won tickets to the newest crime drama DETECTIVE MYSTERY IN THE CLAMITY CAPER!",\ "You have won tickets to the newest romantic comedy 16 RULES OF LOVE!",\ diff --git a/code/modules/examine/descriptions/atmospherics.dm b/code/modules/examine/descriptions/atmospherics.dm index 93a866d62e..20dfd594af 100644 --- a/code/modules/examine/descriptions/atmospherics.dm +++ b/code/modules/examine/descriptions/atmospherics.dm @@ -2,7 +2,7 @@ description_info = "This pipe, and all other pipes, can be connected or disconnected by a wrench. The internal pressure of the pipe must \ be less than 200 kPa above the ambient pressure to do this. More pipes can be obtained from the pipe dispenser." -/obj/machinery/atmospherics/pipe/Initialize() //This is needed or else 20+ lines of copypasta to dance around inheritence. +/obj/machinery/atmospherics/pipe/Initialize() //This is needed or else 20+ lines of copypasta to dance around inheritance. . = ..() description_info += "
Most pipes and atmospheric devices can be connected or disconnected with a wrench. The pipe's pressure must not be too high, \ or if it is a device, it must be turned off first." diff --git a/code/modules/examine/descriptions/devices.dm b/code/modules/examine/descriptions/devices.dm index a738672928..3f6d4ddf32 100644 --- a/code/modules/examine/descriptions/devices.dm +++ b/code/modules/examine/descriptions/devices.dm @@ -9,12 +9,12 @@ that is the Exonet.
\
\ The Exonet is the predominant interstellar telecomm system, servicing trillions of devices across a large portion of human-controlled space. \ - It is distributed by a massive network of telecommunication satellites, some privately owned and others owned by the systems� local governments, \ + It is distributed by a massive network of telecommunication satellites, some privately owned and others owned by the systems' local governments, \ that utilize FTL technologies to bounce data between satellites at speeds that would not be possible at sub-light technology. This communicator \ uses a protocol called Exonet Protocol Version 2, generally shortened to EPv2.
\
\ EPv2 is the most common communications protocol in the Exonet, and was specifically designed for it. It was designed to facilitate communication \ - between any device in a star system, and have the ability to forward interstellar requests at the root node of that system�s Exonet. \ + between any device in a star system, and have the ability to forward interstellar requests at the root node of that system's Exonet. \ It is also built to cope with the reality that the numerous nodes in a system will likely have frequent outages. The protocol allows for \ up to 18,446,744,073,709,551,616 unique addresses, one of which is assigned to this device." diff --git a/code/modules/examine/descriptions/medical.dm b/code/modules/examine/descriptions/medical.dm index 931b262a66..522880c1d0 100644 --- a/code/modules/examine/descriptions/medical.dm +++ b/code/modules/examine/descriptions/medical.dm @@ -42,23 +42,23 @@ Note that you cannot control the sleeper while inside of it." /obj/item/bodybag/cryobag - description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occuring, such as from oxygen \ + description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occurring, such as from oxygen \ deprivation, irradiation, shock, and chemicals inside the occupant, at least until the bag is opened again.
\
\ Stasis bags can only be used once, and are rather costly, so use them well. They are ideal for situations where someone may die \ - before being able to bring them back to safety, or if they are in a hostile enviroment, such as in vacuum or in a phoron leak, as \ - the bag will protect the occupant from most outside enviromental hazards. If you open a bag by mistake, closing the bag with no \ + before being able to bring them back to safety, or if they are in a hostile environment, such as in vacuum or in a phoron leak, as \ + the bag will protect the occupant from most outside environmental hazards. If you open a bag by mistake, closing the bag with no \ occupant will not use up the bag, and you can pick it back up.
\
\ You can use a health analyzer to scan the occupant's vitals without opening the bag by clicking the occupied bag with the analyzer." /obj/structure/closet/body_bag/cryobag - description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occuring, such as from oxygen \ + description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occurring, such as from oxygen \ deprivation, irradiation, shock, and chemicals inside the occupant, at least until the bag is opened again.
\
\ Stasis bags can only be used once, and are rather costly, so use them well. They are ideal for situations where someone may die \ - before being able to bring them back to safety, or if they are in a hostile enviroment, such as in vacuum or in a phoron leak, as \ - the bag will protect the occupant from most outside enviromental hazards. If you open a bag by mistake, closing the bag with no \ + before being able to bring them back to safety, or if they are in a hostile environment, such as in vacuum or in a phoron leak, as \ + the bag will protect the occupant from most outside environmental hazards. If you open a bag by mistake, closing the bag with no \ occupant will not use up the bag, and you can pick it back up.
\
\ You can use a health analyzer to scan the occupant's vitals without opening the bag by clicking the occupied bag with the analyzer." \ No newline at end of file diff --git a/code/modules/food/food.dm b/code/modules/food/food.dm index ef003c9316..bb8601c614 100644 --- a/code/modules/food/food.dm +++ b/code/modules/food/food.dm @@ -32,7 +32,7 @@ /obj/item/reagent_containers/food/Initialize() . = ..() if (center_of_mass.len && !pixel_x && !pixel_y) - src.pixel_x = rand(-6.0, 6) //Randomizes postion + src.pixel_x = rand(-6.0, 6) //Randomizes position src.pixel_y = rand(-6.0, 6) /obj/item/reagent_containers/food/afterattack(atom/A, mob/user, proximity, params) diff --git a/code/modules/food/food/cans.dm b/code/modules/food/food/cans.dm index d16dcc2ef3..d0aeb9636a 100644 --- a/code/modules/food/food/cans.dm +++ b/code/modules/food/food/cans.dm @@ -198,7 +198,7 @@ /obj/item/reagent_containers/food/drinks/cans/kvass name = "\improper Kvass" desc = "A true Slavic soda." - description_fluff = "A classic slavic beverage which many space-faring slavs still enjoy to this day. Fun fact, it is actually considered a weak beer by non-russians." + description_fluff = "A classic Slavic beverage which many space-faring Slavs still enjoy to this day. Fun fact, it is actually considered a weak beer by non-Russians." icon_state = "kvass" center_of_mass = list("x"=16, "y"=10) @@ -208,8 +208,8 @@ /obj/item/reagent_containers/food/drinks/cans/kompot name = "\improper Kompot" - desc = "A taste of russia in the summertime - canned for you consumption." - description_fluff = "A sweet and fruity beverage that was traditionally used to preserve frutis in harsh Russian winters that is now available for widespread comsumption." + desc = "A taste of Russia in the summertime - canned for you consumption." + description_fluff = "A sweet and fruity beverage that was traditionally used to preserve fruits in harsh Russian winters that is now available for widespread consumption." icon_state = "kompot" center_of_mass = list("x"=16, "y"=10) diff --git a/code/modules/food/food/condiment.dm b/code/modules/food/food/condiment.dm index 735e22720d..48cebbd077 100644 --- a/code/modules/food/food/condiment.dm +++ b/code/modules/food/food/condiment.dm @@ -222,7 +222,7 @@ /obj/item/reagent_containers/food/condiment/small/on_reagent_change() return -/obj/item/reagent_containers/food/condiment/small/saltshaker //Seperate from above since it's a small shaker rather than a large one +/obj/item/reagent_containers/food/condiment/small/saltshaker //Separate from above since it's a small shaker rather than a large one name = "salt shaker" desc = "Salt. From space oceans, presumably." icon_state = "saltshakersmall" diff --git a/code/modules/food/food/drinks/bottle.dm b/code/modules/food/food/drinks/bottle.dm index bc90411a8b..33ef5c9651 100644 --- a/code/modules/food/food/drinks/bottle.dm +++ b/code/modules/food/food/drinks/bottle.dm @@ -1,4 +1,4 @@ -///////////////////////////////////////////////Alchohol bottles! -Agouri ////////////////////////// +///////////////////////////////////////////////Alcohol bottles! -Agouri ////////////////////////// //Functionally identical to regular drinks. The only difference is that the default bottle size is 100. - Darem //Bottles now weaken and break when smashed on people's heads. - Giacom @@ -8,7 +8,7 @@ item_state = "broken_beer" //Generic held-item sprite until unique ones are made. force = 6 var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets) - var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it + var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons don't shatter when someone gets hit by it var/obj/item/reagent_containers/glass/rag/rag = null var/rag_underlay = "rag" @@ -314,7 +314,7 @@ /obj/item/reagent_containers/food/drinks/bottle/cognac name = "Chateau De Baton Premium Cognac" - desc = "A sweet and strongly alchoholic drink, made after numerous distillations and years of maturing." + desc = "A sweet and strongly alcoholic drink, made after numerous distillations and years of maturing." icon_state = "cognacbottle" center_of_mass = list("x"=16, "y"=6) diff --git a/code/modules/food/food/snacks.dm b/code/modules/food/food/snacks.dm index 6c8db31fc1..351ab11a00 100644 --- a/code/modules/food/food/snacks.dm +++ b/code/modules/food/food/snacks.dm @@ -1645,7 +1645,7 @@ /obj/item/reagent_containers/food/snacks/slimesoup name = "slime soup" desc = "If no water is available, you may substitute tears." - icon_state = "slimesoup" //nonexistant? - 3/1/2020 FIXED. roro's live on. - 7/14/2020 - The fuck are you smoking, roro's is stupid, name it slimesoup so it's clear wtf it is. + icon_state = "slimesoup" //nonexistent? - 3/1/2020 FIXED. roro's live on. - 7/14/2020 - The fuck are you smoking, roro's is stupid, name it slimesoup so it's clear wtf it is. filling_color = "#C4DBA0" bitesize = 5 @@ -1896,11 +1896,11 @@ wrapped = 1 /obj/item/reagent_containers/food/snacks/cube/monkeycube/farwacube - name = "farwa cube" + name = "Farwa cube" monkey_type = "Farwa" /obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped/farwacube - name = "farwa cube" + name = "Farwa cube" monkey_type = "Farwa" /obj/item/reagent_containers/food/snacks/cube/monkeycube/stokcube @@ -1912,11 +1912,11 @@ monkey_type = "Stok" /obj/item/reagent_containers/food/snacks/cube/monkeycube/neaeracube - name = "neaera cube" + name = "Neaera cube" monkey_type = "Neaera" /obj/item/reagent_containers/food/snacks/cube/monkeycube/wrapped/neaeracube - name = "neaera cube" + name = "Neaera cube" monkey_type = "Neaera" //Food cubes @@ -2326,7 +2326,7 @@ /obj/item/reagent_containers/food/snacks/meatballspagetti name = "Spaghetti & Meatballs" - desc = "Now thats a nic'e meatball!" + desc = "Now that's a nic'e meatball!" icon_state = "meatballspagetti" trash = /obj/item/trash/plate filling_color = "#DE4545" @@ -2341,7 +2341,7 @@ /obj/item/reagent_containers/food/snacks/spesslaw name = "Spesslaw" - desc = "A lawyers favourite" + desc = "A lawyer's favourite" icon_state = "spesslaw" filling_color = "#DE4545" center_of_mass = list("x"=16, "y"=10) @@ -4329,7 +4329,7 @@ if (!flat_icon) flat_icon = getFlatIcon(src) var/icon/I = flat_icon - color = "#FFFFFF" //Some fruits use the color var. Reset this so it doesnt tint the batter + color = "#FFFFFF" //Some fruits use the color var. Reset this so it doesn't tint the batter I.Blend(new /icon('icons/obj/food_custom.dmi', rgb(255,255,255)),ICON_ADD) I.Blend(new /icon('icons/obj/food_custom.dmi', coating.icon_raw),ICON_MULTIPLY) var/image/J = image(I) @@ -4756,7 +4756,7 @@ /obj/item/reagent_containers/food/snacks/nt_muffin name = "breakfast muffin" - desc = "An english muffin with egg, cheese, and sausage, as sold in fast food joints galaxy-wide." + desc = "An English muffin with egg, cheese, and sausage, as sold in fast food joints galaxy-wide." icon = 'icons/obj/food_syn.dmi' icon_state = "nt_muffin" nutriment_desc = list("biscuit" = 3) @@ -4861,7 +4861,7 @@ /obj/item/reagent_containers/food/snacks/croissant name = "croissant" - desc = "True french cuisine." + desc = "True French cuisine." icon = 'icons/obj/food_syn.dmi' filling_color = "#E3D796" icon_state = "croissant" @@ -7323,7 +7323,7 @@ /obj/item/reagent_containers/food/snacks/kitsuneudon name = "kitsune udon" - desc = "A purported favorite of kitsunes in ancient japanese myth: udon noodles, fried egg, and tofu." + desc = "A purported favorite of kitsunes in ancient Japanese myth: udon noodles, fried egg, and tofu." icon = 'icons/obj/food_syn.dmi' icon_state = "kitsuneudon" trash = /obj/item/trash/asian_bowl @@ -7350,7 +7350,7 @@ /obj/item/reagent_containers/food/snacks/mammi name = "mämmi" - desc = "Traditional finnish desert, some like it, others don't. It's drifting in some milk, add sugar!" + desc = "Traditional Finnish desert, some like it, others don't. It's drifting in some milk, add sugar!" icon = 'icons/obj/food_syn.dmi' icon_state = "mammi" trash = /obj/item/trash/plate @@ -7535,7 +7535,7 @@ /obj/item/reagent_containers/food/snacks/dynsoup name = "dyn soup" - desc = "An imported skrellian recipe, with certain substitions for ingredients not commonly available outside of Skrellian space." + desc = "An imported Skrellian recipe, with certain substitutions for ingredients not commonly available outside of Skrellian space." icon = 'icons/obj/food_syn.dmi' icon_state = "dynsoup" bitesize = 5 @@ -7563,7 +7563,7 @@ reagents.add_reagent("nutriment", 8) /obj/item/reagent_containers/food/snacks/stew/neaera - name = "neaera stew" + name = "Neaera stew" desc = "Neaera meat stewed in a mixture of water and dyn juice, garnished with guami and eki. Often cooked in large batches to feed many teshari pack members." icon = 'icons/obj/food_syn.dmi' icon_state = "neaera_stew" @@ -7577,8 +7577,8 @@ reagents.add_reagent("dynjuice", 4) /obj/item/reagent_containers/food/snacks/chipplate/neaeracandy - name = "plate of candied neaera eyes" - desc = "Candied neaera eyes shaped into cubes. The mix of savoury and sweet is generally acceptable for most species, although many dislike the dish for its use of eyes." + name = "plate of candied Neaera eyes" + desc = "Candied Neaera eyes shaped into cubes. The mix of savoury and sweet is generally acceptable for most species, although many dislike the dish for its use of eyes." icon_state = "neaera_candied_eyes20" trash = /obj/item/trash/candybowl vendingobject = /obj/item/reagent_containers/food/snacks/neaeracandy @@ -7606,8 +7606,8 @@ icon_state = "neaera_candied_eyes20" /obj/item/reagent_containers/food/snacks/neaeracandy - name = "candied neaera eye" - desc = "A candied neaera eye shaped into a cube. The mix of savoury and sweet is generally acceptable for most species, although many dislike the dish for its use of eyes." + name = "candied Neaera eye" + desc = "A candied Neaera eye shaped into a cube. The mix of savoury and sweet is generally acceptable for most species, although many dislike the dish for its use of eyes." icon = 'icons/obj/food_syn.dmi' icon_state = "neaera_candied_eye" nutriment_desc = list("creamy, fatty meat" = 3) @@ -7620,7 +7620,7 @@ reagents.add_reagent("seafood", 3) /obj/item/reagent_containers/food/snacks/neaerakabob - name = "neaera-kabob" + name = "Neaera-kabob" desc = "Neaera meat and giblets that have been cooked on a skewer." icon = 'icons/obj/food_syn.dmi' icon_state = "neaera_skewer" @@ -7671,7 +7671,7 @@ /obj/item/reagent_containers/food/snacks/garani name = "garani" icon = 'icons/obj/food_syn.dmi' - desc = "Neaera liver stuffed with boiled qa'lozyn and fried in oil. A popular light meal for teshari." + desc = "Neaera liver stuffed with boiled qa'lozyn and fried in oil. A popular light meal for Teshari." icon_state = "garani" nutriment_amt = 8 nutriment_desc = list("fatty meat" = 4, "sweet turnips" = 4) @@ -7685,7 +7685,7 @@ /obj/item/reagent_containers/food/snacks/qazal_dough name = "qa'zal dough" icon = 'icons/obj/food_syn.dmi' - desc = "A coarse, stretchy, skrellian dough made from qa'zal flour and ga'uli juice in a striking purple color." + desc = "A coarse, stretchy, Skrellian dough made from qa'zal flour and ga'uli juice in a striking purple color." icon_state = "qazal_dough" bitesize = 2 nutriment_amt = 3 diff --git a/code/modules/food/food/snacks/meat.dm b/code/modules/food/food/snacks/meat.dm index bc3b9570d8..f61a5d7ad5 100644 --- a/code/modules/food/food/snacks/meat.dm +++ b/code/modules/food/food/snacks/meat.dm @@ -16,7 +16,7 @@ if (!isnull(cooked_icon)) icon_state = cooked_icon - flat_icon = null //Force regenating the flat icon for coatings, since we've changed the icon of the thing being coated + flat_icon = null //Force regenerating the flat icon for coatings, since we've changed the icon of the thing being coated ..() if (name == initial(name)) @@ -36,7 +36,7 @@ name = "synthetic meat" desc = "A synthetic slab of flesh." -// Seperate definitions because some food likes to know if it's human. +// Separate definitions because some food likes to know if it's human. // TODO: rewrite kitchen code to check a var on the meat item so we can remove // all these sybtypes. /obj/item/reagent_containers/food/snacks/meat/human @@ -60,7 +60,7 @@ //Chicken is low fat. Less total calories than other meats /obj/item/reagent_containers/food/snacks/meat/neaera - name = "neaera meat" + name = "Neaera meat" desc = "A slab of.. blue meat?" icon_state = "neaera_meat" diff --git a/code/modules/food/food/thecake.dm b/code/modules/food/food/thecake.dm index 1f4cf5c492..69a6ad73ab 100644 --- a/code/modules/food/food/thecake.dm +++ b/code/modules/food/food/thecake.dm @@ -173,7 +173,7 @@ /obj/item/reagent_containers/food/snacks/chaoscakeslice name = "The Chaos Cake Slice" - desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be seperated from the whole" + desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be separated from the whole" icon_state = "chaoscake_slice-1" center_of_mass = list("x"=16, "y"=10) @@ -275,4 +275,4 @@ desc = desclist2[stage] icon_state = "chaoscake_unfinished-[stage]" else - to_chat(user, "Hmm, doesnt seem like this layer is supposed to be added there?") + to_chat(user, "Hmm, doesn't seem like this layer is supposed to be added there?") diff --git a/code/modules/food/kitchen/cooking_machines/_appliance.dm b/code/modules/food/kitchen/cooking_machines/_appliance.dm index 8adbfdfb57..a64f8942b9 100644 --- a/code/modules/food/kitchen/cooking_machines/_appliance.dm +++ b/code/modules/food/kitchen/cooking_machines/_appliance.dm @@ -1,6 +1,6 @@ // This folder contains code that was originally ported from Apollo Station and then refactored/optimized/changed. -// Tracks precooked food to stop deep fried baked grilled grilled grilled diona nymph cereal. +// Tracks precooked food to stop deep fried baked grilled grilled grilled Diona nymph cereal. /obj/item/reagent_containers/food/snacks var/tmp/list/cooked = list() @@ -61,7 +61,7 @@ /obj/machinery/appliance/Destroy() for (var/a in cooking_objs) var/datum/cooking_item/CI = a - qdel(CI.container)//Food is fragile, it probably doesnt survive the destruction of the machine + qdel(CI.container)//Food is fragile, it probably doesn't survive the destruction of the machine cooking_objs -= CI qdel(CI) return ..() @@ -622,7 +622,7 @@ var/delete = 1 var/status = CI.container.check_contents() - if (status == 1)//If theres only one object in a container then we extract that + if (status == 1)//If there's only one object in a container then we extract that thing = locate(/obj/item) in CI.container delete = 0 else//If the container is empty OR contains more than one thing, then we must extract the container diff --git a/code/modules/food/kitchen/cooking_machines/_cooker.dm b/code/modules/food/kitchen/cooking_machines/_cooker.dm index 9d2dfbb902..1c20f007cf 100644 --- a/code/modules/food/kitchen/cooking_machines/_cooker.dm +++ b/code/modules/food/kitchen/cooking_machines/_cooker.dm @@ -132,7 +132,7 @@ if(cooking_objs.len < max_contents) return 1 else - //Any food items directly added need an empty container. A slot without a container cant hold food + //Any food items directly added need an empty container. A slot without a container can't hold food for (var/datum/cooking_item/CI in cooking_objs) if (CI.container.check_contents() == 0) return CI diff --git a/code/modules/food/kitchen/cooking_machines/_mixer.dm b/code/modules/food/kitchen/cooking_machines/_mixer.dm index 698e723fa5..09b5e3e3e0 100644 --- a/code/modules/food/kitchen/cooking_machines/_mixer.dm +++ b/code/modules/food/kitchen/cooking_machines/_mixer.dm @@ -1,7 +1,7 @@ /* -The mixer subtype is used for the candymaker and cereal maker. They are similar to cookers but with a few +The mixer subtype is used for the candymaker and cereal maker. They are similar to cookers but with a few fundamental differences -1. They have a single container which cant be removed. it will eject multiple contents +1. They have a single container which can't be removed. it will eject multiple contents 2. Items can't be added or removed once the process starts 3. Items are all placed in the same container when added directly 4. They do combining mode only. And will always combine the entire contents of the container into an output diff --git a/code/modules/food/kitchen/cooking_machines/fryer.dm b/code/modules/food/kitchen/cooking_machines/fryer.dm index 34dd8f39e5..ce3df708cf 100644 --- a/code/modules/food/kitchen/cooking_machines/fryer.dm +++ b/code/modules/food/kitchen/cooking_machines/fryer.dm @@ -86,7 +86,7 @@ /obj/machinery/appliance/cooker/fryer/update_cooking_power() ..()//In addition to parent temperature calculation - //Fryer efficiency also drops when oil levels arent optimal + //Fryer efficiency also drops when oil levels aren't optimal var/oil_level = 0 var/datum/reagent/nutriment/triglyceride/oil/OL = oil.get_master_reagent() if(OL && istype(OL)) diff --git a/code/modules/food/recipe.dm b/code/modules/food/recipe.dm index 76b46dc518..ed01e692c5 100644 --- a/code/modules/food/recipe.dm +++ b/code/modules/food/recipe.dm @@ -160,7 +160,7 @@ return TRUE //Only snacks can be battered if (coating == -1) - return TRUE //-1 value doesnt care + return TRUE //-1 value doesn't care var/obj/item/reagent_containers/food/snacks/S = O if (!S.coating) @@ -208,7 +208,7 @@ //We will subtract all the ingredients from the container, and transfer their reagents into a holder //We will not touch things which are not required for this recipe. They will be left behind for the caller //to decide what to do. They may be used again to make another recipe or discarded, or merged into the results, -//thats no longer the concern of this proc +//that's no longer the concern of this proc var/datum/reagents/buffer = new /datum/reagents(10000000000, null)// @@ -239,7 +239,7 @@ //And lastly deduct necessary quantities of reagents if (reagents && reagents.len) for (var/r in reagents) - //Doesnt matter whether or not there's enough, we assume that check is done before + //Doesn't matter whether or not there's enough, we assume that check is done before container.reagents.trans_type_to(buffer, r, reagents[r]) /* diff --git a/code/modules/gamemaster/event2/event.dm b/code/modules/gamemaster/event2/event.dm index 7dd437b2ed..aa4408d9f4 100644 --- a/code/modules/gamemaster/event2/event.dm +++ b/code/modules/gamemaster/event2/event.dm @@ -4,7 +4,7 @@ /* -Important: DO NOT `sleep()` in any of the procs here, or the GM will get stuck. Use callbacks insead. +Important: DO NOT `sleep()` in any of the procs here, or the GM will get stuck. Use callbacks instead. Also please don't use spawn(), but use callbacks instead. Note that there is an important distinction between an event being ended, and an event being finished. @@ -33,20 +33,20 @@ This allows for events that have their announcement happen after the end itself. // If these are set, the announcement will be delayed by a random time between the lower and upper bounds. // If the upper bound is not defined, then it will use the lower bound instead. - // Note that this is independant of the event itself, so you can have the announcement happen long after the event ended. - // This may not work if should_announce() is overrided. + // Note that this is independent of the event itself, so you can have the announcement happen long after the event ended. + // This may not work if should_announce() is overridden. var/announce_delay_lower_bound = null var/announce_delay_upper_bound = null // If these are set, the event will be delayed by a random time between the lower and upper bounds. // If the upper bound is not defined, then it will use the lower bound instead. - // This may not work if should_start() is overrided. + // This may not work if should_start() is overridden. var/start_delay_lower_bound = null var/start_delay_upper_bound = null // If these are set, the event will automatically end at a random time between the lower and upper bounds. // If the upper bound is not defined, then it will use the lower bound instead. - // This may not work if should_end() is overrided. + // This may not work if should_end() is overridden. var/length_lower_bound = null var/length_upper_bound = null @@ -173,7 +173,7 @@ This allows for events that have their announcement happen after the end itself. return if(!check_rights(R_ADMIN|R_EVENT|R_DEBUG)) - message_admins("[usr] has attempted to manipulate an event without sufficent privileges.") + message_admins("[usr] has attempted to manipulate an event without sufficient privileges.") return if(href_list["abort"]) @@ -205,7 +205,7 @@ This allows for events that have their announcement happen after the end itself. // Note that events that have `should_start()` return TRUE at the start will never have this proc called. /datum/event2/event/proc/wait_tick() -// Called every tick from the GM system, and determines if the event should offically start. +// Called every tick from the GM system, and determines if the event should officially start. // Override this for special logic on when it should start. /datum/event2/event/proc/should_start() if(!time_to_start) diff --git a/code/modules/gamemaster/event2/events/engineering/spacevine.dm b/code/modules/gamemaster/event2/events/engineering/spacevine.dm index 58662cad25..b85cb507ba 100644 --- a/code/modules/gamemaster/event2/events/engineering/spacevine.dm +++ b/code/modules/gamemaster/event2/events/engineering/spacevine.dm @@ -1,7 +1,7 @@ /datum/event2/meta/spacevine name = "space-vine infestation" departments = list(DEPARTMENT_ENGINEERING) - chaos = 10 // There's a really rare chance of vines getting something awful like phoron atmosphere but thats not really controllable. + chaos = 10 // There's a really rare chance of vines getting something awful like phoron atmosphere but that's not really controllable. chaotic_threshold = EVENT_CHAOS_THRESHOLD_MEDIUM_IMPACT event_type = /datum/event2/event/spacevine regions = list(EVENT_REGION_PLAYER_MAIN_AREA) diff --git a/code/modules/gamemaster/event2/events/everyone/pda_spam.dm b/code/modules/gamemaster/event2/events/everyone/pda_spam.dm index c74a42d577..1500b4c84f 100644 --- a/code/modules/gamemaster/event2/events/everyone/pda_spam.dm +++ b/code/modules/gamemaster/event2/events/everyone/pda_spam.dm @@ -87,7 +87,7 @@ "Life-changing winnings* await when you register with MaxBet today.",\ "You will be able to enjoy over 450 top-flight casino games at MaxBet.") if(2) - sender = pick(300;"QuickDatingSystem",200;"Find your almachi bride",50;"Tajaran beauties are waiting",50;"Find your secret skrell crush",50;"Beautiful unathi brides") + sender = pick(300;"QuickDatingSystem",200;"Find your Almachi bride",50;"Tajaran beauties are waiting",50;"Find your secret Skrell crush",50;"Beautiful Unathi brides") message = pick("Your profile caught my attention and I wanted to write and say hello (QuickDating).",\ "If you will write to me on my email [pick(pick(first_names_female),(pick(first_names_male)))]@[pick(last_names)].[pick("xo.vr","ck","tj","ur","gov","nt","xo.sh")] I shall necessarily send you a photo (QuickDating).",\ "I want that we write each other and I hope, that you will like my profile and you will answer me (QuickDating).",\ @@ -100,13 +100,13 @@ "Watches, Jewelry & Accessories, Bags & Wallets !",\ "Deposit 100Th and get 300Th totally free!",\ "Your package is being held at [using_map.starsys_name] customs until payment of fee at (this page)", - "You have a pending transactions ,log in is required for verifcation!",\ + "You have a pending transactions ,log in is required for verification!",\ " 100K NT.|EUNOIACOIN �nly Th89 ",\ "You have won a FREE [pick("Cyber Solutions household drone", "Xion power drill", "Oasis Vacation", "Bishop Rook fitting session", "NanoThreads makeover experience", "home autofabrication system", "MBT interstellar cruise", "custom cybernetic household companion", "full-immersion VR system", "personal robot chef unit", "ThinkTronic PDA upgrade", "Ward-Takahashi communicator", "Nispean Safari Experience", "case of Lite-Speed beer", "Charlemagne von Rheinland personal voidcraft", "lifetime supply of Cheesie Honkers", "RayZar personal energy weapon", "Kaleidoscope Cosmetics gene-therapy consultation")]!",\ "We have been filed with a complaint from one of your customers in respect of their business relations with you.",\ "We kindly ask you to open the COMPLAINT REPORT (attached) to reply on this complaint..") if(4) - sender = pick("Buy Dr. Maxman","Having dysfuctional troubles?") + sender = pick("Buy Dr. Maxman","Having dysfunctional troubles?") message = pick("DR MAXMAN: REAL Doctors, REAL Science, REAL Results!",\ "Dr. Maxman was created by George Acuilar, M.D, a [using_map.boss_short] Certified Urologist who has treated over 70,000 patients region wide with '[pick("male","female", "other")] problems'.",\ "After seven years of research, Dr Acuilar and his team came up with this simple breakthrough [pick("male","female", "other")] enhancement formula.",\ @@ -119,12 +119,12 @@ "We are happy to inform you that due to the delay, we have been instructed to IMMEDIATELY deposit all funds into your account",\ "Dear fund beneficiary, We have please to inform you that overdue funds payment has finally been approved and released for payment",\ "Due to my lack of agents I require an off-world financial account to immediately deposit the sum of 1 POINT FIVE MILLION thalers.",\ - "Greetings [pick("sir", "madame", "esteemed colleague")], I regretfully to inform you that as I lay dying here due to my lack ofheirs I have chosen you to recieve the full sum of my lifetime savings of 1.5 billion thalers") + "Greetings [pick("sir", "madame", "esteemed colleague")], I regretfully to inform you that as I lay dying here due to my lack of heirs I have chosen you to receive the full sum of my lifetime savings of 1.5 billion thalers") if(6) - sender = pick("[using_map.company_name] Morale Divison","Feeling Lonely?","Bored?","www.wetskrell.nt") + sender = pick("[using_map.company_name] Morale Division","Feeling Lonely?","Bored?","www.wetskrell.nt") message = pick("The [using_map.company_name] Morale Division wishes to provide you with quality entertainment sites.",\ "WetSkrell.nt is a xenophillic website endorsed by NT for the use of discerning crewmembers among it's many stations and colonies.",\ - "Wetskrell.nt only provides the higest quality of xenophilic entertaiment to [using_map.company_name] Employees.",\ + "Wetskrell.nt only provides the highest quality of xenophilic entertainment to [using_map.company_name] Employees.",\ "Simply enter your [using_map.company_name] Bank account system number and pin. With three easy steps this service could be yours!") if(7) sender = pick("You have won free tickets!", "Occulum Sweepstakes!", "Click here to claim your prize!","You are the 1000th vistor!","You are our lucky grand prize winner!") diff --git a/code/modules/gamemaster/event2/events/legacy/legacy.dm b/code/modules/gamemaster/event2/events/legacy/legacy.dm index 6f70cafa85..5dc3861e79 100644 --- a/code/modules/gamemaster/event2/events/legacy/legacy.dm +++ b/code/modules/gamemaster/event2/events/legacy/legacy.dm @@ -1,5 +1,5 @@ // This is a somewhat special type of event, that bridges to the old event datum and makes it work with the new system. -// It acts as a compatability layer between the old event, and the new GM system. +// It acts as a compatibility layer between the old event, and the new GM system. // This is possible because the new datum is mostly a superset of the old one. /datum/event2/event/legacy var/datum/event/legacy_event = null diff --git a/code/modules/gamemaster/event2/events/security/prison_break.dm b/code/modules/gamemaster/event2/events/security/prison_break.dm index 058104f89f..aac8cd683a 100644 --- a/code/modules/gamemaster/event2/events/security/prison_break.dm +++ b/code/modules/gamemaster/event2/events/security/prison_break.dm @@ -1,5 +1,5 @@ -// Type for inheritence. +// Type for inheritance. // It has a null name, so it won't be ran. /datum/event2/meta/prison_break chaos = 10 @@ -32,7 +32,7 @@ return 10 + (door_fixers * 20) + (afflicted_crew * 10) + trapped -// This is overriden to have specific events trigger more often based on who is trapped in where, if applicable. +// This is overridden to have specific events trigger more often based on who is trapped in where, if applicable. /datum/event2/meta/prison_break/proc/get_odds_from_trapped_mobs() return 0 @@ -126,7 +126,7 @@ var/containment_display_desc = null var/list/areas_to_break = list() var/list/area_types_to_break = null // Area types to include. - var/list/area_types_to_ignore = null // Area types to exclude, usually due to undesired inclusion from inheritence. + var/list/area_types_to_ignore = null // Area types to exclude, usually due to undesired inclusion from inheritance. var/ignore_blast_doors = FALSE /datum/event2/event/prison_break/brig diff --git a/code/modules/gamemaster/event2/events/security/security_advisement.dm b/code/modules/gamemaster/event2/events/security/security_advisement.dm index 5362160f90..d6574abd3c 100644 --- a/code/modules/gamemaster/event2/events/security/security_advisement.dm +++ b/code/modules/gamemaster/event2/events/security/security_advisement.dm @@ -18,7 +18,7 @@ suspicious_people += metric.count_all_of_specific_species(SPECIES_PROMETHEAN) * 20 suspicious_people += metric.count_all_of_specific_species(SPECIES_UNATHI) * 10 suspicious_people += metric.count_all_of_specific_species(SPECIES_ZADDAT) * 10 - suspicious_people += metric.count_all_of_specific_species(SPECIES_SKRELL) * 5 // Not sure why skrell are so high. + suspicious_people += metric.count_all_of_specific_species(SPECIES_SKRELL) * 5 // Not sure why Skrell are so high. suspicious_people += metric.count_all_of_specific_species(SPECIES_TAJ) * 5 suspicious_people += metric.count_all_of_specific_species(SPECIES_TESHARI) * 5 suspicious_people += metric.count_all_of_specific_species(SPECIES_HUMAN_VATBORN) * 5 diff --git a/code/modules/gamemaster/event2/events/security/stowaway.dm b/code/modules/gamemaster/event2/events/security/stowaway.dm index 5464eb3dbb..fc66e11f43 100644 --- a/code/modules/gamemaster/event2/events/security/stowaway.dm +++ b/code/modules/gamemaster/event2/events/security/stowaway.dm @@ -1,4 +1,4 @@ -// Base type used for inheritence. +// Base type used for inheritance. /datum/event2/meta/stowaway event_class = "stowaway" departments = list(DEPARTMENT_SECURITY, DEPARTMENT_EVERYONE) diff --git a/code/modules/gamemaster/event2/events/security/surprise_carp.dm b/code/modules/gamemaster/event2/events/security/surprise_carp.dm index f96e95bc12..3286d11892 100644 --- a/code/modules/gamemaster/event2/events/security/surprise_carp.dm +++ b/code/modules/gamemaster/event2/events/security/surprise_carp.dm @@ -58,7 +58,7 @@ log_debug("Surprise carp attack failed to find any space turfs offscreen to the victim.") // Gets suitable spots for carp to spawn, without risk of going off the edge of the map. -// If there is demand for this proc, then it can easily be made independant and moved into one of the helper files. +// If there is demand for this proc, then it can easily be made independent and moved into one of the helper files. /datum/event2/event/surprise_carp/proc/get_safe_square(atom/center, radius) var/lower_left_x = max(center.x - radius, 1 + TRANSITIONEDGE) var/lower_left_y = max(center.y - radius, 1 + TRANSITIONEDGE) diff --git a/code/modules/gamemaster/event2/events/synthetic/ion_storm.dm b/code/modules/gamemaster/event2/events/synthetic/ion_storm.dm index 1b5cdc0d32..72408ee321 100644 --- a/code/modules/gamemaster/event2/events/synthetic/ion_storm.dm +++ b/code/modules/gamemaster/event2/events/synthetic/ion_storm.dm @@ -49,7 +49,7 @@ B.emag_act(1) // Messaging server spam filters. - // This might be better served as a seperate event since it seems more like a hacker attack than a natural occurance. + // This might be better served as a separate event since it seems more like a hacker attack than a natural occurrence. if(message_servers) for(var/obj/machinery/message_server/MS in message_servers) if(MS.z in get_location_z_levels()) diff --git a/code/modules/gamemaster/event2/meta.dm b/code/modules/gamemaster/event2/meta.dm index b75084d4f4..3f6f73e11d 100644 --- a/code/modules/gamemaster/event2/meta.dm +++ b/code/modules/gamemaster/event2/meta.dm @@ -4,7 +4,7 @@ // The code for actually executing an event should go inside the event object instead. /datum/event2/meta // Name used for organization, shown in the debug verb for the GM system. - // If null, the meta event will be discarded when the GM system initializes, so it is safe to use nameless subtypes for inheritence. + // If null, the meta event will be discarded when the GM system initializes, so it is safe to use nameless subtypes for inheritance. var/name = null // If FALSE, the GM system won't pick this. @@ -42,7 +42,7 @@ // The type path to the event associated with this meta object. // When the GM chooses this event, a new instance is made. - // Seperate instances allow for multiple concurrent events without sharing state, e.g. two blobs. + // Separate instances allow for multiple concurrent events without sharing state, e.g. two blobs. var/event_type = null @@ -72,7 +72,7 @@ return if(!check_rights(R_ADMIN|R_EVENT|R_DEBUG)) - message_admins("[usr] has attempted to manipulate an event without sufficent privilages.") + message_admins("[usr] has attempted to manipulate an event without sufficient privileges.") return if(href_list["force"]) diff --git a/code/modules/games/cards.dm b/code/modules/games/cards.dm index a36468aa32..4aefa3b78d 100644 --- a/code/modules/games/cards.dm +++ b/code/modules/games/cards.dm @@ -349,7 +349,7 @@ /obj/item/pack/ name = "Card Pack" - desc = "For those with disposible income." + desc = "For those with disposable income." icon_state = "card_pack" icon = 'icons/obj/playing_cards.dmi' diff --git a/code/modules/holodeck/HolodeckControl.dm b/code/modules/holodeck/HolodeckControl.dm index 560358b9e0..63aa8fc13c 100644 --- a/code/modules/holodeck/HolodeckControl.dm +++ b/code/modules/holodeck/HolodeckControl.dm @@ -143,7 +143,7 @@ update_projections() if(safety_disabled) message_admins("[key_name_admin(usr)] overrode the holodeck's safeties") - log_game("[key_name(usr)] overrided the holodeck's safeties") + log_game("[key_name(usr)] overridden the holodeck's safeties") else message_admins("[key_name_admin(usr)] restored the holodeck's safeties") log_game("[key_name(usr)] restored the holodeck's safeties") diff --git a/code/modules/identification/identification.dm b/code/modules/identification/identification.dm index 6ddcdbb075..636bce6e66 100644 --- a/code/modules/identification/identification.dm +++ b/code/modules/identification/identification.dm @@ -13,7 +13,7 @@ var/true_description_antag = null // Ditto, for antag info (this probably won't get used). var/identified = IDENTITY_UNKNOWN // Can be IDENTITY_UNKNOWN, IDENTITY_PROPERTIES, IDENTITY_QUALITY, or IDENTITY_FULL. - // Holds what is displayed when not identified sufficently. + // Holds what is displayed when not identified sufficiently. var/unidentified_name = null // The name given to the object when not identified. Generated by generate_unidentified_name() var/unidentified_desc = "You're not too sure what this is." var/unidentified_description_info = "This object is unidentified, and as such its properties are unknown. Using this object may be dangerous." @@ -34,7 +34,7 @@ holder = null return ..() -// Records the object's inital identifiying features to the datum for future safekeeping. +// Records the object's initial identifying features to the datum for future safekeeping. /datum/identification/proc/record_true_identity() true_name = holder.name true_desc = holder.desc diff --git a/code/modules/integrated_electronics/core/printer.dm b/code/modules/integrated_electronics/core/printer.dm index 6238fcbf8c..590dfaadef 100644 --- a/code/modules/integrated_electronics/core/printer.dm +++ b/code/modules/integrated_electronics/core/printer.dm @@ -97,7 +97,7 @@ HTML += "Assembly Cloning: [can_clone ? "Available": "Unavailable"].
" if(assembly_to_clone) HTML += "Assembly '[assembly_to_clone.name]' loaded.
" - HTML += "Crossed out circuits mean that the printer is not sufficentally upgraded to create that circuit.
" + HTML += "Crossed out circuits mean that the printer is not sufficiently upgraded to create that circuit.
" HTML += "
" HTML += "Categories:" for(var/category in SScircuit.circuit_fabricator_recipe_list) diff --git a/code/modules/integrated_electronics/core/tools.dm b/code/modules/integrated_electronics/core/tools.dm index 92423a9243..5b2d02b7f4 100644 --- a/code/modules/integrated_electronics/core/tools.dm +++ b/code/modules/integrated_electronics/core/tools.dm @@ -33,7 +33,7 @@ to_chat(user, "Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.") return if(io.io_type != selected_io.io_type) - to_chat(user, "Those two types of channels are incompatable. The first is a [selected_io.io_type], \ + to_chat(user, "Those two types of channels are incompatible. The first is a [selected_io.io_type], \ while the second is a [io.io_type].") return if(io.holder.assembly && io.holder.assembly != selected_io.holder.assembly) @@ -206,7 +206,7 @@ to_chat(user, "Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.") return if(io.io_type != selected_io.io_type) - to_chat(user, "Those two types of channels are incompatable. The first is a [selected_io.io_type], \ + to_chat(user, "Those two types of channels are incompatible. The first is a [selected_io.io_type], \ while the second is a [io.io_type].") return if(io.holder.assembly && io.holder.assembly != selected_io.holder.assembly) diff --git a/code/modules/integrated_electronics/subtypes/lists.dm b/code/modules/integrated_electronics/subtypes/lists.dm index 8c62404e05..4ba7b7e9da 100644 --- a/code/modules/integrated_electronics/subtypes/lists.dm +++ b/code/modules/integrated_electronics/subtypes/lists.dm @@ -165,7 +165,7 @@ /obj/item/integrated_circuit/list/jointext name = "join text circuit" - desc = "This circuit will add all elements of a list into one string, seperated by a character." + desc = "This circuit will add all elements of a list into one string, separated by a character." extended_desc = "Default settings will encode the entire list into a string." inputs = list( "list to join" = IC_PINTYPE_LIST,// diff --git a/code/modules/integrated_electronics/subtypes/manipulation.dm b/code/modules/integrated_electronics/subtypes/manipulation.dm index 93b8bf7d1c..0920ada64c 100644 --- a/code/modules/integrated_electronics/subtypes/manipulation.dm +++ b/code/modules/integrated_electronics/subtypes/manipulation.dm @@ -106,7 +106,7 @@ icon_state = "locomotion" extended_desc = "The circuit accepts a 'dir' number as a direction to move towards.
\ Pulsing the 'step towards dir' activator pin will cause the machine to move a meter in that direction, assuming it is not \ - being held, or anchored in some way. It should be noted that the ability to move is dependant on the type of assembly that this circuit inhabits." + being held, or anchored in some way. It should be noted that the ability to move is dependent on the type of assembly that this circuit inhabits." w_class = ITEMSIZE_NORMAL complexity = 20 // size = 5 diff --git a/code/modules/integrated_electronics/subtypes/output.dm b/code/modules/integrated_electronics/subtypes/output.dm index 6549177e40..f89fc70eee 100644 --- a/code/modules/integrated_electronics/subtypes/output.dm +++ b/code/modules/integrated_electronics/subtypes/output.dm @@ -438,7 +438,7 @@ activate_pin(2) -// Updates some changable aspects of the hologram like the size or position. +// Updates some changeable aspects of the hologram like the size or position. /obj/item/integrated_circuit/output/holographic_projector/proc/update_hologram() if(!hologram) return FALSE @@ -455,7 +455,7 @@ return TRUE -// This is a seperate function because other things besides do_work() might warrant updating position, like movement, without bothering with other parts. +// This is a separate function because other things besides do_work() might warrant updating position, like movement, without bothering with other parts. /obj/item/integrated_circuit/output/holographic_projector/proc/update_hologram_position() var/holo_x = get_pin_data(IC_INPUT, 4) var/holo_y = get_pin_data(IC_INPUT, 5) diff --git a/code/modules/integrated_electronics/subtypes/power.dm b/code/modules/integrated_electronics/subtypes/power.dm index c9708bac4f..a7058b67d1 100644 --- a/code/modules/integrated_electronics/subtypes/power.dm +++ b/code/modules/integrated_electronics/subtypes/power.dm @@ -8,7 +8,7 @@ extended_desc = "This circuit transmits 5 kJ of electricity every time the activator pin is pulsed. The input pin must be \ a reference to a machine to send electricity to. This can be a battery, or anything containing a battery. The machine can exist \ inside the assembly, or adjacent to it. The power is sourced from the assembly's power cell. If the target is outside of the assembly, \ - some power is lost due to ineffiency." + some power is lost due to inefficiency." w_class = ITEMSIZE_SMALL complexity = 16 inputs = list("target" = IC_PINTYPE_REF) @@ -20,16 +20,16 @@ activators = list("transmit" = IC_PINTYPE_PULSE_IN, "on transmit" = IC_PINTYPE_PULSE_OUT) spawn_flags = IC_SPAWN_RESEARCH origin_tech = list(TECH_ENGINEERING = 4, TECH_DATA = 4, TECH_POWER = 4, TECH_MAGNET = 3) - power_draw_per_use = 500 // Inefficency has to come from somewhere. + power_draw_per_use = 500 // Inefficiency has to come from somewhere. var/amount_to_move = 5000 /obj/item/integrated_circuit/power/transmitter/large name = "large power transmission circuit" - desc = "This can wirelessly transmit a lot of electricity from an assembly's battery towards a nearby machine. Warning: Do not operate in flammable enviroments." + desc = "This can wirelessly transmit a lot of electricity from an assembly's battery towards a nearby machine. Warning: Do not operate in flammable environments." extended_desc = "This circuit transmits 20 kJ of electricity every time the activator pin is pulsed. The input pin must be \ a reference to a machine to send electricity to. This can be a battery, or anything containing a battery. The machine can exist \ inside the assembly, or adjacent to it. The power is sourced from the assembly's power cell. If the target is outside of the assembly, \ - some power is lost due to ineffiency." + some power is lost due to inefficiency." w_class = ITEMSIZE_LARGE complexity = 32 origin_tech = list(TECH_ENGINEERING = 4, TECH_DATA = 4, TECH_POWER = 6, TECH_MAGNET = 5) diff --git a/code/modules/integrated_electronics/subtypes/trig.dm b/code/modules/integrated_electronics/subtypes/trig.dm index e6ed841e11..341995d332 100644 --- a/code/modules/integrated_electronics/subtypes/trig.dm +++ b/code/modules/integrated_electronics/subtypes/trig.dm @@ -61,7 +61,7 @@ /obj/item/integrated_circuit/trig/tangent name = "tan circuit" - desc = "Outputs the tangent of A. Guaranteed to not go on a tangent about its existance." + desc = "Outputs the tangent of A. Guaranteed to not go on a tangent about its existence." icon_state = "tangent" inputs = list("A" = IC_PINTYPE_NUMBER) spawn_flags = IC_SPAWN_DEFAULT|IC_SPAWN_RESEARCH diff --git a/code/modules/library/hardcode_library/fiction/PortedBooks.dm b/code/modules/library/hardcode_library/fiction/PortedBooks.dm index c13b10b06a..298446d0b3 100644 --- a/code/modules/library/hardcode_library/fiction/PortedBooks.dm +++ b/code/modules/library/hardcode_library/fiction/PortedBooks.dm @@ -46,39 +46,39 @@ Category: Fiction

- Once upon a time there was a cat, but he wasn�t the kind of cat you�re thinking of. He was from the land of the fairies and his fur was completely unexpected colors. For starters, his nose was violet. His eyes were indigo, his ears were sky blue, his front paws were green, his body was yellow, his back paws were orange, and his tail was red. So he was a mysterious cat of seven colors arranged just like a rainbow. + Once upon a time there was a cat, but he wasn't the kind of cat you're thinking of. He was from the land of the fairies and his fur was completely unexpected colors. For starters, his nose was violet. His eyes were indigo, his ears were sky blue, his front paws were green, his body was yellow, his back paws were orange, and his tail was red. So he was a mysterious cat of seven colors arranged just like a rainbow.

That rainbow cat went on all sorts of strange adventures. The following story is one of them.

One day while the rainbow cat was sunbathing, he was suddenly vexed by boredom. That is to say, peace reigned in the land of the fairies, so nothing much was going on.

- It�s not good for my health to spend all my time idling about as if I haven�t got a care in the world, he thought. Perhaps I should head out and go on an adventure. + It's not good for my health to spend all my time idling about as if I haven't got a care in the world, he thought. Perhaps I should head out and go on an adventure.

So he put a note up on his door: "Dear Mr. Post Man, I will be gone for two or three days, so if any packages or letters come, please throw them down the chimney."

Then he packed a small bag, hung it on his tail, and wobbled off to the border of the land of the fairies. When he arrived, a thick cloud billowed up.

- "Well, maybe I�ll drop by the cloud people�s place," he chattered to himself, climbing up the cloud embankment. + "Well, maybe I'll drop by the cloud people's place," he chattered to himself, climbing up the cloud embankment.

- The people who lived in cloud country were quite pleasant folks. They didn�t do any work, in particular, but just because they were lazy didn�t mean that they didn�t find the world interesting. They all lived in splendid palaces, of which the ones you couldn�t see from Earth were far more beautiful than the ones you could. + The people who lived in cloud country were quite pleasant folks. They didn't do any work, in particular, but just because they were lazy didn't mean that they didn't find the world interesting. They all lived in splendid palaces, of which the ones you couldn't see from Earth were far more beautiful than the ones you could.

- The people of the cloud country sometimes drove pearly gray carriages or went sailing in lightweight boats. They lived in the sky, so the only person they had to fear was Sir Thunder. It�s quite understandable given that he was quick to anger -- he would make the sky rumble with his stomping and go around knocking down their houses. + The people of the cloud country sometimes drove pearly gray carriages or went sailing in lightweight boats. They lived in the sky, so the only person they had to fear was Sir Thunder. It's quite understandable given that he was quick to anger -- he would make the sky rumble with his stomping and go around knocking down their houses.

The people of the cloud country were very happy to have the rainbow cat visit and greeted him politely.

- "You�ve come at a great time," they said. "We�re having a big celebration at the Wind God�s house. His eldest son, North Wind is taking the daughter of the King of the Magic Isle as his wife." + "You've come at a great time," they said. "We're having a big celebration at the Wind God's house. His eldest son, North Wind is taking the daughter of the King of the Magic Isle as his wife."

The rainbow cat, having thought just such a thing might happen, was prepared with various goods in the bag on his tail.

It was a truly magnificent wedding.

- Everyone came. Even Comet showed up. You wouldn�t see Comet unless it was a very fine banquet indeed. + Everyone came. Even Comet showed up. You wouldn't see Comet unless it was a very fine banquet indeed.

- And Aurora came in the most indescribably beautiful garments of light. Of course, the bride�s parents, the King of Magic Isle and his Pearl Oyster Queen, were in attendance. + And Aurora came in the most indescribably beautiful garments of light. Of course, the bride's parents, the King of Magic Isle and his Pearl Oyster Queen, were in attendance.

- A feast was served and everyone was in a lively mood, having interesting conversations and drinking, when all of the sudden a swallow flew in. According to him, the giant Sir Thunder was rushing towards them at a tremendous speed. Apparently, when Trade Wind was hurrying by, he had tripped over sleeping Sir Thunder�s toes and Sir Thunder was furious. + A feast was served and everyone was in a lively mood, having interesting conversations and drinking, when all of the sudden a swallow flew in. According to him, the giant Sir Thunder was rushing towards them at a tremendous speed. Apparently, when Trade Wind was hurrying by, he had tripped over sleeping Sir Thunder's toes and Sir Thunder was furious.

- "What�ll we do?" everyone wondered at once, their faces pale. "The celebration will be ruined!" + "What'll we do?" everyone wondered at once, their faces pale. "The celebration will be ruined!"

All the guests and the master of the house began to scatter in a panic.

@@ -88,9 +88,9 @@ Category: Fiction

A moment later, he came back out.

- "I�ll find a way to keep Sir Thunder from coming here," said the cat. "So please continue the celebration as you were. I�ll go to him and see what I can do." + "I'll find a way to keep Sir Thunder from coming here," said the cat. "So please continue the celebration as you were. I'll go to him and see what I can do."

- Everyone was surprised at how brave and composed the rainbow cat was, but it sounded like their celebration wouldn�t be intruded upon partway through, so they were happy to gather and see off the cat as he raced towards the far-off rumblings of Sir Thunder. + Everyone was surprised at how brave and composed the rainbow cat was, but it sounded like their celebration wouldn't be intruded upon partway through, so they were happy to gather and see off the cat as he raced towards the far-off rumblings of Sir Thunder.

@@ -111,21 +111,21 @@ Category: Fiction

"Hey, who are you and what are you doing here?" he shouted.

- "Me? I�m the famed magician Mewpuu," replied the rainbow cat in a voice made to sound serious and important. "Take a look at my bag, here. There are magic seeds inside. Mr. Thunder, I�ve known about you for a while now. You�re quite famous." + "Me? I'm the famed magician Mewpuu," replied the rainbow cat in a voice made to sound serious and important. "Take a look at my bag, here. There are magic seeds inside. Mr. Thunder, I've known about you for a while now. You're quite famous."

Hearing this Sir Thunder felt a bit proud, but his foot was sore, so he was soon angry again.

- "Hrmph! I don�t think too highly of magicians. What can you do, anyways?" + "Hrmph! I don't think too highly of magicians. What can you do, anyways?"

"I can read your mind."

- "Oh? Is that so? Then try to guess what I�m thinking right now." + "Oh? Is that so? Then try to guess what I'm thinking right now."

- "A simple matter. You�re angry because your foot hurts and you want to catch the fellow who kicked your blister, right?" + "A simple matter. You're angry because your foot hurts and you want to catch the fellow who kicked your blister, right?"

The rainbow cat had heard all that from the swallow. Sir Thunder was flabbergasted.

- "Wow, that�s right. Will you teach me your magic?" + "Wow, that's right. Will you teach me your magic?"

"Sure I will. But first I must test your potential. Have a seat."

@@ -133,35 +133,35 @@ Category: Fiction

"Now then, try to tell me what I am thinking right now," said the cat.

- Sir Thunder the giant looked blankly at the cat�s face. He was not very bright. + Sir Thunder the giant looked blankly at the cat's face. He was not very bright.

"You must be thinking that I look pretty foolish sitting here."

"Excellent. Astonishing! You have more than enough talent to begin the training. You may be my brightest disciple yet."

- "Then maybe I�ll try one more time." Sir Thunder now thought himself terribly sharp. + "Then maybe I'll try one more time." Sir Thunder now thought himself terribly sharp.

- "Very well. Try to guess what I�m thinking." + "Very well. Try to guess what I'm thinking."

- Sir Thunder tried to look wise and peered at the cat�s face with his small, goofy eyes. + Sir Thunder tried to look wise and peered at the cat's face with his small, goofy eyes.

"Beef steak and onions," he announced abruptly.

- "Brilliant!" the cat feigned surprise and purposely lost his footing to land on his rump. "You�re exactly right. But how did you know?" + "Brilliant!" the cat feigned surprise and purposely lost his footing to land on his rump. "You're exactly right. But how did you know?"

"Oh, how do you say...? I guess it just came to me," replied Sir Thunder.

The cat assumed a serious air. "We must cultivate that fine talent of yours!"

- "How do we cultivate it?" asked Sir Thunder. He thought being able to read people�s minds was quite fun. + "How do we cultivate it?" asked Sir Thunder. He thought being able to read people's minds was quite fun.

- "It�s a cinch," said the cat, finally telling a blatant lie now that he thought he had the giant where he wanted him. "Go home and sleep for two or three hours. Then have some cake and sleep another two or three hours. Then, when you wake up, drink one cup of hot tea. But you have to be as still as possible or it won�t work. If you do all that, by tomorrow morning you�ll be reading people�s minds like it�s nothing." + "It's a cinch," said the cat, finally telling a blatant lie now that he thought he had the giant where he wanted him. "Go home and sleep for two or three hours. Then have some cake and sleep another two or three hours. Then, when you wake up, drink one cup of hot tea. But you have to be as still as possible or it won't work. If you do all that, by tomorrow morning you'll be reading people's minds like it's nothing."

- Sir Thunder wanted to go running straight home, but of course, he couldn�t forget his manners. "Thanks a lot. But Master Mewpuu, what can I offer you in return for teaching me this?" + Sir Thunder wanted to go running straight home, but of course, he couldn't forget his manners. "Thanks a lot. But Master Mewpuu, what can I offer you in return for teaching me this?"

- The rainbow cat thought a moment and said, "I�d like a tiny bit of lightning. Please give me just a smidge." + The rainbow cat thought a moment and said, "I'd like a tiny bit of lightning. Please give me just a smidge."

- Sir Thunder the giant put his hand in his pocket and said, "No problem. If that�s all, I have a bundle of it right here, so please take this. When you need it, just undo the string and the lightning will come out in a most amusing way." + Sir Thunder the giant put his hand in his pocket and said, "No problem. If that's all, I have a bundle of it right here, so please take this. When you need it, just undo the string and the lightning will come out in a most amusing way."

"Thank you very much."

@@ -285,7 +285,7 @@ Category: Fiction Those that I fight I do not hate
Those that I guard I do not love;
My country is Kiltartan Cross,
- My countrymen Kiltartan�s poor,
+ My countrymen Kiltartan's poor,
No likely end could bring them loss
Or leave them happier than before.
Nor law, nor duty bade me fight,
@@ -417,7 +417,7 @@ Category: Fiction Gas! GAS! Quick, boys! -- An bliss of fumbling
Fitting the clumsy helmets just in time,
But someone still was yelling out and stumbling
- And flound�ring like a man in fire or lime.--
+ And flound'ring like a man in fire or lime.--
Dim through the misty panes and thick green light,
As under a green sea, I saw him drowning.

In all my dreams before my helpless sight,
@@ -425,7 +425,7 @@ Category: Fiction If in some smothering dreams, you too could pace
Behind the wagon that we flung him in,
And watch the white eyes writhing in his face,
- His hanging face, like a devil�s sick of sin;
+ His hanging face, like a devil's sick of sin;
If you could hear, at every jolt, the blood
Come gargling from the froth-corrupted lungs,
Obscene as cancer, bitter as the cud
@@ -612,13 +612,13 @@ Category: Fiction
- "I wonder where they might be taking shelter from the storm. There is no where else to go in this wide, wide ocean. They must have sunk...��

+ "I wonder where they might be taking shelter from the storm. There is no where else to go in this wide, wide ocean. They must have sunk...''

The first fisherman had started to worry as the stormy night turned to complete darkness. Whenever he looked out, the waves of the ocean were winding into the skies above. He could see no sign of a boat. The first fisherman had been abandoned on the small, deserted island. He stood on the rocks of the shore and waited a full day for his friends to return. But perhaps because the winds from yesterday had made the ocean rough, the sun that day went down without any sign of the boat he had been waiting for.

Three days passed. The first fisherman had started to grow weak. Finally, after standing on the beach looking intently out over the ocean for three days, the boat carrying his friends cut through the waves and sailed towards the beach. It felt like a thousand years since he had seen them last. He could see that the second fisherman and the third fisherman were fine and moving about on the boat.

"Hey!" the first fisherman called out over the water, raising both of his hands high in the air. When he did, it looked like they too had thrown their hands in the air and called back. Only he couldn't hear their voices. Just then as the setting sun illuminated the tips of the waves, the two fishermen on the boat came into sight, red in the face.

"Ahh, here's a sight for sore eyes, my two friends! They made it back alive," said the first fisherman, warm tears of joy swelling in his eyes. Before long the boat was nearly on the sand.

"Hey!" the first fisherman called out, his hand in the air. He thought the other to fishermen would respond, but just as the pair were about to turn to the side and bring their boat in, they disappeared like a puff of smoke. The first fisherman was shocked.

- "A ghost ship!� + "A ghost ship!'

III
@@ -634,8 +634,8 @@ Category: Fiction
The first fisherman lost all hope, threw himself down on the sand and began to cry. His imagination was running wild, and his nightmares ran through the night. When he awoke the next morning his eyes were blood-shot and his heart was pounding. It was just past midday. The first fisherman raised his head and looked out over the sea only to spot the same boat in the distance. But it was the same as yesterday, a ghost ship, that had come to the island. For a moment he was relieved, and happiness danced in his chest, but in the next instant his body shook with fear.

- "Damn it. Are they trying to kill me?� said the first fisherman, as he started to lose his mind. The boat cut through the waves and came in closer and closer to the island. The first fisherman pulled out his pistol, aimed at the boat and pulled the trigger. But this time the boat wasn't a ghost, and it didn't disappear. Once the boat was docked at the beach, the two other fishermen scrambled up onto land.

- "Have you gone completely mad?�� yelled one, which was enough to snap the first fisherman back to reality.

+ "Damn it. Are they trying to kill me?' said the first fisherman, as he started to lose his mind. The boat cut through the waves and came in closer and closer to the island. The first fisherman pulled out his pistol, aimed at the boat and pulled the trigger. But this time the boat wasn't a ghost, and it didn't disappear. Once the boat was docked at the beach, the two other fishermen scrambled up onto land.

+ "Have you gone completely mad?'' yelled one, which was enough to snap the first fisherman back to reality.

The first fisherman had gone completely mad. That night the winds had caused the boat to be pushed back against a nearby island. Once the waves had died down, the two fishermen went back to the island to rescue their friend. The two fishermen got their crazy friend back on the boat and returned to the mainland. The pair cared for their weakened friend, and through their care he was able to lose his madness and returned to how he used to be. And from there the three friends went on to be even better friends for a very long time. This story is still told in the harbors to the north where the head of that deserted island still pokes up from between those blue black waves.

IV
diff --git a/code/modules/library/hardcode_library/fiction/battlefieldcommander.dm b/code/modules/library/hardcode_library/fiction/battlefieldcommander.dm index 0b3d533c2c..0e339b0b9d 100644 --- a/code/modules/library/hardcode_library/fiction/battlefieldcommander.dm +++ b/code/modules/library/hardcode_library/fiction/battlefieldcommander.dm @@ -83,14 +83,14 @@ CATEGORY: Fiction -
In the land of Margata, nothing is ever as it seems. There have been many verifiable cases of local bakers having a secret double life as DJs. The correlation between exposure to bread and wanting to scratch out some sick beats has never been quantified, quite possibly to science being illegal in the region. That didn't happen to be the case of a young boy named Gadroc, who was neither a baker nor a DJ. In fact, his story happens to have nothing to do with either of the two. Poor Gadroc was afflicted with a terrible curse. It had been that way ever since he was born, because a witch had cursed his mother for saying "Keep the change," when there was only one cent of change left. Gadroc�s curse was horrible, one that no human being should suffer through: he couldn�t look at butts. Whenever someone showed him a full moon, he transformed into a horrible beast with astoundingly fresh breath. Whenever this happened, he would always run to the nearest cornfield and begin uncontrollably eating corn. Why corn? Because magic, that�s why. That's just how it fucking works. Don't you know anything?
-
After coming home with corn stuck in his teeth for three days straight, and only having one more pair of pants that weren�t destroyed, Gadroc knew that he needed to do something about his curse. He went to the first person he could think of for help.
-
Carne was the town�s blacksmith. He wasn�t very wise, but he always spoke as though he was. It was for this reason that Gadroc often came to Carne for help, despite the fact that he could probably go to basically anyone else. The town beggar, who was constantly sitting in a puddle of his own pee, gave better advice than the blacksmith. Carne was the only one who knew about Gadroc�s affliction. No one else knew who was ravaging the town�s corn population, and riots had already broken out over the severe deficit in cornbread supply.
+
In the land of Margata, nothing is ever as it seems. There have been many verifiable cases of local bakers having a secret double life as DJs. The correlation between exposure to bread and wanting to scratch out some sick beats has never been quantified, quite possibly to science being illegal in the region. That didn't happen to be the case of a young boy named Gadroc, who was neither a baker nor a DJ. In fact, his story happens to have nothing to do with either of the two. Poor Gadroc was afflicted with a terrible curse. It had been that way ever since he was born, because a witch had cursed his mother for saying "Keep the change," when there was only one cent of change left. Gadroc's curse was horrible, one that no human being should suffer through: he couldn't look at butts. Whenever someone showed him a full moon, he transformed into a horrible beast with astoundingly fresh breath. Whenever this happened, he would always run to the nearest cornfield and begin uncontrollably eating corn. Why corn? Because magic, that's why. That's just how it fucking works. Don't you know anything?
+
After coming home with corn stuck in his teeth for three days straight, and only having one more pair of pants that weren't destroyed, Gadroc knew that he needed to do something about his curse. He went to the first person he could think of for help.
+
Carne was the town's blacksmith. He wasn't very wise, but he always spoke as though he was. It was for this reason that Gadroc often came to Carne for help, despite the fact that he could probably go to basically anyone else. The town beggar, who was constantly sitting in a puddle of his own pee, gave better advice than the blacksmith. Carne was the only one who knew about Gadroc's affliction. No one else knew who was ravaging the town's corn population, and riots had already broken out over the severe deficit in cornbread supply.
"Carne, you have to help me!" Gadroc shouted as he burst through the doors of the smithy. Carne was in the middle of forging a pair of iron gauntlets, and had his back turned to Gadroc. He did not turn around.
"Do you need my help? Or do you need my help to help yourself?" Carne said, spouting his signature wisdom.
"Yes. No. What? Did you get that from a fortune cookie?" replied Gadroc.
-
"Yes, actually." Carne turned around. He was loudly crunching on some fortune cookie and inexplicably wearing the gauntlets he was working on, still glowing red hot. He held up the fortune, but Gadroc didn�t have time to read it, as it immediately caught fire and fell into a pile of ashes on the floor.
-
Gadroc was concerned. "Doesn�t that... you know... hurt?"
+
"Yes, actually." Carne turned around. He was loudly crunching on some fortune cookie and inexplicably wearing the gauntlets he was working on, still glowing red hot. He held up the fortune, but Gadroc didn't have time to read it, as it immediately caught fire and fell into a pile of ashes on the floor.
+
Gadroc was concerned. "Doesn't that... you know... hurt?"
"Oh yes, extremely," Carne said with a smile. They both stared at each other for a moment.
@@ -105,27 +105,27 @@ CATEGORY: Fiction
"AHHHHHHHHHHHHHHHHHHHH!" screamed Carne. He flailed his arms around wildly until the gauntlets flew off. One of them flew across the room and hit a painting hanging on the wall. The painting was of our lord and president, Orcbama, and the gauntlet punched him in the face. The painting had a large scorch mark in the same place where the gauntlet had hit, indicating that this was a common occurrence.
"Anyways," Carne said casually, hands blistered and burnt, "What do you need to help me with?"
-
"That�s not what I... you know what, nevermind. Listen. I am sick and tired of this stupid werewolf bullshit! Corn used to be my favorite, and now I can�t stand it! I miss the days when I enjoyed cornbread..."
+
"That's not what I... you know what, nevermind. Listen. I am sick and tired of this stupid werewolf bullshit! Corn used to be my favorite, and now I can't stand it! I miss the days when I enjoyed cornbread..."
"Yeah, so do the townsfolk," the blacksmith replied.
"That's not helpful," Gadroc said, but Carne went on.
"I've always been more of a corn casserole kind of guy myself. Easier on the old gut. Y'know, when I was a boy-"
"Would you shut up and listen? We need to do something about this!"
-
"Right... What�s the problem again?" Gadroc smacked his forehead. He pointed to his own butt.
+
"Right... What's the problem again?" Gadroc smacked his forehead. He pointed to his own butt.
"Listen, son, if that's the way you're swingin', you don't have to play charades about it. Old Carne won't judge," Carne said.
-
"No, the werewolf problem!" Gadroc screamed. He fell to his knees, tears welling up in his eyes. He sniffed. "I just want to be able to look at butts. That�s all I want."
-
Carne walked up and put his gross, burnt hand on Gadroc�s shoulder. "It�s alright. I�ll help you with your problem."
+
"No, the werewolf problem!" Gadroc screamed. He fell to his knees, tears welling up in his eyes. He sniffed. "I just want to be able to look at butts. That's all I want."
+
Carne walked up and put his gross, burnt hand on Gadroc's shoulder. "It's alright. I'll help you with your problem."
Gadroc sniffed again. "Really?"
-
"Yes. Even if it means I�m helping myself to help you help me-"
-
"Carne, you�re not helping again."
+
"Yes. Even if it means I'm helping myself to help you help me-"
+
"Carne, you're not helping again."

-
CUT TO: Gadroc and Carne, scaling a mountain. Both men were equipped with the finest blades from Carne�s smithy. Gadroc was feeling a little indignant, considering Carne had only given him a foam sword. Carne had taken the only finished blade in the smithy.
-
"You see that up there?" Carne said to Gadroc as they climbed. "That�s the ancient temple whose name is really hard to pronounce."
+
CUT TO: Gadroc and Carne, scaling a mountain. Both men were equipped with the finest blades from Carne's smithy. Gadroc was feeling a little indignant, considering Carne had only given him a foam sword. Carne had taken the only finished blade in the smithy.
+
"You see that up there?" Carne said to Gadroc as they climbed. "That's the ancient temple whose name is really hard to pronounce."
"Really?" Gadroc asked. "What's it called?"
-
"I�d tell you, but it�s really hard to pronounce," explained the smith. He continued. "From what I understand, there�s a mystical artifact that can cure any curse. We�re going to use it to cure your werewolf problem."
-
"Why didn�t you tell me any of this on the way here? I�ve been following you up this mountain for hours with no idea of what we�re doing."
+
"I'd tell you, but it's really hard to pronounce," explained the smith. He continued. "From what I understand, there's a mystical artifact that can cure any curse. We're going to use it to cure your werewolf problem."
+
"Why didn't you tell me any of this on the way here? I've been following you up this mountain for hours with no idea of what we're doing."
"We took that part out in post. It was a really long and not very funny bit that didn't get much of a reaction out of anyone the first time this story was read out loud. It's a little trick the boys back home call 'the Director's Cut.'"
"Ah. That makes a lot of sense."
-
"Right?" The two laughed at that, looked at the camera for a moment, then back to each other. A laugh track played during this. It lasted for an uncomfortable amount of time. It was the kind of laughter that you think is about to die down, but then it kicks right back up again. There�s also that one lady who�s cackling like a hyena having a tea party with a witch. You try to unhear her, but you just keep noticing her. Why do sitcoms think laugh tracks add anything to the show? It doesn't. That shit just doesn�t sit right with me.
+
"Right?" The two laughed at that, looked at the camera for a moment, then back to each other. A laugh track played during this. It lasted for an uncomfortable amount of time. It was the kind of laughter that you think is about to die down, but then it kicks right back up again. There's also that one lady who's cackling like a hyena having a tea party with a witch. You try to unhear her, but you just keep noticing her. Why do sitcoms think laugh tracks add anything to the show? It doesn't. That shit just doesn't sit right with me.
"}, @@ -139,20 +139,20 @@ CATEGORY: Fiction
They continued to hike up the mountain. After a little while, they reached the temple. The door was guarded by two dog-men holding spears.
"Who are these guys?" Gadroc asked.
-
"Let me handle this," assured Carne. "How�s it going gentlemen?" The dog-men stepped closer and crossed their spears across the door.
-
"Listen boys, there�s no need for the attitude," said the smith. The dog-men began to growl at him.
-
Carne frowned. "Hey now, that�s just rude." The dog-men responded to this by shoulder-checking Carne, knocking him to the ground. Gadroc sighed and walked up to the armored, bipedal golden retriever.
-
"Who�s a good boy?" Gadroc said as he began to scratch the dog behind his cutie ears. The dog-man turned his head into Gadroc�s hand and began to pant.
-
Gadroc continued. "You are! You�re a good boy! Oh it�s you!" The dog barked as if to say, "YES IT IS ME, I AM THE GOOD BOY." The dog-man eventually got down on all fours, stomped around in a circle a bit, and promptly fell asleep. The other guard whimpered. He had felt that he had been a good boy too, and that he deserved scratchies just as much as his partner, if not more. He conveyed this to Gadroc in a single bark. Gadroc turned to him.
-
"Oh I know! You�ve been a good boy too!" He pet the guard for a little bit, then pulled an ear of corn out of his pocket.
+
"Let me handle this," assured Carne. "How's it going gentlemen?" The dog-men stepped closer and crossed their spears across the door.
+
"Listen boys, there's no need for the attitude," said the smith. The dog-men began to growl at him.
+
Carne frowned. "Hey now, that's just rude." The dog-men responded to this by shoulder-checking Carne, knocking him to the ground. Gadroc sighed and walked up to the armored, bipedal golden retriever.
+
"Who's a good boy?" Gadroc said as he began to scratch the dog behind his cutie ears. The dog-man turned his head into Gadroc's hand and began to pant.
+
Gadroc continued. "You are! You're a good boy! Oh it's you!" The dog barked as if to say, "YES IT IS ME, I AM THE GOOD BOY." The dog-man eventually got down on all fours, stomped around in a circle a bit, and promptly fell asleep. The other guard whimpered. He had felt that he had been a good boy too, and that he deserved scratchies just as much as his partner, if not more. He conveyed this to Gadroc in a single bark. Gadroc turned to him.
+
"Oh I know! You've been a good boy too!" He pet the guard for a little bit, then pulled an ear of corn out of his pocket.
"You want a treat boy?" Gadroc asked, as he held up the corn. The dog nodded violently and made a couple of attempts to nibble on the corn, but Gadroc pulled it away before he could.
"Go get it!" shouted Gadroc as he threw the corn down the mountain. The dog guard threw his spear to the side as he bounded after the corn bouncing down the path. Certain the guard had made it out of sight, Gadroc went to help Carne up.
"Where did you learn to deal with Canine-sapiens like that?" Carne asked.
"Well, if you think about it, werewolves are technically part dog. Plus, I just know a good boy when I see one."
The two stepped through the doors of the temple. At the end of the long, church-like room was a marble altar on a platform, with a set of stairs leading up to it. On the altar sat a small, simple wooden box. From above, a light fell gently on the box, giving it a soft, almost holy glow. The stained glass windows at the back of the room were arranged in such a way that they almost seemed to be pointing at the box. Many different flowers were arranged on either side of the box and at the foot of the altar.
-
"Call it a hunch," Carne said slowly, "but I think those flowers might be important somehow. I just get that feeling, I couldn�t tell you why."
-
"It�s the box that�s important, or whatever's in it," Gadroc said dryly. "The only thing that could make it more obvious is if a huge, luminescent sign dropped down with blinking arrows that read, �There�s probably a magic artifact in this box.�" Just then, a huge luminescent sign with blinking arrows that read, "There�s probably a magic artifact in this box." dropped down. Gadroc pinched the bridge of his nose.
-
"Do you think there might be a secret compartment in the altar? I bet that�s where the artifact is," pondered the smith.
+
"Call it a hunch," Carne said slowly, "but I think those flowers might be important somehow. I just get that feeling, I couldn't tell you why."
+
"It's the box that's important, or whatever's in it," Gadroc said dryly. "The only thing that could make it more obvious is if a huge, luminescent sign dropped down with blinking arrows that read, 'There's probably a magic artifact in this box.'" Just then, a huge luminescent sign with blinking arrows that read, "There's probably a magic artifact in this box." dropped down. Gadroc pinched the bridge of his nose.
+
"Do you think there might be a secret compartment in the altar? I bet that's where the artifact is," pondered the smith.
"}, @@ -164,20 +164,20 @@ CATEGORY: Fiction -
"Welcome to the temple of Ivyechneyoveen Kah�al, my children," came a voice.
-
"Who said that?" Gadroc asked. "So that�s how it�s pronounced," mused Carne. A figure stepped out from behind a pillar. It was a robed dog-woman, an ancient St. Bernard.
+
"Welcome to the temple of Ivyechneyoveen Kah'al, my children," came a voice.
+
"Who said that?" Gadroc asked. "So that's how it's pronounced," mused Carne. A figure stepped out from behind a pillar. It was a robed dog-woman, an ancient St. Bernard.
The dog lady spoke again. "Have you come to give your thanks to Orcville?"
-
"I�m sorry, who?" Gadroc asked, confused.
+
"I'm sorry, who?" Gadroc asked, confused.
"Yes, Orcville Redenbacher. He blessed the world with his glorious popcorn and saved our souls."
"Wait," interrupted Carne. "Then why is it called the temple of Itchyville Cable?"
-
"Ivyechneyoveen Kah�al," corrected the priestess with a polite smile.
-
"Yeah, that�s what I said."
-
"I�d be glad to enlighten you, my child. It all started when..." The priestess lengthy explanation on the history and fine points of the religion of the dog people. It didn�t make the slightest bit of sense, though Carne did have a bit of a chuckle at the part where Orcville defeated the demon lord who wouldn't stop pretending to throw a ball to go fetch and then never actually throw the ball. Gadroc nearly fell asleep on his feet. He decided not to take part in the theological discussion and turned his attention back to the box. He walked up to the altar platform and climbed the steps. Carefully he opened the two small, wooden doors on the front of the box. Words could not describe his excitement. Inside the box was...
-
"A hot dog?" Gadroc asked aloud. He was thoroughly baffled. Inside the box was a golden hot dog that sparkled in the light. He couldn�t tell whether or not it had ketchup, mustard, or even relish on it; it was all gold.
+
"Ivyechneyoveen Kah'al," corrected the priestess with a polite smile.
+
"Yeah, that's what I said."
+
"I'd be glad to enlighten you, my child. It all started when..." The priestess lengthy explanation on the history and fine points of the religion of the dog people. It didn't make the slightest bit of sense, though Carne did have a bit of a chuckle at the part where Orcville defeated the demon lord who wouldn't stop pretending to throw a ball to go fetch and then never actually throw the ball. Gadroc nearly fell asleep on his feet. He decided not to take part in the theological discussion and turned his attention back to the box. He walked up to the altar platform and climbed the steps. Carefully he opened the two small, wooden doors on the front of the box. Words could not describe his excitement. Inside the box was...
+
"A hot dog?" Gadroc asked aloud. He was thoroughly baffled. Inside the box was a golden hot dog that sparkled in the light. He couldn't tell whether or not it had ketchup, mustard, or even relish on it; it was all gold.
"What are you doing with our sacred artifact?" shouted the dog priestess. Gadroc jumped, startled. He was too busy thinking about what gold tasted like.
"Uh... I need it... for... a friend," Gadroc lied, incredibly convincingly.
-
"You�d better not eat that because that�s totally not how a magic artifact shaped like a hot dog would work!" screeched the priestess.
-
Gadroc looked again at the supposed cure to all his problems. It was right there in his hands! "You�re not my mom!" he shouted, and promptly shoved the entire hot dog in his mouth and made a break for the door. Carne seemed impressed.
+
"You'd better not eat that because that's totally not how a magic artifact shaped like a hot dog would work!" screeched the priestess.
+
Gadroc looked again at the supposed cure to all his problems. It was right there in his hands! "You're not my mom!" he shouted, and promptly shoved the entire hot dog in his mouth and made a break for the door. Carne seemed impressed.
"Damn," he said. "Wish I could run that fast after stuffing an entire hot dog in my mouth. Last time I did that I got a hernia." He turned to the dog priestess.
"So, uh... wanna go grab some popcorn later?" The priestess slapped him across the face. "Right. I'll get goin', then. Sorry about the hot dog. We'll make you a new one." Carne began to head in Gadroc's direction.
@@ -192,12 +192,12 @@ CATEGORY: Fiction -
"Gadroc, where are you?" Carne shouted. "You can come out now, she didn�t follow us." Gadroc looked around and slowly stepped out from behind a tree that didn't even come close to consealing him whatsoever.
-
"I... I don�t know if it worked, Carne," the boy said nervously.
-
"Here," said the smith. He handed Gadroc a small, folded up piece of paper. Almost the exact moment Gadroc�s fingers touched it, Carne leapt like an orc-lympic death hurdle sprinter and combat rolled to take cover behind a nearby fallen tree. Gadroc unfolded the paper, hands trembling. On it was a pin up of a real buff orc dude. His shirtless body was ripped and glistening with sweat. He held a wrench and his jeans were not tight around his waist. Another shot showed him crouched down in front of a sink, which was confusing because plumbing was not very popular yet. The orc�s loose jeans were sagging down his pants, and they revealed the glowing, firm cheeks of his fine behind. A single tear rolled down Gadroc�s face.
+
"Gadroc, where are you?" Carne shouted. "You can come out now, she didn't follow us." Gadroc looked around and slowly stepped out from behind a tree that didn't even come close to concealing him whatsoever.
+
"I... I don't know if it worked, Carne," the boy said nervously.
+
"Here," said the smith. He handed Gadroc a small, folded up piece of paper. Almost the exact moment Gadroc's fingers touched it, Carne leapt like an orc-lympic death hurdle sprinter and combat rolled to take cover behind a nearby fallen tree. Gadroc unfolded the paper, hands trembling. On it was a pin up of a real buff orc dude. His shirtless body was ripped and glistening with sweat. He held a wrench and his jeans were not tight around his waist. Another shot showed him crouched down in front of a sink, which was confusing because plumbing was not very popular yet. The orc's loose jeans were sagging down his pants, and they revealed the glowing, firm cheeks of his fine behind. A single tear rolled down Gadroc's face.
"Carne," he sniffed. "It worked." Carne came out from behind the log and wiped the sweat from his brow with a "Phew!"
-
"It�s beautiful, Carne," Gadroc went on.
-
"Keep it, kid," the blacksmith said with a smile. "You need it more than I do. Let�s go home."
+
"It's beautiful, Carne," Gadroc went on.
+
"Keep it, kid," the blacksmith said with a smile. "You need it more than I do. Let's go home."
Gadroc had gold poop for a week.


diff --git a/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm b/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm index 42ddaa7e4d..d64db5ef2c 100644 --- a/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm +++ b/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm @@ -44,7 +44,7 @@ Category: Non-Fiction /obj/item/book/bundle/custom_library/nonfiction/viabilityofcorporategov name = "The Viability of Corporate Government" - desc = "A harbound book titled \"The Viability of Corporate Government\" by Yang Simiao." + desc = "A hardbound book titled \"The Viability of Corporate Government\" by Yang Simiao." description_info = "This book is titled \"The Viability of Corporate Government\" by Yang Simiao. It seems to be an opinion piece on the relationship between corporations and the stations they own." title = "The Viability of Corporate Government" diff --git a/code/modules/library/hardcode_library/reference/Schnayy.dm b/code/modules/library/hardcode_library/reference/Schnayy.dm index 790f8bdcbb..b97fddf836 100644 --- a/code/modules/library/hardcode_library/reference/Schnayy.dm +++ b/code/modules/library/hardcode_library/reference/Schnayy.dm @@ -49,7 +49,7 @@ CATEGORY: Reference
Phoron research and study is a vital subject of research -- it has been a pillar of humanity's progress, a staple of the technology that has shaped our society. To work on expanding our knowledge and shape our future in the cosmos is a noble cause, but it should be done with caution.

- This is not to speak on safety in your lab, but the consequences of action. Many times has man created the unthinkable, and many times we have not been prepared for such discoveries. We should not censor ourselves from advancement, but we should shape the world to be ready for what comes with it � and know that it is an invariable consequence there will be those who seek to abuse it. + This is not to speak on safety in your lab, but the consequences of action. Many times has man created the unthinkable, and many times we have not been prepared for such discoveries. We should not censor ourselves from advancement, but we should shape the world to be ready for what comes with it - and know that it is an invariable consequence there will be those who seek to abuse it.

You cannot take back what you give to the world. diff --git a/code/modules/lore_codex/legal_code_data/corporate_regulations.dm b/code/modules/lore_codex/legal_code_data/corporate_regulations.dm index ad8575176d..56b8e9c061 100644 --- a/code/modules/lore_codex/legal_code_data/corporate_regulations.dm +++ b/code/modules/lore_codex/legal_code_data/corporate_regulations.dm @@ -310,7 +310,7 @@ name = "Neglect of Duty" definition = "To fail to meet satisfactory work standards." suggested_punishments = "Demotion at discretion of Superior. Termination at discretion of Station Director." - notes = "This includes accidents, refusing or failing to work, or simply not providing a resonable amount of productivity, when the offender is capable of work. This charge \ + notes = "This includes accidents, refusing or failing to work, or simply not providing a reasonable amount of productivity, when the offender is capable of work. This charge \ is meant to be applied only by Command staff to their subordinates, and not from individual Security Officers." /datum/lore/codex/page/law/deception @@ -324,7 +324,7 @@ name = "Wrongful Dismissal" definition = "To demote, dismiss, terminate, or otherwise reduce a crewmember's rank for no valid, or a knowingly false reason." suggested_punishments = "Demotion. Termination at discretion of Station Director. Notify Central Command." - notes = "An Internal Affairs Agent is required to do an investigation in order to conclude if this has occured or not. Security cannot \ + notes = "An Internal Affairs Agent is required to do an investigation in order to conclude if this has occurred or not. Security cannot \ give this charge out on their own." mandated = TRUE diff --git a/code/modules/lore_codex/legal_code_data/main.dm b/code/modules/lore_codex/legal_code_data/main.dm index d47a8d8e7c..84692afc28 100644 --- a/code/modules/lore_codex/legal_code_data/main.dm +++ b/code/modules/lore_codex/legal_code_data/main.dm @@ -3,7 +3,7 @@ data = "This book is meant to act as a reference for both NanoTrasen regulations, Standard Operating Procedure, and important laws of both \ the Vir Governmental Authority and the Solar Confederate Government. The legal interactions between Nanotrasen corporate policy and VGA/SolGov \ law can make for some confusing legalese. This book was written by the Vir division of NanoTrasen in order for employees, visitors, and residents \ - at NanoTrasen installations such as the Northen Star and the Southen Cross to know what isn't allowed, without needing to be a lawyer to read it.\ + at NanoTrasen installations such as the Northern Star and the Southern Cross to know what isn't allowed, without needing to be a lawyer to read it.\

\ In this book, there are two different types of rules. Corporate Regulations, and Laws. They each cover specific situations, and are both enforced \ by the Security team. Despite this, however, the punishments vary considerably for the two types. It should also be noted that no one is above \ @@ -27,7 +27,7 @@ data = "This book was written and published by NanoTrasen, for use on NanoTrasen installations from within the Vir system." -// Special page which will hopefully enforce consistant formatting. +// Special page which will hopefully enforce consistent formatting. /datum/lore/codex/page/law var/definition = null // Short definition of the law violation. var/suggested_punishments = null diff --git a/code/modules/lore_codex/legal_code_data/sif_law.dm b/code/modules/lore_codex/legal_code_data/sif_law.dm index c8ac8ce9ce..4ed770f9d6 100644 --- a/code/modules/lore_codex/legal_code_data/sif_law.dm +++ b/code/modules/lore_codex/legal_code_data/sif_law.dm @@ -1,6 +1,6 @@ /datum/lore/codex/category/sif_law name = "Vir Law" - data = "This section contains the abbreviated Vir Govermental Authority legal code's potential charges for crimes that are relevant to \ + data = "This section contains the abbreviated Vir Governmental Authority legal code's potential charges for crimes that are relevant to \ the reader." children = list( /datum/lore/codex/page/legal_punishments, @@ -20,7 +20,7 @@ /datum/lore/codex/category/law_minor_violations name = "Minor Violations (Law)" data = "Here is a list of the less severe violations of local Vir Law that might occur on your facility. A fax to the Vir Governmental Authority \ - is required to be sent within 24 hours of a violation being comitted, for minor violations listed here." + is required to be sent within 24 hours of a violation being committed, for minor violations listed here." children = list( /datum/lore/codex/page/law/theft, /datum/lore/codex/page/law/assault, @@ -35,7 +35,7 @@ /datum/lore/codex/page/law/assault/add_content() name = "Assault" definition = "To threaten use of physical force against someone while also having the capability and/or intent to carry out that threat." - suggested_punishments = "Seperation of offender from the threatened person. Brig time of 10 minutes for first offense. \ + suggested_punishments = "Separation of offender from the threatened person. Brig time of 10 minutes for first offense. \ Repeat offenders can be brigged for up to (10 minutes times number of previous assault charges). Demotion at discretion of Superior." notes = "Not to be confused with [quick_link("Battery")], which covers actual physical injury. The threat must be viable and serious; \ two people threatening to punch each other out over comms wouldn't fall under this." @@ -150,7 +150,7 @@ definition = "Stealing money that is entrusted to you by a corporation or person." suggested_punishments = "Hold until Transfer. Termination. Reimbursement of embezzled funds. Fax Central Command and VirGov." notes = "This includes funneling Departmental, Facility, or Crew funds into the offender's account. It also includes pocketing \ - transactions directly that are meant to go to a seperate account." + transactions directly that are meant to go to a separate account." mandated = TRUE /datum/lore/codex/page/law/excessive_force/add_content() @@ -158,7 +158,7 @@ definition = "Using more force than what is required to safely detain someone, using force against a helpless or incapacitated person, \ or using force against an unarmed and compliant person." suggested_punishments = "Demotion. Termination at discretion of Superior, or Station Director. Send notice to Central Command if a Head of Security had used excessive force." - notes = "This charge also is applicible to non-Security personnel acting in self defense. \ + notes = "This charge also is applicable to non-Security personnel acting in self defense. \ Persons whom have caused a person to die as a result of excessive force should have [quick_link("Manslaughter")] applied instead, if the circumstances were \ unjustified." ..() @@ -168,7 +168,7 @@ definition = "To kill a sapient being without intent." suggested_punishments = "Hold until Transfer, if unjustified. Fax VirGov." notes = "Includes provoked manslaughter, negligent manslaughter, and impassioned killing. The important distinction between this \ - and [quick_link("Murder")] is intent. Manslaughter can be justified if force was nessecary and it was intented to prevent further loss of life or \ + and [quick_link("Murder")] is intent. Manslaughter can be justified if force was necessary and it was intended to prevent further loss of life or \ grievous injury to self or others, however persons involved in the kill will still be required to answer to higher legal authority \ after the shift." mandated = TRUE diff --git a/code/modules/lore_codex/legal_code_data/sop.dm b/code/modules/lore_codex/legal_code_data/sop.dm index 78fe95240d..3d841f7679 100644 --- a/code/modules/lore_codex/legal_code_data/sop.dm +++ b/code/modules/lore_codex/legal_code_data/sop.dm @@ -27,7 +27,7 @@ All crew members and visitors, with exceptions listed below, are to wear the following at minimum: A shirt that covers the chest, pants, shorts or skirts that \ go no shorter than two inches above the knee, and some form of foot covering. Those in departments considered to be emergency services (Security, \ Medical, Engineering) should wear a marker denoting their department, examples being armbands, uniforms, badges, or other means. Those in a department \ - are expected to wear clothes appropiate to protect against common risks for the department. Off duty personnel, visitors, and those engaging in certain recreational \ + are expected to wear clothes appropriate to protect against common risks for the department. Off duty personnel, visitors, and those engaging in certain recreational \ areas such as the Pool (if one is available on your facility) have less strict dresscode, however clothing of some form must still be worn in public.\

\ Exceptions: Skrell, Teshari, and Unathi are expected to cover at minimum their lower bodies. Tajaran males may go topless, as a means to keep cool. \ @@ -41,11 +41,11 @@ less risk to other crew members, if possible.\
\

EVA Procedure

\ - Extravehicular activity should only be done by EVA trained and certified crew members, if there is no emergency. If an emergency is occuring, NanoTrasen \ + Extravehicular activity should only be done by EVA trained and certified crew members, if there is no emergency. If an emergency is occurring, NanoTrasen \ provides high visibility, easy to seal emergency softsuits inside blue emergency lockers located at key locations inside your facility. Regardless, \ for your own safety, you should only enter or exit the facility from designated external airlocks, which contain an air cycling system. It is both \ wasteful and potentially dangerous to 'force' an external airlock to open before cycling has completed. Before cycling out into the void, the person going \ - on EVA should double check that their internal oxygen supply (or cooling system, if they are a synthetic) is functioning properly and that they have an adaquate \ + on EVA should double check that their internal oxygen supply (or cooling system, if they are a synthetic) is functioning properly and that they have an adequate \ amount of oxygen inside the tank. Magnetic boots are also highly suggested if the person will be scaling the sides of your facility, to prevent drifting away \ from the facility.\

\ @@ -80,7 +80,7 @@

Demotion

\ A member of the Command Crew may call for the demotion of any member of their department for disregarding safety protocol, disobeying orders with serious consequences, \ or other gross incompetence. Certain infractions necessitate that a guilty crew member receive a demotion. Demotion is to be performed by the Head of Personnel, or the \ - Station Director, as soon as possible. The demoted crewmember is to be present during the demotion, unless it is caused by a criminal sentence. If said crewmemeber \ + Station Director, as soon as possible. The demoted crewmember is to be present during the demotion, unless it is caused by a criminal sentence. If said crewmember \ refuses to comply with a demotion order, Security is to escort them to the Head of Personnel's office.\
\ Any demoted crewmember must return all equipment and non-personal items to their previous department, including departmental jumpsuits and radios. If a demoted \ @@ -102,7 +102,7 @@

Command Crew Demotions

\ If a member of the Command crew is suspected to be incompetent, or in breach of SOP, the Station Director has discretion to demote the guilty Command crewmember. \ If there is no Station Director, or the Station Director themselves is guilty, they may be demoted after a vote of no confidence by the remaining Command crew \ - and relevant station crew. For the Station Director, the vote is only to be among the remaining Command crew. Misuse of this privilage may warrant an \ + and relevant station crew. For the Station Director, the vote is only to be among the remaining Command crew. Misuse of this privilege may warrant an \ Internal Affairs investigation for wrongful dismissal.\
\

Communications with Central Command

\ @@ -125,7 +125,7 @@

Engine Safety

\ Your facility's engine is what provides the majority of electricity to the rest of your facility. As such, the engine is to have priority over \ all other engineering issues, including breaches, if an issue with the engine exists. This book assumes your facility is using one or more thermoelectric engines \ - (generally referred to as TEGs), driven by a Supermatter crystal. If this is not the case, please consult the documentation for your specific engine for safety precauctions.\ + (generally referred to as TEGs), driven by a Supermatter crystal. If this is not the case, please consult the documentation for your specific engine for safety precautions.\
\ The Supermatter crystal is what presents the most danger to a crewmember. The Supermatter is to remain isolated inside the engine room, inside \ its own chamber, for several reasons. First, Supermatter reacts poorly to oxygen, harming the crystal and causing heat. Second, the crystal \ @@ -160,7 +160,7 @@ was damaged. As such, cosmetic details should be done last. Breach repairs always have priority over construction projects.\
\

Delamination

\ - The Supermatter is volatile, and can undergo the process of 'delamination' if sufficently damaged. To help warn against this, all Supermatter crystals \ + The Supermatter is volatile, and can undergo the process of 'delamination' if sufficiently damaged. To help warn against this, all Supermatter crystals \ come with a small monitoring microcontroller, which will warn the Engineering department if the Supermatter is being damaged. Damage can result from \ excessive heat, vacuum exposure, or physical impacts. If the Supermatter achieves delamination, it will cause a massive explosion, deliver a \ massive dose of radiation to everyone in or near your facility, and may cause hallucinations. Delamination prevention should be prioritized above \ @@ -203,7 +203,7 @@

Cloning Procedure

\ Persons whom have committed suicide are not to be cloned. Individuals are also to not be cloned if there is a Do Not Clone (generally referred \ to as DNC) order in their medical records, or if the individual has had a DNC order declared against them by the Station Director, Chief \ - Medical Officer, or Head of Security. If any of this occurs, procede to Portmortem Storage.\ + Medical Officer, or Head of Security. If any of this occurs, proceed to Portmortem Storage.\
\ Some individuals may have special instructions in their Postmortem Instructions, generally found in their medical records. \ Be sure to read them before committing to cloning someone. In particular, some instructions may express a desire to be placed \ @@ -214,12 +214,12 @@
\ Ensure that all cloning equipment, including the cryogenic tubes, are functional and ready before cloning begins. Once \ this is done, scan the deceased. Up to three scans are to be made per attempt. If the deceased suffers Mental Interface Failure, \ - procede to Postmortem Storage. Further attempts at resuscitation may be made at later times, at the medical teams' discretion. \ + proceed to Postmortem Storage. Further attempts at resuscitation may be made at later times, at the medical teams' discretion. \
\ - If the deceased is sufficently scanned, remove their possessions and clothing off of the deceased body, for use by the future new clone. \ + If the deceased is sufficiently scanned, remove their possessions and clothing off of the deceased body, for use by the future new clone. \ Move the cadaver into the morgue, as per Postmortem Storage. Begin the cloning process. Possessions are to be gathered in a manner that \ facilitates transporting them along with the clone. Upon the cloning process being complete and the new clone being created, the \ - clone is to be placed inside a croygenic tube as quickly as possible. Cloning is not a painless experience, and it is best if \ + clone is to be placed inside a cryogenic tube as quickly as possible. Cloning is not a painless experience, and it is best if \ the patient reawakens inside a functional body. Once their body is fully functional, dress and process the newly cloned patient, \ informing them of any procedures performed on them, including the cloning itself.\
\ @@ -250,18 +250,18 @@ a specific specimen is completely harmless and safe.\
\

Toxins Safety

\ - Toxins potentially has the greatest capability to harm the experimentor as well as their co-workers, so always be vigilent. \ + Toxins potentially has the greatest capability to harm the experimenter as well as their co-workers, so always be vigilant. \ The incinerator is designed to withstand phoron fires, however extremely hot fires can cause damage to the incinerator. \ - The experimentor and anyone inside the Toxins section should wear protective clothing while the incinerator is active, and \ + The experimenter and anyone inside the Toxins section should wear protective clothing while the incinerator is active, and \ the incinerator should NEVER be left unattended while in use. If damage to the walls of the incinerator are observed, \ the chamber should be vented into space immediately, to abort the burn, then vacating the lab until the flames are extinguished.\
\ - Another danger of Toxins is that the experimentor will be handling explosives at some point, in order to test on the \ + Another danger of Toxins is that the experimenter will be handling explosives at some point, in order to test on the \ Toxins Testing Range. Explosives are to be tested at the Testing Range, and absolutely no where else. \ - When placing an explosive on the mass driver to fire to the Testing Range, the experimentor should triple check that their \ + When placing an explosive on the mass driver to fire to the Testing Range, the experimenter should triple check that their \ explosive's signaler frequency and code is unique (if using a signaler). Verify that the signaler's frequency and code do not match multiple \ explosives. Check for any signs of life near the Testing Range before detonation, and warn the facility that an Toxins Test will be \ - occuring shortly, as otherwise it may scare the crew and may endanger anyone near the Testing Range.\ + occurring shortly, as otherwise it may scare the crew and may endanger anyone near the Testing Range.\
\

Robotics

\ Robotics exists to service the facility's synthetics, crewmembers with prosthetics, create and maintain exosuits, and create and \ @@ -269,7 +269,7 @@
\ Cyborgification, the process of an organic person's brain being transplanted into a Man-Machine-Interface (MMI), should only be done to \ a person upon their death, and if their medical records state a desire to be placed inside a synthetic body instead of a desire to be cloned. \ - Persons who have commited suicide, or persons who have Do-Not-Clone (DNC) orders which don't specifically list cyborgification as an alternative are \ + Persons who have committed suicide, or persons who have Do-Not-Clone (DNC) orders which don't specifically list cyborgification as an alternative are \ not to be placed inside an MMI. Still-living persons who wish to be placed inside an MMI should be ignored.\
\ Lawbound Synthetics are to not have their lawset tampered with. Any errors with the lawset, intentional or resulting from an ionic storm, should \ @@ -314,7 +314,7 @@
\

Locations

\ Secure areas are recommended to be left unbolted, which includes the AI Upload, Secure Technical Storage, and the Teleporter(s). The Vault should remain sealed. \ - Heads of Staff may enter the AI Upload alone, although they must have sufficent justification. \ + Heads of Staff may enter the AI Upload alone, although they must have sufficient justification. \
\

Crew

\ Crew members and visitors may freely walk in the hallways and other public areas. Suit sensors are recommended, but not mandatory. \ diff --git a/code/modules/lore_codex/legal_code_data/sop/medical.dm b/code/modules/lore_codex/legal_code_data/sop/medical.dm index 29ba57e6e3..5197754ded 100644 --- a/code/modules/lore_codex/legal_code_data/sop/medical.dm +++ b/code/modules/lore_codex/legal_code_data/sop/medical.dm @@ -32,7 +32,7 @@ The Chief Medical Officer is fully responsible if they choose to clone a person whom has committed suicide. \ Individuals are also to not be cloned if there is a Do Not Clone (generally referred to as DNC) order in their medical records, \ or if the individual has had a DNC order declared against them by the Station Director, Chief Medical Officer, or Head of Security. \ - If any of this occurs, procede to Portmortem Storage.\ + If any of this occurs, proceed to Portmortem Storage.\

\ Some individuals may have special instructions in their Postmortem Instructions, generally found in their medical records. \ Be sure to read them before committing to cloning someone. In particular, some instructions may express a desire to be placed \ @@ -43,12 +43,12 @@

\ Ensure that all cloning equipment, including the cryogenic tubes, are functional and ready before cloning begins. Once \ this is done, scan the deceased. Up to three scans are to be made per attempt. If the deceased suffers Mental Interface Failure, \ - procede to Postmortem Storage. Further attempts at resuscitation may be made at later times, at the medical teams' discretion. \ + proceed to Postmortem Storage. Further attempts at resuscitation may be made at later times, at the medical teams' discretion. \

\ - If the deceased is sufficently scanned, remove their possessions and clothing off of the deceased body, for use by the future new clone. \ + If the deceased is sufficiently scanned, remove their possessions and clothing off of the deceased body, for use by the future new clone. \ Move the cadaver into the morgue, as per Postmortem Storage. Begin the cloning process. Possessions are to be gathered in a manner that \ facilitates transporting them along with the clone. Upon the cloning process being complete and the new clone being created, the \ - clone is to be placed inside a croygenic tube as quickly as possible. Cloning is not a painless experience, and it is best if \ + clone is to be placed inside a cryogenic tube as quickly as possible. Cloning is not a painless experience, and it is best if \ the patient reawakens inside a functional body. Once their body is fully functional, dress and process the newly cloned patient, \ informing them of any procedures performed on them, including the cloning itself." diff --git a/code/modules/lore_codex/legal_code_data/sop/security.dm b/code/modules/lore_codex/legal_code_data/sop/security.dm index ec2329bde1..a095da0192 100644 --- a/code/modules/lore_codex/legal_code_data/sop/security.dm +++ b/code/modules/lore_codex/legal_code_data/sop/security.dm @@ -94,7 +94,7 @@ Weaponry and specialized armor are allowed to be given out to security officers, with clearance from the Warden or Head of Security.\
\ For Red, Security may have weapons drawn at all times, however properly handling of weapons should not be disregarded. Body armor and \ - helmets are mandatory. Specialized armor may be distributed by the Warden and Head of Security, when appropiate." + helmets are mandatory. Specialized armor may be distributed by the Warden and Head of Security, when appropriate." /datum/lore/codex/page/sop_escalation name = "Escalation of Force" @@ -102,7 +102,7 @@
\
    \
  • \[0\] Safety: If a crewmember (including the Arresting Officer) is in clear and immediate danger, officers may disregard steps \[1\] and \[2\], \ - and procede to \[3\] Neutralize.
  • \ + and proceed to \[3\] Neutralize.\
  • \[1\] Passive: Suspects are to be detailed verbally, with zero or minimal injury, and under their own power, if possible. At this level for \ force, an Officer is permitted to use tasers, pepperspray, flashes, and stunbatons.
  • \
  • \[2\] Less-than-Lethal: Suspect may be detained with minimal force, causing as little injury as possible. The Arresting Officer must still \ diff --git a/code/modules/lore_codex/news_data/main.dm b/code/modules/lore_codex/news_data/main.dm index c84cbee0a1..e6e0dbf5ab 100644 --- a/code/modules/lore_codex/news_data/main.dm +++ b/code/modules/lore_codex/news_data/main.dm @@ -859,7 +859,7 @@ name = "10/26/63 - 'Largest Engagement Since The Hegemony War' As Gavel Freed" data = "The Almach Association invasion force in the Gavel system has been all but annihilated by a successful Solar counter-encirclement, at great cost to both sides. The combined Rim Expeditionary Force in Saint Columbia, along with the newly formed Gavel Relief Fleet - which had been massing in the Vir system over the past week - launched the successful attack this Tuesday evening, leaving no route of escape for Almachi invaders and resulting in 'pitched fighting' between the fleets that lasted several days. Solar forces are currently in the process of performing security sweeps of the system and its scattered habitats and it is expected to be several weeks before the system is declared safe to civilian traffic and for refugees to return home.\

    \ - Even as exact causalities remain unconfirmed, the battle has made history as the single largest ship-to-ship engagement by tonnage involving the Sol military since the cessation of hostilities with the Unathi in 2520, involving over one hundred vessels of all sizes across both sides, as well as countless unmanned drones and light craft. Almachi forces, in numbers described as 'far from an insignificant portion of the total fleet' fought fiercely, and 'in manners more reminiscent of mercenary gangs than a single organized force, and with tactics varying from the conventional to the outright mystifying'. Admiral Silvain Barka has commended his own crew for applying lessons learnt from prior 'Aetothean' commando strikes in preventing similar incidents from occuring in the confusion of battle; in a candid interview this morning he stated 'Like any Promethean, (Aetotheans) hate the cold, and my crew are the coldest (expletive) around.' \ + Even as exact causalities remain unconfirmed, the battle has made history as the single largest ship-to-ship engagement by tonnage involving the Sol military since the cessation of hostilities with the Unathi in 2520, involving over one hundred vessels of all sizes across both sides, as well as countless unmanned drones and light craft. Almachi forces, in numbers described as 'far from an insignificant portion of the total fleet' fought fiercely, and 'in manners more reminiscent of mercenary gangs than a single organized force, and with tactics varying from the conventional to the outright mystifying'. Admiral Silvain Barka has commended his own crew for applying lessons learnt from prior 'Aetothean' commando strikes in preventing similar incidents from occurring in the confusion of battle; in a candid interview this morning he stated 'Like any Promethean, (Aetotheans) hate the cold, and my crew are the coldest (expletive) around.' \

    \ The designations of twenty-four Sol Defense Vessels declared 'lost in action' have not yet been released, though next of kin of missing or deceased servicepeople have reportedly been notified." @@ -1017,7 +1017,7 @@

    \ Damage to the three stations has been relatively light, with one major exception. A large fire broke out in the Capitol Section of Carter, killing at least 22, including former President Fischer, and wounding at least 74 more. Other casualties among rioters, police, and the populations of the stations are unknown at this point.\

    \ - Other stations with significant permanent populations have been paralyzed by local inaction and the disloyalty of local police and security forces to the Far Kindgoms Skrell, and several with no Skrell presence have issued statements that they will not be accepting any military presence from the Far Kingdoms. It is unclear at this point if this represents the beginning of another major conflict within the system." + Other stations with significant permanent populations have been paralyzed by local inaction and the disloyalty of local police and security forces to the Far Kingdoms Skrell, and several with no Skrell presence have issued statements that they will not be accepting any military presence from the Far Kingdoms. It is unclear at this point if this represents the beginning of another major conflict within the system." /datum/lore/codex/page/article87 name = "04/30/64 - Meralar Correspondent: Triumphant Return!" @@ -1075,7 +1075,7 @@ name = "09/24/64 - Kaleidoscope Announce Exclusive Almach Deal" data = "Mere days after the announcement of the reopening of Almachi-Solar trade, the Kaleidoscope Cosmetics corporation has confirmed that they have secured 'exclusive rights' to genetic products produced by several major manufacturers in the Angessa's Pearl system formerly owned by The Exalt - the insular mercurial theocracy of Exalt's Light - and recently handed over to the Almach Protectorate Government.\

    \ - The details of the company's trade agreement have not been made public, but have reportedly already been approved by both the APG and SCG. The promptness of the agreement suggests to some that negotitations had been underway well before the announcement of the Protectorate's passing grade. Though cooperation between trans-stellar interests and government entities is far from unusual, such dealings with foreign governments - such as those widely made as 'open secrets' with Eutopia - are considered distasteful by many within the Icarus Front.\ + The details of the company's trade agreement have not been made public, but have reportedly already been approved by both the APG and SCG. The promptness of the agreement suggests to some that negotiations had been underway well before the announcement of the Protectorate's passing grade. Though cooperation between trans-stellar interests and government entities is far from unusual, such dealings with foreign governments - such as those widely made as 'open secrets' with Eutopia - are considered distasteful by many within the Icarus Front.\

    \ The Angessan products Kaleidoscope intends to offer have also not been made public, but are all to be thoroughly screened by the Transgressive Technologies Commission before being made available, though 'failing' proposals may be approved for use exclusively within Protectorate territory." @@ -1091,7 +1091,7 @@

    \ The XIV Sri Chamarajendra with crew of 32, and IIV Reimarus with 9 are both reported to have lost contact with the system's spaceport while undertaking far-orbit salvage operations on decommissioned and abandoned facilities, including the ILS Harvest Moon which detonated with all hands earlier this year. The disappearances have spurred the system government to request greater anti-piracy support from the SCG, which has been much reduced since the Almach War and increased tensions on the Hegemony border.\

    \ - While Proximal to the independent and often 'lawless' Eutopia system, as well as the Rarkajar Rift, infamous prowl of the human-tajaran Jaguar Gang, the Isavau's System has rarely been a direct target for such large-scale apparent hijackings, and no group has yet claimed credit or demanded ransom." + While Proximal to the independent and often 'lawless' Eutopia system, as well as the Rarkajar Rift, infamous prowl of the human-Tajaran Jaguar Gang, the Isavau's System has rarely been a direct target for such large-scale apparent hijackings, and no group has yet claimed credit or demanded ransom." /datum/lore/codex/page/article95 name = "12/27/64 - NanoTrasen Accused In Satisfaction Poll Fixing" @@ -1304,7 +1304,7 @@ The shocking condition of the SCG Fleet has been attributed to a decade of conflict, with the devastating Skathari Incursion following immediately from the costly Almach War, and a spate of defections and territorial concessions. Critics have noted that the report 'brushes over' local Defense Force vessel contributions that were re-assigned to regional militaries and is 'deliberately vague' as to how such ships were accounted for. In 2571, CIDR issued a similar damning report to the Five Arrows, spurring a multi-trillion thaler economy-transforming shipbuilding campaign within the newly independent nation." /datum/lore/codex/page/article117 - name = "01/18/75 - Key NanoTrasen Facilities to Recieve Dedicated Union Office" + name = "01/18/75 - Key NanoTrasen Facilities to Receive Dedicated Union Office" data = "Several major NanoTrasen corporate facilities throughout the Golden Crescent region are to introduce dedicated union representative positions later this year, according to company spokesperson Valeria Lawless. The scheme is intended to 'better represent the unique needs of individual locations', and builds upon the earlier NanoTrasen Employee Representation Committee pilot scheme that was scrapped following facility closures during the Skathari Incursion.\

    \ Elaborating on the program, Valeria Lawless explained that 'Our new union structure improves upon positive results we observed in South America, Earth during the NERC scheme, where we found that smaller test groups reported more positive results. By reducing the scope of each union representative's supervision to a single facility, we hope we can better understand the individual needs of individual employees, and clear the muddied waters that arise when representatives with totally different needs are unable to come to an agreement. Under this new program, employees will be granted greater freedom to determine policy and regulation on a per-location basis without the need to consult with other representatives. After all, expecting the needs of employees from say, a mineral processing plant to align with those from a state-of-the-art medical facility, is simply unrealistic and often simply sets unproductive expectations for all involved.'\ diff --git a/code/modules/lore_codex/robutt_data/bybrand.dm b/code/modules/lore_codex/robutt_data/bybrand.dm index c7d7bf3da7..67189ec1ee 100644 --- a/code/modules/lore_codex/robutt_data/bybrand.dm +++ b/code/modules/lore_codex/robutt_data/bybrand.dm @@ -77,7 +77,7 @@ /datum/lore/codex/page/robo_veymed //the deed is done name = "Vey-Medical" - data = "The most advanced humanoid prosthetic on the market, Vey-Med prides itself on its highly realistic synthskin, near-seamlessly integrated with the most sensitive tactile suite yet created (aside from that of Bishop, with whom they have a long-running friendly rivalry). Vey-Med seeks to be indistinguishable from a human body by both outside observers and by the patient themself, a point at which it succeeds handily.\ + data = "The most advanced humanoid prosthetic on the market, Vey-Med prides itself on its highly realistic synthskin, near-seamlessly integrated with the most sensitive tactile suite yet created (aside from that of Bishop, with whom they have a long-running friendly rivalry). Vey-Med seeks to be indistinguishable from a human body by both outside observers and by the patient themselves, a point at which it succeeds handily.\ The main downside to Vey-Med is its incredibly high pricetag-- easily comparable with that of a large house. Every Vey-Med piece is custom-sculpted for its individual owner, usually based on scans of the owner's previous body or the owner's family. Vey-Med also requires regular maintenance, lest the partially-organic synthskin that coats each piece begin to rot.\ Many nouveau riche and lottery winners have splurged on a Vey-Med chassis, only to discover that they couldn't keep it maintained. Such individuals contribute to the large and semi-legal market of second, third, and fourth-hand Vey-Med chasses, which are cheaper than a store-bought one, but not by very much. Vey-Medical forbids resale of its prosthetics line, and works hard to shut down illicit sales. Potential buyers of a pre-owned Vey-Medical chassis should avoid deals that seem too good to be true, lest they discover that their new body is a Zeng-Hu with a layer of epoxy.\

    \ diff --git a/code/modules/lore_codex/robutt_data/main_robutts.dm b/code/modules/lore_codex/robutt_data/main_robutts.dm index 396a04883c..66b94a2b4f 100644 --- a/code/modules/lore_codex/robutt_data/main_robutts.dm +++ b/code/modules/lore_codex/robutt_data/main_robutts.dm @@ -1,6 +1,6 @@ /datum/lore/codex/category/main_robutts // The top-level categories for the robot guide name = "Index" - data = "Temporary death, emancipation, and even basic body migration can be a stressful period in anyone's life. The prosthetics market is complicated, and many corporations view misleading or outright decieving potential clients as \"part of the game\". This Buyer's Guide was compiled in 2542 to serve as an easy reference to the most popular prosthetics available, with consideration paid to every use-case and price point. This is our 12th edition, and much has changed in the field of prosthetics since we first set out. We hope you find the information in this guide helpful." + data = "Temporary death, emancipation, and even basic body migration can be a stressful period in anyone's life. The prosthetics market is complicated, and many corporations view misleading or outright deceiving potential clients as \"part of the game\". This Buyer's Guide was compiled in 2542 to serve as an easy reference to the most popular prosthetics available, with consideration paid to every use-case and price point. This is our 12th edition, and much has changed in the field of prosthetics since we first set out. We hope you find the information in this guide helpful." children = list( /datum/lore/codex/category/pros_by_brand, /datum/lore/codex/category/other_information, diff --git a/code/modules/lore_codex/robutt_data/more.dm b/code/modules/lore_codex/robutt_data/more.dm index 39bc4995af..052f93d8a6 100644 --- a/code/modules/lore_codex/robutt_data/more.dm +++ b/code/modules/lore_codex/robutt_data/more.dm @@ -29,6 +29,6 @@ name = "Kitbashing" data = "Different corporations' prosthetics are not designed to be slotted together.\ There are exceptions: most industrial brands utilize a shared standard set of connectors, and of course there are Unbranded models that play well with any and all parts.\ - Nonetheless, attempting to splice together parts across these lines runs into a variety of technical problems. Most common are sensory and motor cross-wirings, leading to synthesia, uncontrollable jitters, and occasional paralysis. These are uncomfortable enough that most amateur bodymodders give up after one too many hallucinations. Certain combinations of parts run into structural issues-- putting a Hephestus torso on a pair of Morpheus legs is likely to deform those legs badly. Any cross-design kitbashing is likely to result in some level of structural instabilty and poor balance without hard work being put into the design.\ + Nonetheless, attempting to splice together parts across these lines runs into a variety of technical problems. Most common are sensory and motor cross-wirings, leading to synthesia, uncontrollable jitters, and occasional paralysis. These are uncomfortable enough that most amateur bodymodders give up after one too many hallucinations. Certain combinations of parts run into structural issues-- putting a Hephaestus torso on a pair of Morpheus legs is likely to deform those legs badly. Any cross-design kitbashing is likely to result in some level of structural instability and poor balance without hard work being put into the design.\

    \ Most of these can be addressed by a talented roboticist, but nonetheless most people tend to stick to a single brand of prosthetics. People who see their body's makeup as a means of self-expression, or as a machine to be optimized, are much more likely to take risks in pursuit of these goals." \ No newline at end of file diff --git a/code/modules/maps/tg/reader.dm b/code/modules/maps/tg/reader.dm index 3177de00f4..b425f05047 100644 --- a/code/modules/maps/tg/reader.dm +++ b/code/modules/maps/tg/reader.dm @@ -84,7 +84,7 @@ var/global/use_preloader = FALSE if(!key_len) key_len = length(key) else - throw EXCEPTION("Inconsistant key length in DMM") + throw EXCEPTION("Inconsistent key length in DMM") if(!measureOnly) grid_models[key] = dmmRegex.group[2] diff --git a/code/modules/mining/fulton.dm b/code/modules/mining/fulton.dm index d700d43149..98195c7b4e 100644 --- a/code/modules/mining/fulton.dm +++ b/code/modules/mining/fulton.dm @@ -1,7 +1,7 @@ var/global/list/total_extraction_beacons = list() /obj/item/extraction_pack - name = "fulton extraction pack" + name = "Fulton extraction pack" desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand." icon = 'icons/obj/fulton.dmi' icon_state = "extraction_pack" @@ -140,7 +140,7 @@ var/global/list/total_extraction_beacons = list() /obj/item/fulton_core name = "extraction beacon signaller" - desc = "Emits a signal which fulton recovery devices can lock onto. Activate in hand to create a beacon." + desc = "Emits a signal which Fulton recovery devices can lock onto. Activate in hand to create a beacon." icon = 'icons/obj/stock_parts.dmi' icon_state = "subspace_amplifier" @@ -152,8 +152,8 @@ var/global/list/total_extraction_beacons = list() qdel(src) /obj/structure/extraction_point - name = "fulton recovery beacon" - desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon." + name = "Fulton recovery beacon" + desc = "A beacon for the Fulton recovery system. Activate a pack in your hand to link it to a beacon." icon = 'icons/obj/fulton.dmi' icon_state = "extraction_point" anchored = TRUE @@ -171,7 +171,7 @@ var/global/list/total_extraction_beacons = list() /obj/effect/extraction_holder name = "extraction holder" - desc = "you shouldnt see this" + desc = "you shouldn't see this" var/atom/movable/stored_obj /obj/item/extraction_pack/proc/check_for_living_mobs(atom/A) diff --git a/code/modules/mining/ore_redemption_machine/equipment_vendor.dm b/code/modules/mining/ore_redemption_machine/equipment_vendor.dm index 9b8b3fb63a..e63df0e617 100644 --- a/code/modules/mining/ore_redemption_machine/equipment_vendor.dm +++ b/code/modules/mining/ore_redemption_machine/equipment_vendor.dm @@ -148,7 +148,7 @@ flick(icon_deny, src) return if(prize.cost > inserted_id.mining_points) - to_chat(usr, "Error: Insufficent points for [prize.equipment_name]!") + to_chat(usr, "Error: Insufficient points for [prize.equipment_name]!") flick(icon_deny, src) else inserted_id.mining_points -= prize.cost diff --git a/code/modules/mining/ore_redemption_machine/survey_vendor.dm b/code/modules/mining/ore_redemption_machine/survey_vendor.dm index c867d892c8..f4a51f9eaf 100644 --- a/code/modules/mining/ore_redemption_machine/survey_vendor.dm +++ b/code/modules/mining/ore_redemption_machine/survey_vendor.dm @@ -89,7 +89,7 @@ flick(icon_deny, src) return if(prize.cost > inserted_id.survey_points) - to_chat(usr, "Error: Insufficent points for [prize.equipment_name]!") + to_chat(usr, "Error: Insufficient points for [prize.equipment_name]!") flick(icon_deny, src) else inserted_id.survey_points -= prize.cost diff --git a/code/modules/mob/_modifiers/cloning.dm b/code/modules/mob/_modifiers/cloning.dm index 76aeabd50c..958ecd4ecd 100644 --- a/code/modules/mob/_modifiers/cloning.dm +++ b/code/modules/mob/_modifiers/cloning.dm @@ -27,7 +27,7 @@ // Prevents cloning, actual effect is on the cloning machine /datum/modifier/no_clone - name = "Cloning Incompatability" + name = "Cloning Incompatibility" desc = "For whatever reason, you cannot be cloned." //WIP, but these may never be seen anyway, so *shrug @@ -39,8 +39,8 @@ // Prevents borging (specifically the MMI part), actual effect is on the MMI. /datum/modifier/no_borg - name = "Cybernetic Incompatability" - desc = "For whatever reason, your brain is incompatable with direct cybernetic interfaces, such as the MMI." + name = "Cybernetic Incompatibility" + desc = "For whatever reason, your brain is incompatible with direct cybernetic interfaces, such as the MMI." flags = MODIFIER_GENETIC diff --git a/code/modules/mob/_modifiers/modifiers.dm b/code/modules/mob/_modifiers/modifiers.dm index 794ce1e09a..f68224cb6d 100644 --- a/code/modules/mob/_modifiers/modifiers.dm +++ b/code/modules/mob/_modifiers/modifiers.dm @@ -26,7 +26,7 @@ var/filter_instance = null // Instance of a filter created with the `filter_parameters` list. This exists to make `animate()` calls easier. Don't set manually. // Now for all the different effects. - // Percentage modifiers are expressed as a multipler. (e.g. +25% damage should be written as 1.25) + // Percentage modifiers are expressed as a multiplier. (e.g. +25% damage should be written as 1.25) var/max_health_flat // Adjusts max health by a flat (e.g. +20) amount. Note this is added to base health. var/max_health_percent // Adjusts max health by a percentage (e.g. -30%). var/disable_duration_percent // Adjusts duration of 'disables' (stun, weaken, paralyze, confusion, sleep, halloss, etc) Setting to 0 will grant immunity. @@ -55,13 +55,13 @@ var/emp_modifier // Added to the EMP strength, which is an inverse scale from 1 to 4, with 1 being the strongest EMP. 5 is a nullification. var/explosion_modifier // Added to the bomb strength, which is an inverse scale from 1 to 3, with 1 being gibstrength. 4 is a nullification. - // Note that these are combined with the mob's real armor values additatively. You can also omit specific armor types. + // Note that these are combined with the mob's real armor values additively. You can also omit specific armor types. var/list/armor_percent = null // List of armor values to add to the holder when doing armor calculations. This is for percentage based armor. E.g. 50 = half damage. var/list/armor_flat = null // Same as above but only for flat armor calculations. E.g. 5 = 5 less damage (this comes after percentage). // Unlike armor, this is multiplicative. Two 50% protection modifiers will be combined into 75% protection (assuming no base protection on the mob). var/heat_protection = null // Modifies how 'heat' protection is calculated, like wearing a firesuit. 1 = full protection. var/cold_protection = null // Ditto, but for cold, like wearing a winter coat. - var/siemens_coefficient = null // Similar to above two vars but 0 = full protection, to be consistant with siemens numbers everywhere else. + var/siemens_coefficient = null // Similar to above two vars but 0 = full protection, to be consistent with siemens numbers everywhere else. var/vision_flags // Vision flags to add to the mob. SEE_MOB, SEE_OBJ, etc. @@ -272,7 +272,7 @@ -// Helper to format multiplers (e.g. 1.4) to percentages (like '40%') +// Helper to format multipliers (e.g. 1.4) to percentages (like '40%') /proc/multipler_to_percentage(var/multi, var/abs = FALSE) if(abs) return "[abs( ((multi - 1) * 100) )]%" diff --git a/code/modules/mob/_modifiers/traits_phobias.dm b/code/modules/mob/_modifiers/traits_phobias.dm index f36d05a1f4..f63a906ef1 100644 --- a/code/modules/mob/_modifiers/traits_phobias.dm +++ b/code/modules/mob/_modifiers/traits_phobias.dm @@ -666,7 +666,7 @@ // ********** /datum/modifier/trait/phobia/xenophobia/skrell - name = "anti-skrell sentiment" + name = "anti-Skrell sentiment" desc = "The Skrell pretend that they are Humanity's enlightened allies, but you can see past that." on_created_text = "Hopefully no Skrell show up today." diff --git a/code/modules/mob/dead/corpse.dm b/code/modules/mob/dead/corpse.dm index 6e9829fb32..6894ea7a7f 100644 --- a/code/modules/mob/dead/corpse.dm +++ b/code/modules/mob/dead/corpse.dm @@ -2,7 +2,7 @@ //If someone can do this in a neater way, be my guest-Kor -//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these. +//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these. //To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now). diff --git a/code/modules/mob/dead/observer/observer.dm b/code/modules/mob/dead/observer/observer.dm index dff26e0647..71a6d2b623 100644 --- a/code/modules/mob/dead/observer/observer.dm +++ b/code/modules/mob/dead/observer/observer.dm @@ -85,7 +85,7 @@ "Beepsky" = "secbot" ) var/last_revive_notification = null // world.time of last notification, used to avoid spamming players from defibs or cloners. - var/cleanup_timer // Refernece to a timer that will delete this mob if no client returns + var/cleanup_timer // Reference to a timer that will delete this mob if no client returns /mob/observer/dead/Initialize() diff --git a/code/modules/mob/language/station.dm b/code/modules/mob/language/station.dm index 8a76a9b2b5..88d70762ae 100644 --- a/code/modules/mob/language/station.dm +++ b/code/modules/mob/language/station.dm @@ -244,7 +244,7 @@ //Syllable Lists /* This list really long, mainly because I can't make up my mind about which mandarin syllables should be removed, - and the english syllables had to be duplicated so that there is roughly a 50-50 weighting. + and the English syllables had to be duplicated so that there is roughly a 50-50 weighting. The other 3 languages were duplicated just so they could show occasionally. Sources: diff --git a/code/modules/mob/living/carbon/brain/MMI.dm b/code/modules/mob/living/carbon/brain/MMI.dm index 398d6be8fa..ad0c08abfb 100644 --- a/code/modules/mob/living/carbon/brain/MMI.dm +++ b/code/modules/mob/living/carbon/brain/MMI.dm @@ -56,7 +56,7 @@ for(var/modifier_type in B.brainmob.modifiers) //Can't be shoved in an MMI. if(istype(modifier_type, /datum/modifier/no_borg)) - to_chat(user, "\The [src] appears to reject this brain. It is incompatable.") + to_chat(user, "\The [src] appears to reject this brain. It is incompatible.") return user.visible_message("\The [user] sticks \a [O] into \the [src].") diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index a68c2d4373..322db95d5d 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -101,7 +101,7 @@ //higher sensitivity values incur additional effects, starting with confusion/blinding/knockdown and ending with increasing amounts of damage //the degree of damage and duration of effects can be tweaked up or down based on the species emp_dmg_mod and emp_stun_mod vars (default 1) on top of tuning the random ranges /mob/living/carbon/emp_act(severity) - //pregen our stunning stuff, had to do this seperately or else byond complained. remember that severity falls off with distance based on the source, so we don't need to do any extra distance calcs here. + //pregen our stunning stuff, had to do this separately or else byond complained. remember that severity falls off with distance based on the source, so we don't need to do any extra distance calcs here. var/agony_str = ((rand(4,6)*15)-(15*severity))*species.emp_stun_mod //big ouchies at high severity, causes 0-75 halloss/agony; shotgun beanbags and revolver rubbers do 60 var/deafen_dur = (rand(9,16)-severity)*species.emp_stun_mod //5-15 deafen, on par with a flashbang var/confuse_dur = (rand(4,11)-severity)*species.emp_stun_mod //0-10 wobbliness, on par with a flashbang diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 38fa454ed9..7274174177 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -264,7 +264,7 @@ else return if_no_id -//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere +//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere /mob/living/carbon/human/proc/get_visible_name() if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible return get_id_name("Unknown") diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index fd809b031b..d21e39755d 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -336,7 +336,7 @@ return parts //Heals ONE external organ, organ gets randomly selected from damaged ones. -//It automatically updates damage overlays if necesary +//It automatically updates damage overlays if necessary //It automatically updates health status /mob/living/carbon/human/heal_organ_damage(var/brute, var/burn) var/list/obj/item/organ/external/parts = get_damaged_organs(brute,burn) @@ -351,8 +351,8 @@ /* In most cases it makes more sense to use apply_damage() instead! And make sure to check armour if applicable. */ -//Damages ONE external organ, organ gets randomly selected from damagable ones. -//It automatically updates damage overlays if necesary +//Damages ONE external organ, organ gets randomly selected from damageable ones. +//It automatically updates damage overlays if necessary //It automatically updates health status /mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0) var/list/obj/item/organ/external/parts = get_damageable_organs() diff --git a/code/modules/mob/living/carbon/human/human_helpers.dm b/code/modules/mob/living/carbon/human/human_helpers.dm index 22ff589b46..6d386f6394 100644 --- a/code/modules/mob/living/carbon/human/human_helpers.dm +++ b/code/modules/mob/living/carbon/human/human_helpers.dm @@ -135,7 +135,7 @@ return FBP_POSI else if(istype(mmi_holder.stored_mmi, /obj/item/mmi/digital/robot)) return FBP_DRONE - else if(istype(mmi_holder.stored_mmi, /obj/item/mmi)) // This needs to come last because inheritence. + else if(istype(mmi_holder.stored_mmi, /obj/item/mmi)) // This needs to come last because inheritance. return FBP_CYBORG return FBP_NONE diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 85fa2f008e..865de0b8e6 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -101,8 +101,8 @@ handle_embedded_objects() //Moving with objects stuck in you can cause bad times. // This calculates the amount of slowdown to receive from items worn. This does NOT include species modifiers. -// It is in a seperate place to avoid an infinite loop situation with dragging mobs dragging each other. -// Also its nice to have these things seperated. +// It is in a separate place to avoid an infinite loop situation with dragging mobs dragging each other. +// Also its nice to have these things separated. /mob/living/carbon/human/proc/calculate_item_encumbrance() if(!buckled && shoes) // Shoes can make you go faster. . += shoes.slowdown @@ -113,7 +113,7 @@ . += I.slowdown // Hands are also included, to make the 'take off your armor instantly and carry it with you to go faster' trick no longer viable. - // This is done seperately to disallow negative numbers (so you can't hold shoes in your hands to go faster). + // This is done separately to disallow negative numbers (so you can't hold shoes in your hands to go faster). for(var/obj/item/I in list(r_hand, l_hand)) . += max(I.slowdown, 0) diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index 83e1ceba1d..3a6ac91730 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -47,11 +47,11 @@ //Apparently, the person who wrote this code designed it so that //blinded get reset each cycle and then get activated later in the - //code. Very ugly. I dont care. Moving this stuff here so its easy + //code. Very ugly. I don't care. Moving this stuff here so its easy //to find it. blinded = 0 - //TODO: seperate this out + //TODO: separate this out // update the current life tick, can be used to e.g. only do something every 4 ticks life_tick++ @@ -162,7 +162,7 @@ pressure_adjustment_coefficient = min(pressure_adjustment_coefficient, 1) return pressure_adjustment_coefficient -// Calculate how much of the enviroment pressure-difference affects the human. +// Calculate how much of the environment pressure-difference affects the human. /mob/living/carbon/human/calculate_affecting_pressure(var/pressure) var/pressure_difference @@ -193,7 +193,7 @@ /mob/living/carbon/human/handle_disabilities() ..() - if(stat != CONSCIOUS) //Let's not worry about tourettes if you're not conscious. + if(stat != CONSCIOUS) //Let's not worry about Tourette's if you're not conscious. return if (disabilities & EPILEPSY) @@ -665,7 +665,7 @@ /mob/living/carbon/human/proc/handle_allergens() if(chem_effects[CE_ALLERGEN]) - //first, multiply the basic species-level value by our allergen effect rating, so consuming multiple seperate allergen typess simultaneously hurts more + //first, multiply the basic species-level value by our allergen effect rating, so consuming multiple separate allergen typess simultaneously hurts more var/damage_severity = species.allergen_damage_severity * chem_effects[CE_ALLERGEN] var/disable_severity = species.allergen_disable_severity * chem_effects[CE_ALLERGEN] if(species.allergen_reaction & AG_PHYS_DMG) diff --git a/code/modules/mob/living/carbon/human/species/species.dm b/code/modules/mob/living/carbon/human/species/species.dm index 8c2741da6b..a95e147527 100644 --- a/code/modules/mob/living/carbon/human/species/species.dm +++ b/code/modules/mob/living/carbon/human/species/species.dm @@ -99,7 +99,7 @@ var/burn_mod = 1 // Burn damage multiplier. var/oxy_mod = 1 // Oxyloss modifier var/toxins_mod = 1 // Toxloss modifier. overridden by NO_POISON flag. - var/radiation_mod = 1 // Radiation modifier, determines the practically negligable burn damage from direct exposure to extreme sources. + var/radiation_mod = 1 // Radiation modifier, determines the practically negligible burn damage from direct exposure to extreme sources. var/flash_mod = 1 // Stun from blindness modifier (flashes and flashbangs) var/flash_burn = 0 // how much damage to take from being flashed if light hypersensitive var/sound_mod = 1 // Multiplier to the effective *range* of flashbangs. a flashbang's bang hits an entire screen radius, with some falloff. @@ -113,7 +113,7 @@ var/chemOD_mod = 1 // Damage modifier for overdose; higher = more damage from ODs var/pain_mod = 1 // Multiplier to pain effects; 0.5 = half, 0 = no effect (equal to NO_PAIN, really), 2 = double, etc. var/spice_mod = 1 // Multiplier to spice/capsaicin/frostoil effects; 0.5 = half, 0 = no effect (immunity), 2 = double, etc. - var/trauma_mod = 1 // Affects traumatic shock (how fast pain crit happens). 0 = no effect (immunity to pain crit), 2 = double etc.Overriden by "can_feel_pain" var + var/trauma_mod = 1 // Affects traumatic shock (how fast pain crit happens). 0 = no effect (immunity to pain crit), 2 = double etc.Overridden by "can_feel_pain" var // set below is EMP interactivity for nonsynth carbons var/emp_sensitivity = 0 // bitflag. valid flags are: EMP_PAIN, EMP_BLIND, EMP_DEAFEN, EMP_CONFUSE, EMP_STUN, and EMP_(BRUTE/BURN/TOX/OXY)_DMG var/emp_dmg_mod = 1 // Multiplier to all EMP damage sustained by the mob, if it's EMP-sensitive diff --git a/code/modules/mob/living/carbon/human/species/station/prometheans.dm b/code/modules/mob/living/carbon/human/species/station/prometheans.dm index e6201ad908..5b0b7ec48a 100644 --- a/code/modules/mob/living/carbon/human/species/station/prometheans.dm +++ b/code/modules/mob/living/carbon/human/species/station/prometheans.dm @@ -318,7 +318,7 @@ var/global/datum/species/shapeshifter/promethean/prometheans H.adjust_nutrition(-(3 * nutrition_cost)) // Costs Nutrition when damage is being repaired, corresponding to the amount of damage being repaired. - var/agony_to_apply = ((1 / starve_mod) * (nutrition_cost - strain_negation)) //Regenerating damage causes minor pain over time, if the organs responsible are nonexistant or too high on strain. Small injures will be no issue, large ones will cause problems. + var/agony_to_apply = ((1 / starve_mod) * (nutrition_cost - strain_negation)) //Regenerating damage causes minor pain over time, if the organs responsible are nonexistent or too high on strain. Small injures will be no issue, large ones will cause problems. if((starve_mod <= 0.5 && (H.getHalLoss() + agony_to_apply) <= 90) || ((H.getHalLoss() + agony_to_apply) <= 70)) // Will max out at applying halloss at 70, unless they are starving; starvation regeneration will bring them up to a maximum of 120, the same amount of agony a human receives from three taser hits. H.apply_damage(agony_to_apply, HALLOSS) diff --git a/code/modules/mob/living/carbon/resist.dm b/code/modules/mob/living/carbon/resist.dm index 412321fe89..efab56a962 100644 --- a/code/modules/mob/living/carbon/resist.dm +++ b/code/modules/mob/living/carbon/resist.dm @@ -83,14 +83,14 @@ setClickCooldown(100) visible_message( - "[src] attempts to unbuckle themself!", + "[src] attempts to unbuckle themselves!", "You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stand still)" ) if(do_after(src, 2 MINUTES, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY))) if(!buckled) return - visible_message("[src] manages to unbuckle themself!", + visible_message("[src] manages to unbuckle themselves!", "You successfully unbuckle yourself.") buckled.user_unbuckle_mob(src, src) diff --git a/code/modules/mob/living/default_language.dm b/code/modules/mob/living/default_language.dm index eefe4929f9..ec9a519c8d 100644 --- a/code/modules/mob/living/default_language.dm +++ b/code/modules/mob/living/default_language.dm @@ -22,7 +22,7 @@ to_chat(src, "You will now speak whatever your standard default language is if you do not specify one when speaking.") default_language = language -// Silicons can't neccessarily speak everything in their languages list +// Silicons can't necessarily speak everything in their languages list /mob/living/silicon/set_default_language(language as null|anything in speech_synthesizer_langs) ..() diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 756e11a274..74604711bb 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -1119,7 +1119,7 @@ throw_alert("weightless", /obj/screen/alert/weightless) // Tries to turn off things that let you see through walls, like mesons. -// Each mob does vision a bit differently so this is just for inheritence and also so overrided procs can make the vision apply instantly if they call `..()`. +// Each mob does vision a bit differently so this is just for inheritance and also so overridden procs can make the vision apply instantly if they call `..()`. /mob/living/proc/disable_spoiler_vision() handle_vision() diff --git a/code/modules/mob/living/living_movement.dm b/code/modules/mob/living/living_movement.dm index 115e5cf50a..0ae3086a27 100644 --- a/code/modules/mob/living/living_movement.dm +++ b/code/modules/mob/living/living_movement.dm @@ -68,7 +68,7 @@ default behaviour is: now_pushing = 0 return - //BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller + //BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being separated from their puller var/can_swap = 1 if(loc.density || tmob.loc.density) can_swap = 0 @@ -203,7 +203,7 @@ default behaviour is: // Will move our mob (probably) . = ..() // Moved() called at this point if successful - if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //seperated from our puller and not in the middle of a diagonal move + if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //separated from our puller and not in the middle of a diagonal move pulledby.stop_pulling() if(s_active && !(s_active in contents) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much. diff --git a/code/modules/mob/living/logout.dm b/code/modules/mob/living/logout.dm index fa04b0b317..e0ef3c5c74 100644 --- a/code/modules/mob/living/logout.dm +++ b/code/modules/mob/living/logout.dm @@ -2,7 +2,7 @@ ..() if (mind) //Per BYOND docs key remains set if the player DCs, becomes null if switching bodies. - if(!key) //key and mind have become seperated. + if(!key) //key and mind have become separated. mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body. spawn(15 SECONDS) //15 seconds to get back into the mob before it goes wild diff --git a/code/modules/mob/living/silicon/robot/life.dm b/code/modules/mob/living/silicon/robot/life.dm index 4f50da4435..30e3526d25 100644 --- a/code/modules/mob/living/silicon/robot/life.dm +++ b/code/modules/mob/living/silicon/robot/life.dm @@ -196,7 +196,7 @@ src.sight &= ~SEE_MOBS src.sight &= ~SEE_TURFS src.sight &= ~SEE_OBJS - src.see_in_dark = 8 // see_in_dark means you can FAINTLY see in the dark, humans have a range of 3 or so, tajaran have it at 8 + src.see_in_dark = 8 // see_in_dark means you can FAINTLY see in the dark, humans have a range of 3 or so, Tajaran have it at 8 src.see_invisible = SEE_INVISIBLE_LIVING // This is normal vision (25), setting it lower for normal vision means you don't "see" things like darkness since darkness // has a "invisible" value of 15 diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index a3f0156768..aed89d79ea 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -1122,7 +1122,7 @@ return if(opened)//Cover is open - if(emagged) return//Prevents the X has hit Y with Z message also you cant emag them twice + if(emagged) return//Prevents the X has hit Y with Z message also you can't emag them twice if(wiresexposed) to_chat(user, "You must close the panel first.") return @@ -1190,9 +1190,9 @@ G.drop_item_nm() /mob/living/silicon/robot/disable_spoiler_vision() - if(sight_mode & (BORGMESON|BORGMATERIAL|BORGXRAY)) // Whyyyyyyyy have seperate defines. + if(sight_mode & (BORGMESON|BORGMATERIAL|BORGXRAY)) // Whyyyyyyyy have separate defines. var/i = 0 - // Borg inventory code is very . . interesting and as such, unequiping a specific item requires jumping through some (for) loops. + // Borg inventory code is very . . interesting and as such, unequipping a specific item requires jumping through some (for) loops. var/current_selection_index = get_selected_module() // Will be 0 if nothing is selected. for(var/thing in list(module_state_1, module_state_2, module_state_3)) i++ diff --git a/code/modules/mob/living/silicon/robot/robot_items.dm b/code/modules/mob/living/silicon/robot/robot_items.dm index 303f0794a6..113b733b65 100644 --- a/code/modules/mob/living/silicon/robot/robot_items.dm +++ b/code/modules/mob/living/silicon/robot/robot_items.dm @@ -158,7 +158,7 @@ //A harvest item for serviceborgs. /obj/item/robot_harvester name = "auto harvester" - desc = "A hand-held harvest tool that resembles a sickle. It uses energy to cut plant matter very efficently." + desc = "A hand-held harvest tool that resembles a sickle. It uses energy to cut plant matter very efficiently." icon = 'icons/obj/weapons.dmi' icon_state = "autoharvester" diff --git a/code/modules/mob/living/silicon/say.dm b/code/modules/mob/living/silicon/say.dm index f0452ecc7e..79f2ebb326 100644 --- a/code/modules/mob/living/silicon/say.dm +++ b/code/modules/mob/living/silicon/say.dm @@ -67,7 +67,7 @@ for(var/mob/M in listening) M.hear_holopad_talk(message_pieces, verb, src) for(var/obj/O in listening_obj) - if(O == T) //Don't recieve your own speech + if(O == T) //Don't receive your own speech continue O.hear_talk(src, message_pieces, verb) /*Radios "filter out" this conversation channel so we don't need to account for them. diff --git a/code/modules/mob/living/simple_mob/combat.dm b/code/modules/mob/living/simple_mob/combat.dm index a89b728d22..f1dd1c1ffb 100644 --- a/code/modules/mob/living/simple_mob/combat.dm +++ b/code/modules/mob/living/simple_mob/combat.dm @@ -23,7 +23,7 @@ melee_post_animation(A) // This does the actual attack. -// This is a seperate proc for the purposes of attack animations. +// This is a separate proc for the purposes of attack animations. // A is the thing getting attacked, T is the turf A is/was on when attack_target was called. /mob/living/simple_mob/proc/do_attack(atom/A, turf/T) face_atom(A) diff --git a/code/modules/mob/living/simple_mob/simple_mob.dm b/code/modules/mob/living/simple_mob/simple_mob.dm index 1fcf0ac7df..423b2bb5c0 100644 --- a/code/modules/mob/living/simple_mob/simple_mob.dm +++ b/code/modules/mob/living/simple_mob/simple_mob.dm @@ -119,13 +119,13 @@ //Special attacks // var/special_attack_prob = 0 // The chance to ATTEMPT a special_attack_target(). If it fails, it will do a regular attack instead. - // This is commented out to ease the AI attack logic by being (a bit more) determanistic. + // This is commented out to ease the AI attack logic by being (a bit more) deterministic. // You should instead limit special attacks using the below vars instead. var/special_attack_min_range = null // The minimum distance required for an attempt to be made. var/special_attack_max_range = null // The maximum for an attempt. var/special_attack_charges = null // If set, special attacks will work off of a charge system, and won't be usable if all charges are expended. Good for grenades. var/special_attack_cooldown = null // If set, special attacks will have a cooldown between uses. - var/last_special_attack = null // world.time when a special attack occured last, for cooldown calculations. + var/last_special_attack = null // world.time when a special attack occurred last, for cooldown calculations. var/projectileverb = "fires" //Damage resistances diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/borer/borer.dm b/code/modules/mob/living/simple_mob/subtypes/animal/borer/borer.dm index 26d697f839..ecb39fe5bb 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/borer/borer.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/borer/borer.dm @@ -1,6 +1,6 @@ // Borers are probably still going to be buggy as fuck, this is just bringing their mob defines up to the new system. // IMO they're a relic of several ages we're long past, their code and their design showing this plainly, but removing them would -// make certain people Unhappy so here we are. They need a complete redesign but thats beyond the scope of the rewrite. +// make certain people Unhappy so here we are. They need a complete redesign but that's beyond the scope of the rewrite. /mob/living/simple_mob/animal/borer name = "cortical borer" diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/carrier.dm b/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/carrier.dm index 2d8ec6e618..7c4ba7a183 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/carrier.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/carrier.dm @@ -5,10 +5,10 @@ desc = "This specific spider has been catalogued as 'Carrier', \ and it belongs to the 'Nurse' caste. \

    \ - The spider has a beige and red appearnce, with bright green eyes. \ + The spider has a beige and red appearance, with bright green eyes. \ Inside the spider are a large number of younger spiders and spiderlings, hence \ the Carrier classification. \ - If the host dies, they will be able to exit the body and survive independantly, \ + If the host dies, they will be able to exit the body and survive independently, \ unless the host dies catastrophically." value = CATALOGUER_REWARD_MEDIUM diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/phorogenic.dm b/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/phorogenic.dm index 72ab657f57..2aae7083f5 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/phorogenic.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/giant_spider/phorogenic.dm @@ -9,7 +9,7 @@

    \ These spiders are very dangerous, and unusual. They have obviously been influenced by the mysterious \ material known as phoron, however it is not known if this is the result of arachnids merely being \ - exposed to naturally-occuring phoron on some alien world, being genetically altered to produce phoron by an unknown party, \ + exposed to naturally-occurring phoron on some alien world, being genetically altered to produce phoron by an unknown party, \ or some other unknown cause. \

    \ Compared to the other types of spiders in their caste, and even to those outside, this one is the \ @@ -20,7 +20,7 @@ Phorongenic spiders are also highly explosive, due to their infusion with phoron. \ Should one die, it will create a large explosion. This appears to be an automatic response \ caused from internal rupturing, as opposed to an intentional act of revenge by the spider, however \ - the result is the same, oftening ending a fight with both sides dead." + the result is the same, often ending a fight with both sides dead." value = CATALOGUER_REWARD_MEDIUM /mob/living/simple_mob/animal/giant_spider/phorogenic diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/passive/fish.dm b/code/modules/mob/living/simple_mob/subtypes/animal/passive/fish.dm index 70026ea8bf..fd58eac401 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/passive/fish.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/passive/fish.dm @@ -47,7 +47,7 @@ // Makes the AI unable to willingly go on land. /mob/living/simple_mob/animal/passive/fish/IMove(turf/newloc, safety = TRUE) if(is_type_in_list(newloc, suitable_turf_types)) - return ..() // Procede as normal. + return ..() // Proceed as normal. return MOVEMENT_FAILED // Don't leave the water! // Take damage if we are not in water diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/pets/bird.dm b/code/modules/mob/living/simple_mob/subtypes/animal/pets/bird.dm index 62a00f92cd..4065af0d70 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/pets/bird.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/pets/bird.dm @@ -71,7 +71,7 @@ icon_scale_y = 0.5 /mob/living/simple_mob/animal/passive/bird/european_robin - name = "european robin" + name = "European robin" desc = "A species of bird, they have been studied for their sense of magnetoreception." icon_state = "europeanrobin" icon_dead = "europeanrobin-dead" diff --git a/code/modules/mob/living/simple_mob/subtypes/animal/sif/kururak.dm b/code/modules/mob/living/simple_mob/subtypes/animal/sif/kururak.dm index fc2b83cde8..bf7fa0d36a 100644 --- a/code/modules/mob/living/simple_mob/subtypes/animal/sif/kururak.dm +++ b/code/modules/mob/living/simple_mob/subtypes/animal/sif/kururak.dm @@ -76,7 +76,7 @@ special_attack_max_range = 4 special_attack_cooldown = 1 MINUTE - // Players have 2 seperate cooldowns for these, while the AI must choose one. Both respect special_attack_cooldown + // Players have 2 separate cooldowns for these, while the AI must choose one. Both respect special_attack_cooldown var/last_strike_time = 0 var/last_flash_time = 0 @@ -104,7 +104,7 @@ /mob/living/simple_mob/animal/sif/kururak/IIsAlly(mob/living/L) . = ..() if(!.) - if(issilicon(L)) // Metal things are usually reflective, or in general aggrivating. + if(issilicon(L)) // Metal things are usually reflective, or in general aggravating. return FALSE if(ishuman(L)) // Might be metal, but they're humanoid shaped. var/mob/living/carbon/human/H = L diff --git a/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm b/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm index 23202c29a4..41ccd1d352 100644 --- a/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm +++ b/code/modules/mob/living/simple_mob/subtypes/humanoid/russian.dm @@ -1,5 +1,5 @@ /mob/living/simple_mob/humanoid/russian - name = "russian" + name = "Russian" desc = "For the Motherland!" tt_desc = "E Homo sapiens" icon_state = "russianmelee" diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm index e1a044c30b..b48e0043dd 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/adv_dark_gygax.dm @@ -177,7 +177,7 @@ sleep(1 SECOND) - // Shoot a tesla bolt, and flashes people who are looking at the mecha without sufficent eye protection. + // Shoot a tesla bolt, and flashes people who are looking at the mecha without sufficient eye protection. visible_message(span("warning", "\The [energy_ball] explodes in a flash of light, sending a shock everywhere!")) playsound(src, 'sound/effects/lightningbolt.ogg', 100, 1, extrarange = 30) tesla_zap(src.loc, 5, ELECTRIC_ZAP_POWER, FALSE) @@ -270,7 +270,7 @@ // The Advanced Dark Gygax's AI. // The mob has three special attacks, based on the current intent. -// This AI choose the appropiate intent for the situation, and tries to ensure it doesn't kill itself by firing missiles at its feet. +// This AI choose the appropriate intent for the situation, and tries to ensure it doesn't kill itself by firing missiles at its feet. /datum/ai_holder/simple_mob/intentional/adv_dark_gygax conserve_ammo = TRUE // Might help avoid 'I shoot the wall forever' cheese. var/closest_desired_distance = 1 // Otherwise run up to them to be able to potentially shock or punch them. @@ -285,7 +285,7 @@ // Used to control the mob's positioning based on which special attack it has done. // Note that the intent will not change again until the next special attack is about to happen. /datum/ai_holder/simple_mob/intentional/adv_dark_gygax/on_engagement(atom/A) - // Make the AI backpeddle if using an AoE special attack. + // Make the AI backpedal if using an AoE special attack. var/list/risky_intents = list(I_GRAB, I_HURT) // Mini-singulo and missiles. if(holder.a_intent in risky_intents) var/closest_distance = 1 diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm index ddeec67e63..cf8dc16ae7 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/mecha/hoverpod.dm @@ -4,7 +4,7 @@ name = "Voidcraft - Hoverpod" desc = "This is a small space-capable craft that has a round design. Can hold up to one pilot, \ and sometimes one or two passengers, with the right modifications made. \ - Hoverpods have existed for a very long time, and the design has remained more or less consistant over its life. \ + Hoverpods have existed for a very long time, and the design has remained more or less consistent over its life. \ They carved out a niche in short ranged transportation of cargo or crew while in space, \ as they were more efficient compared to using a shuttle, and required less infrastructure to use due to being compact enough \ to use airlocks. As such, they acted as a sort of bridge between being EVA in a spacesuit, and being inside a 'real' spacecraft.\ diff --git a/code/modules/mob/living/simple_mob/subtypes/mechanical/viscerator.dm b/code/modules/mob/living/simple_mob/subtypes/mechanical/viscerator.dm index 6c1d5b738b..db7640de9d 100644 --- a/code/modules/mob/living/simple_mob/subtypes/mechanical/viscerator.dm +++ b/code/modules/mob/living/simple_mob/subtypes/mechanical/viscerator.dm @@ -14,7 +14,7 @@ tends to get deflected after slicing into someone's flesh, and as such they tend to not cut deeply. \ The simplistic AI inside compensates for this by using the tendency to bounce away after \ slicing as an evasive tactic to avoid harm. This allows the viscerator to cut up the target, \ - fly to the side, and then repeat, potentially causing the target to die from many seperate wounds." + fly to the side, and then repeat, potentially causing the target to die from many separate wounds." value = CATALOGUER_REWARD_EASY /mob/living/simple_mob/mechanical/viscerator diff --git a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/wraith.dm b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/wraith.dm index e77d749ac4..f75b6576ef 100644 --- a/code/modules/mob/living/simple_mob/subtypes/occult/constructs/wraith.dm +++ b/code/modules/mob/living/simple_mob/subtypes/occult/constructs/wraith.dm @@ -34,4 +34,4 @@ L.add_modifier(/datum/modifier/deep_wounds, 30 SECONDS) /decl/mob_organ_names/wraith - hit_zones = list("body", "eye", "crystaline spike", "left claw", "right claw") \ No newline at end of file + hit_zones = list("body", "eye", "crystalline spike", "left claw", "right claw") \ No newline at end of file diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/slime.dm b/code/modules/mob/living/simple_mob/subtypes/slime/slime.dm index 430c2a9a77..48efc9e9e1 100644 --- a/code/modules/mob/living/simple_mob/subtypes/slime/slime.dm +++ b/code/modules/mob/living/simple_mob/subtypes/slime/slime.dm @@ -143,7 +143,7 @@ var/global/list/_slime_default_emotes = list( I.appearance_flags = RESET_COLOR add_overlay(I) -// Controls the 'mood' overlay. Overrided in subtypes for specific behaviour. +// Controls the 'mood' overlay. Overridden in subtypes for specific behaviour. /mob/living/simple_mob/slime/proc/update_mood() mood = "feral" // This is to avoid another override in the /feral subtype. diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/consumption.dm b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/consumption.dm index 21e4abcd48..6031213d8b 100644 --- a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/consumption.dm +++ b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/consumption.dm @@ -65,7 +65,7 @@ else var/list/feedback = list( - "This subject is incompatable", + "This subject is incompatible", "This subject does not have a life energy", "This subject is empty", "I am not satisfied", diff --git a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm index f118b4372d..b8bfabd664 100644 --- a/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm +++ b/code/modules/mob/living/simple_mob/subtypes/slime/xenobio/subtypes.dm @@ -1,5 +1,5 @@ // Here are where all the other colors of slime live. -// They will generally fight each other if not Unified, meaning the xenobiologist has to seperate them. +// They will generally fight each other if not Unified, meaning the xenobiologist has to separate them. // Tier 1. diff --git a/code/modules/mob/login.dm b/code/modules/mob/login.dm index 6b5ff5f8e3..68a2e5bf87 100644 --- a/code/modules/mob/login.dm +++ b/code/modules/mob/login.dm @@ -70,7 +70,7 @@ var/status_enabled = client.is_preference_enabled(/datum/client_preference/status_indicators) plane_holder.set_vis(VIS_STATUS, status_enabled) - //set macro to normal incase it was overriden (like cyborg currently does) + //set macro to normal incase it was overridden (like cyborg currently does) client.set_hotkeys_macro("macro", "hotkeymode") if(!client.tooltips) diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm index bdb1a87bb5..8573c0db03 100644 --- a/code/modules/mob/mob.dm +++ b/code/modules/mob/mob.dm @@ -548,7 +548,7 @@ /mob/proc/start_pulling(var/atom/movable/AM) - if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themself OR the object being pulled is inside something: abort! + if ( !AM || !usr || src==AM || !isturf(src.loc) ) //if there's no person pulling OR the person is pulling themselves OR the object being pulled is inside something: abort! return if (AM.anchored) @@ -1163,7 +1163,7 @@ // This handles setting the client's color variable, which makes everything look a specific color. // This proc is here so it can be called without needing to check if the client exists, or if the client relogs. -// This is for inheritence since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself. +// This is for inheritance since /mob/living will serve most cases. If you need ghosts to use this you'll have to implement that yourself. /mob/proc/update_client_color() if(client && client.color) animate(client, color = null, time = 10) diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index 099c47cfcf..ea7022a060 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -148,7 +148,7 @@ qdel(mannequin) spawning = 1 - src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo + src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS can't last forever yo observer.started_as_observer = 1 @@ -477,7 +477,7 @@ dat += "Welcome, [name].
    " dat += "Round Duration: [roundduration2text()]
    " - if(emergency_shuttle) //In case NanoTrasen decides reposess CentCom's shuttles. + if(emergency_shuttle) //In case NanoTrasen decides repossess CentCom's shuttles. if(emergency_shuttle.going_to_centcom()) //Shuttle is going to CentCom, not recalled dat += "The station has been evacuated.
    " if(emergency_shuttle.online()) @@ -545,7 +545,7 @@ else client.prefs.copy_to(new_character, icon_updates = TRUE) - src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo + src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS can't last forever yo if(mind) mind.active = 0 //we wish to transfer the key manually diff --git a/code/modules/mob/new_player/preferences_setup.dm b/code/modules/mob/new_player/preferences_setup.dm index 524aff40d7..c1a6f5e8ec 100644 --- a/code/modules/mob/new_player/preferences_setup.dm +++ b/code/modules/mob/new_player/preferences_setup.dm @@ -198,7 +198,7 @@ b_skin = blue /datum/preferences/proc/dress_preview_mob(var/mob/living/carbon/human/mannequin) - if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initailized. + if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initialized. mannequin.dna = new /datum/dna(null) copy_to(mannequin, TRUE) @@ -256,7 +256,7 @@ /datum/preferences/proc/update_preview_icon() var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin(client_ckey) - if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initailized. + if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initialized. mannequin.dna = new /datum/dna(null) mannequin.delete_inventory(TRUE) dress_preview_mob(mannequin) diff --git a/code/modules/mob/new_player/sprite_accessories.dm b/code/modules/mob/new_player/sprite_accessories.dm index a4a315d99c..0afcaa4103 100644 --- a/code/modules/mob/new_player/sprite_accessories.dm +++ b/code/modules/mob/new_player/sprite_accessories.dm @@ -2159,7 +2159,7 @@ shaved name = "Tajaran Smallsatche" icon_state = "facial_smallstache" -//unathi horn beards and the like +//Unathi horn beards and the like /datum/sprite_accessory/facial_hair/una name = "Unathi Chin Horn" @@ -4021,7 +4021,7 @@ shaved species_allowed = list(SPECIES_HUMAN,SPECIES_HUMAN_VATBORN) /datum/sprite_accessory/skin/tajaran - name = "Default tajaran skin" + name = "Default Tajaran skin" icon_state = "default" icon = 'icons/mob/human_races/r_tajaran.dmi' species_allowed = list(SPECIES_TAJ) @@ -4033,7 +4033,7 @@ shaved species_allowed = list(SPECIES_UNATHI) /datum/sprite_accessory/skin/skrell - name = "Default skrell skin" + name = "Default Skrell skin" icon_state = "default" icon = 'icons/mob/human_races/r_skrell.dmi' species_allowed = list(SPECIES_SKRELL) diff --git a/code/modules/mob/new_player/sprite_accessories_tail.dm b/code/modules/mob/new_player/sprite_accessories_tail.dm index 8ebab32330..31a002ac18 100644 --- a/code/modules/mob/new_player/sprite_accessories_tail.dm +++ b/code/modules/mob/new_player/sprite_accessories_tail.dm @@ -214,35 +214,35 @@ whitelist_allowed = list() /datum/sprite_accessory/tail/special/unathi - name = "unathi tail" + name = "Unathi tail" icon_state = "sogtail_s" species_allowed = list(SPECIES_UNATHI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) /datum/sprite_accessory/tail/special/unathi_damaged - name = "unathi tail, damaged" + name = "Unathi tail, damaged" icon_state = "unathitail_damaged_s" species_allowed = list(SPECIES_UNATHI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/unathi_stubby - name = "unathi tail, stubby" + name = "Unathi tail, stubby" icon_state = "unathitail_stubby_s" species_allowed = list(SPECIES_UNATHI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tajaran - name = "tajaran tail" + name = "Tajaran tail" icon_state = "tajtail_s" species_allowed = list(SPECIES_TAJ, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) /datum/sprite_accessory/tail/special/tajaran_damaged - name = "tajaran tail, damaged/short" + name = "Tajaran tail, damaged/short" icon_state = "tajtail_damaged_s" species_allowed = list(SPECIES_TAJ, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tajaran_stubby - name = "tajaran tail, stubby" + name = "Tajaran tail, stubby" icon_state = "tajtail_stubby_s" species_allowed = list(SPECIES_TAJ, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD @@ -252,65 +252,65 @@ icon_state = "chimptail_s" /datum/sprite_accessory/tail/special/tesharitail - name = "teshari tail" + name = "Teshari tail" icon_state = "seromitail_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) /datum/sprite_accessory/tail/special/tesharitailfeathered - name = "teshari tail w/ feathers" + name = "Teshari tail w/ feathers" icon_state = "seromitail_s" extra_overlay = "seromitail_feathers_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) /datum/sprite_accessory/tail/special/tesharitail_pattern_1 - name = "teshari tail (pattern 1)" + name = "Teshari tail (pattern 1)" icon_state = "teshitail" extra_overlay = "teshi_pattern_1" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_pattern_2 - name = "teshari tail (pattern 2)" + name = "Teshari tail (pattern 2)" icon_state = "teshitail" extra_overlay = "teshi_pattern_2" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_noplume - name = "teshari tail, no plumage" + name = "Teshari tail, no plumage" icon_state = "teshtail_noplume_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_noplume_feathered - name = "teshari tail, no plumage w/feathers" + name = "Teshari tail, no plumage w/feathers" icon_state = "teshtail_noplume_s" extra_overlay = "teshtail_noplume_feathers_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged - name = "teshari tail, damaged" + name = "Teshari tail, damaged" icon_state = "teshtail_damaged_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_feathered - name = "teshari tail, damaged w/feathers" + name = "Teshari tail, damaged w/feathers" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_feathers_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_unbranded - name = "teshari tail, damaged w/ unbranded prosthetic" + name = "Teshari tail, damaged w/ unbranded prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_prosthetic_unbranded_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_unbranded_feathered - name = "teshari tail, damaged w/feathers + unbranded prosthetic" + name = "Teshari tail, damaged w/feathers + unbranded prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_feathers_s" extra_overlay2 = "teshtail_damaged_prosthetic_unbranded_s" @@ -318,14 +318,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_cenilimi - name = "teshari tail, damaged w/ Cenilimi Cybernetics prosthetic" + name = "Teshari tail, damaged w/ Cenilimi Cybernetics prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_prosthetic_cenilimi_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_cenilimi_feathered - name = "teshari tail, damaged w/feathers + Cenilimi Cybernetics prosthetic" + name = "Teshari tail, damaged w/feathers + Cenilimi Cybernetics prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_feathers_s" extra_overlay2 = "teshtail_damaged_prosthetic_cenilimi_s" @@ -333,14 +333,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_wood - name = "teshari tail, damaged w/ wooden prosthetic" + name = "Teshari tail, damaged w/ wooden prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_prosthetic_wood_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_wood_feathered - name = "teshari tail, damaged w/feathers + wooden prosthetic" + name = "Teshari tail, damaged w/feathers + wooden prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_feathers_s" extra_overlay2 = "teshtail_damaged_prosthetic_wood_s" @@ -348,14 +348,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_sifwood - name = "teshari tail, damaged w/ Sivian wooden prosthetic" + name = "Teshari tail, damaged w/ Sivian wooden prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_prosthetic_wood_sif_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_damaged_sifwood_feathered - name = "teshari tail, damaged w/feathers + Sivian wooden prosthetic" + name = "Teshari tail, damaged w/feathers + Sivian wooden prosthetic" icon_state = "teshtail_damaged_s" extra_overlay = "teshtail_damaged_feathers_s" extra_overlay2 = "teshtail_damaged_prosthetic_wood_sif_s" @@ -369,21 +369,21 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_feathered - name = "teshari tail, stubby w/feathers" + name = "Teshari tail, stubby w/feathers" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_feathers_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_unbranded - name = "teshari tail, stubby w/ unbranded prosthetic" + name = "Teshari tail, stubby w/ unbranded prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_prosthetic_unbranded_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_unbranded_feathered - name = "teshari tail, stubby w/ feathers + unbranded prosthetic" + name = "Teshari tail, stubby w/ feathers + unbranded prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_feathers_s" extra_overlay2 = "teshtail_stubby_prosthetic_unbranded_s" @@ -391,14 +391,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_cenilimi - name = "teshari tail, stubby w/ Cenilimi Cybernetics prosthetic" + name = "Teshari tail, stubby w/ Cenilimi Cybernetics prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_prosthetic_cenilimi_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_cenilimi_feathered - name = "teshari tail, stubby w/ feathers + Cenilimi Cybernetics prosthetic" + name = "Teshari tail, stubby w/ feathers + Cenilimi Cybernetics prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_feathers_s" extra_overlay2 = "teshtail_stubby_prosthetic_cenilimi_s" @@ -406,14 +406,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_wood - name = "teshari tail, stubby w/ wooden prosthetic" + name = "Teshari tail, stubby w/ wooden prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_prosthetic_wood_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_wood_feathered - name = "teshari tail, stubby w/feathers + wooden prosthetic" + name = "Teshari tail, stubby w/feathers + wooden prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_feathers_s" extra_overlay2 = "teshtail_stubby_prosthetic_wood_s" @@ -421,14 +421,14 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_sifwood - name = "teshari tail, stubby w/ Sivian wooden prosthetic" + name = "Teshari tail, stubby w/ Sivian wooden prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_prosthetic_wood_sif_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_stubby_sifwood_feathered - name = "teshari tail, stubby w/feathers + Sivian wooden prosthetic" + name = "Teshari tail, stubby w/feathers + Sivian wooden prosthetic" icon_state = "teshtail_stubby_s" extra_overlay = "teshtail_stubby_feathers_s" extra_overlay2 = "teshtail_stubby_prosthetic_wood_sif_s" @@ -436,24 +436,24 @@ color_blend_mode = ICON_ADD /datum/sprite_accessory/tail/special/tesharitail_prosthetic_unbranded - name = "teshari tail, unbranded prosthetic" + name = "Teshari tail, unbranded prosthetic" icon_state = "teshtail_prosthetic_unbranded_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) do_colouration = FALSE /datum/sprite_accessory/tail/special/tesharitail_prosthetic_cenilimi - name = "teshari tail, Cenilimi Cybernetics prosthetic" + name = "Teshari tail, Cenilimi Cybernetics prosthetic" icon_state = "teshtail_prosthetic_cenilimi_s" species_allowed = list(SPECIES_TESHARI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) do_colouration = FALSE /datum/sprite_accessory/tail/special/unathihc - name = "unathi tail" + name = "Unathi tail" icon_state = "sogtail_hc_s" species_allowed = list(SPECIES_UNATHI, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) /datum/sprite_accessory/tail/special/tajaranhc - name = "tajaran tail" + name = "Tajaran tail" icon_state = "tajtail_hc_s" species_allowed = list(SPECIES_TAJ, SPECIES_EVENT1, SPECIES_EVENT2, SPECIES_EVENT3) @@ -470,11 +470,11 @@ icon_state = "chimptail_hc_s" /datum/sprite_accessory/tail/special/tesharitailhc - name = "teshari tail" + name = "Teshari tail" icon_state = "seromitail_hc_s" /datum/sprite_accessory/tail/special/tesharitailfeatheredhc - name = "teshari tail w/ feathers" + name = "Teshari tail w/ feathers" icon_state = "seromitail_feathers_hc_s" /datum/sprite_accessory/tail/special/vulpan diff --git a/code/modules/mob/transform_procs.dm b/code/modules/mob/transform_procs.dm index 0a4d9f288b..c7f0efe4d2 100644 --- a/code/modules/mob/transform_procs.dm +++ b/code/modules/mob/transform_procs.dm @@ -293,7 +293,7 @@ /* Certain mob types have problems and should not be allowed to be controlled by players. * * This proc is here to force coders to manually place their mob in this list, hopefully tested. - * This also gives a place to explain -why- players shouldnt be turn into certain mobs and hopefully someone can fix them. + * This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them. */ /mob/proc/safe_animal(var/MP) diff --git a/code/modules/modular_computers/file_system/program.dm b/code/modules/modular_computers/file_system/program.dm index d0f67cefd5..9a4a30fb6c 100644 --- a/code/modules/modular_computers/file_system/program.dm +++ b/code/modules/modular_computers/file_system/program.dm @@ -127,7 +127,7 @@ return computer.get_header_data() return list() -// This is performed on program startup. May be overriden to add extra logic. Remember to include ..() call. Return 1 on success, 0 on failure. +// This is performed on program startup. May be overridden to add extra logic. Remember to include ..() call. Return 1 on success, 0 on failure. // When implementing new program based device, use this to run the program. /datum/computer_file/program/proc/run_program(var/mob/living/user) if(can_run(user, 1) || !requires_access_to_run) diff --git a/code/modules/modular_computers/file_system/programs/generic/nttransfer.dm b/code/modules/modular_computers/file_system/programs/generic/nttransfer.dm index ea88d3597e..899814cfdb 100644 --- a/code/modules/modular_computers/file_system/programs/generic/nttransfer.dm +++ b/code/modules/modular_computers/file_system/programs/generic/nttransfer.dm @@ -64,7 +64,7 @@ var/global/nttransfer_uid = 0 // Crashes the download and displays specific error message /datum/computer_file/program/nttransfer/proc/crash_download(var/message) - error = message ? message : "An unknown error has occured during download" + error = message ? message : "An unknown error has occurred during download" finalize_download() // Cleans up variables for next use diff --git a/code/modules/multiz/movement.dm b/code/modules/multiz/movement.dm index 30f0a35712..899a66a20d 100644 --- a/code/modules/multiz/movement.dm +++ b/code/modules/multiz/movement.dm @@ -184,7 +184,7 @@ //FALLING STUFF -//Holds fall checks that should not be overriden by children +//Holds fall checks that should not be overridden by children /atom/movable/proc/fall() if(!isturf(loc)) return diff --git a/code/modules/nano/nanoui.dm b/code/modules/nano/nanoui.dm index 21ea218b53..e82ed2f524 100644 --- a/code/modules/nano/nanoui.dm +++ b/code/modules/nano/nanoui.dm @@ -364,7 +364,7 @@ nanoui is used to open and update nano browser uis @@ -384,8 +384,8 @@ nanoui is used to open and update nano browser uis diff --git a/code/modules/organs/blood.dm b/code/modules/organs/blood.dm index de6cf0ac3e..55ce385212 100644 --- a/code/modules/organs/blood.dm +++ b/code/modules/organs/blood.dm @@ -152,7 +152,7 @@ var/global/const/CE_STABLE_THRESHOLD = 0.5 // Some species bleed out differently blood_loss_divisor /= species.bloodloss_rate - // Some modifiers can make bleeding better or worse. Higher multiplers = more bleeding. + // Some modifiers can make bleeding better or worse. Higher multipliers = more bleeding. var/blood_loss_modifier_multiplier = 1.0 for(var/datum/modifier/M in modifiers) if(!isnull(M.bleeding_rate_percent)) @@ -274,7 +274,7 @@ var/global/const/CE_STABLE_THRESHOLD = 0.5 src.reagents.add_reagent(C, (text2num(chems[C]) / species.blood_volume) * amount)//adds trace chemicals to owner's blood reagents.update_total() -//Transfers blood from reagents to vessel, respecting blood types compatability. +//Transfers blood from reagents to vessel, respecting blood types compatibility. /mob/living/carbon/human/inject_blood(var/datum/reagent/blood/injected, var/amount) if(!should_have_organ(O_HEART)) diff --git a/code/modules/organs/internal/_organ_internal.dm b/code/modules/organs/internal/_organ_internal.dm index 58ed176505..c9d967a784 100644 --- a/code/modules/organs/internal/_organ_internal.dm +++ b/code/modules/organs/internal/_organ_internal.dm @@ -49,7 +49,7 @@ // Brain is defined in brain.dm /obj/item/organ/internal/handle_germ_effects() - . = ..() //Should be an interger value for infection level + . = ..() //Should be an integer value for infection level if(!.) return var/antibiotics = owner.chem_effects[CE_ANTIBIOTIC] diff --git a/code/modules/organs/organ_external.dm b/code/modules/organs/organ_external.dm index b741df7544..72668a37f1 100644 --- a/code/modules/organs/organ_external.dm +++ b/code/modules/organs/organ_external.dm @@ -627,7 +627,7 @@ Note that amputating the affected organ does in fact remove the infection from t */ /obj/item/organ/external/proc/update_germs() - if(robotic >= ORGAN_ROBOT || (owner.species && (owner.species.flags & IS_PLANT || (owner.species.flags & NO_INFECT)))) //Robotic limbs shouldn't be infected, nor should nonexistant limbs. + if(robotic >= ORGAN_ROBOT || (owner.species && (owner.species.flags & IS_PLANT || (owner.species.flags & NO_INFECT)))) //Robotic limbs shouldn't be infected, nor should nonexistent limbs. germ_level = 0 return diff --git a/code/modules/overmap/README.md b/code/modules/overmap/README.md index ac9fc8890e..cbe362f98b 100644 --- a/code/modules/overmap/README.md +++ b/code/modules/overmap/README.md @@ -13,7 +13,7 @@ Used to build overmap in beginning, has basic information needed to create overm Its name and icon (if non-standard) vars will be applied to resulting overmap object. 'mapy' and 'mapx' vars are optional, sector will be assigned random overmap coordinates if they are not set. Has two important vars: - obj_type - type of overmap object it spawns. Could be overriden for custom overmap objects. + obj_type - type of overmap object it spawns. Could be overridden for custom overmap objects. landing_area - type of area used as inbound shuttle landing, null if no shuttle landing area. Object could be placed anywhere on zlevel. Should only be placed on zlevel that should appear on overmap as a separate entitety. @@ -26,12 +26,12 @@ Overmap object Represents a zlevel on the overmap. Spawned by metaobjects at the startup. var/area/shuttle/shuttle_landing - keeps a reference to the area of where inbound shuttles should land --CanPass should be overriden for access restrictions --Crossed/Uncrossed can be overriden for applying custom effects. +-CanPass should be overridden for access restrictions +-Crossed/Uncrossed can be overridden for applying custom effects. Remember to call ..() in children, it updates ship's current sector. subtype /ship of this object represents spacefaring vessels. -It has 'current_sector' var that keeps refernce to, well, sector ship currently in. +It has 'current_sector' var that keeps reference to, well, sector ship currently in. ************************************************************* Helm console @@ -40,7 +40,7 @@ Helm console On creation console seeks a ship overmap object corresponding to this zlevel and links it. Clicking with empty hand on it starts steering, Cancel-Camera-View stops it. Helm console relays movement of mob to the linked overmap object. -Helm console currently has no interface. All travel happens instanceously too. +Helm console currently has no interface. All travel happens instantaneously too. Sector shuttles are not supported currently, only ship shuttles. ************************************************************* @@ -48,8 +48,8 @@ Exploration shuttle terminal ************************************************************* A generic shuttle controller. Has a var landing_type defining type of area shuttle should be landing at. -On initalizing, checks for a shuttle corresponding to this zlevel, and creates one if it's not there. -Changes desitnation area depending on current sector ship is in. +On initializing, checks for a shuttle corresponding to this zlevel, and creates one if it's not there. +Changes destination area depending on current sector ship is in. Currently updating is called in attack_hand(), until a better place is found. Currently no modifications were made to interface to display availability of landing area in sector. @@ -66,11 +66,11 @@ Guide to how make new sector 0.Map Remember to define shuttle areas if you want sector be accessible via shuttles. Currently there are no other ways to reach sectors from ships. -In examples, 4x6 shuttle area is used. In case of shuttle area being too big, it will apear in bottom left corner of it. +In examples, 4x6 shuttle area is used. In case of shuttle area being too big, it will appear in bottom left corner of it. Remember to put a helm console and engine control console on ship maps. Ships need engines to move. Currently there are only thermal engines. -Thermal engines are just a unary atmopheric machine, like a vent. They need high-pressure gas input to produce more thrust. +Thermal engines are just a unary atmospheric machine, like a vent. They need high-pressure gas input to produce more thrust. 1.Metaobject diff --git a/code/modules/overmap/ships/computers/helm.dm b/code/modules/overmap/ships/computers/helm.dm index 0720909ecc..c59c1da64c 100644 --- a/code/modules/overmap/ships/computers/helm.dm +++ b/code/modules/overmap/ships/computers/helm.dm @@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(all_waypoints) var/autopilot = 0 var/autopilot_disabled = TRUE var/list/known_sectors = list() - var/dx //desitnation + var/dx //destination var/dy //coordinates var/speedlimit = 1/(20 SECONDS) //top speed for autopilot, 5 var/accellimit = 0.001 //manual limiter for acceleration diff --git a/code/modules/paperwork/adminpaper.dm b/code/modules/paperwork/adminpaper.dm index 55f9a6a716..873a4c44ca 100644 --- a/code/modules/paperwork/adminpaper.dm +++ b/code/modules/paperwork/adminpaper.dm @@ -25,7 +25,7 @@ //clear first interactions = null - //Snapshot is crazy and likes putting each topic hyperlink on a seperate line from any other tags so it's nice and clean. + //Snapshot is crazy and likes putting each topic hyperlink on a separate line from any other tags so it's nice and clean. interactions += "
    The fax will transmit everything above this line
    " interactions += "Send fax " interactions += "Pen mode: [isCrayon ? "Crayon" : "Pen"] " diff --git a/code/modules/paperwork/stamps.dm b/code/modules/paperwork/stamps.dm index 028fd5c980..77f2e756f0 100644 --- a/code/modules/paperwork/stamps.dm +++ b/code/modules/paperwork/stamps.dm @@ -18,7 +18,7 @@ /// The authority this stamp represents. Used where the full object name would be inappropriate. var/authority_name = "" - /// Any trailing posessiveness for authority_name. + /// Any trailing possessiveness for authority_name. var/authority_suffix = "" diff --git a/code/modules/planet/sif.dm b/code/modules/planet/sif.dm index 0d045e37a4..0899922b75 100644 --- a/code/modules/planet/sif.dm +++ b/code/modules/planet/sif.dm @@ -380,7 +380,7 @@ var/global/datum/planet/sif/planet_sif = null handle_lightning() // This gets called to do lightning periodically. -// There is a seperate function to do the actual lightning strike, so that badmins can play with it. +// There is a separate function to do the actual lightning strike, so that badmins can play with it. /datum/weather/sif/storm/proc/handle_lightning() if(world.time < next_lightning_strike) return // It's too soon to strike again. diff --git a/code/modules/planet/weather.dm b/code/modules/planet/weather.dm index 77b9127a0b..0628962359 100644 --- a/code/modules/planet/weather.dm +++ b/code/modules/planet/weather.dm @@ -153,12 +153,12 @@ var/datum/weather_holder/holder = null // Reference to the datum that manages the planet's weather. var/timer_low_bound = 5 // How long this weather must run before it tries to change, in minutes var/timer_high_bound = 10 // How long this weather can run before it tries to change, in minutes - var/sky_visible = FALSE // If the sky can be clearly seen while this is occuring, used for flavor text when looking up. + var/sky_visible = FALSE // If the sky can be clearly seen while this is occurring, used for flavor text when looking up. var/effect_message = null // Should be a string, this is what is shown to a mob caught in the weather var/last_message = 0 // Keeps track of when the weather last tells EVERY player it's hitting them var/message_delay = 10 SECONDS // Delay in between weather hit messages - var/show_message = FALSE // Is set to TRUE and plays the messsage every [message_delay] + var/show_message = FALSE // Is set to TRUE and plays the message every [message_delay] var/list/transition_messages = list()// List of messages shown to all outdoor mobs when this weather is transitioned to, for flavor. Not shown if already this weather. var/observed_message = null // What is shown to a player 'examining' the weather. @@ -255,6 +255,6 @@ plane = PLANE_PLANETLIGHTING // This is for special effects for specific types of weather, such as lightning flashes in a storm. -// It's a seperate object to allow the use of flick(). +// It's a separate object to allow the use of flick(). /atom/movable/weather_visuals/special plane = PLANE_LIGHTING_ABOVE diff --git a/code/modules/power/fusion/core/core_field.dm b/code/modules/power/fusion/core/core_field.dm index 34f3ae8e38..f97381be91 100644 --- a/code/modules/power/fusion/core/core_field.dm +++ b/code/modules/power/fusion/core/core_field.dm @@ -401,7 +401,7 @@ //loop through the reactants in random order var/list/react_pool = dormant_reactant_quantities.Copy() - //cant have any reactions if there aren't any reactants present + //can't have any reactions if there aren't any reactants present if(react_pool.len) //determine a random amount to actually react this cycle, and remove it from the standard pool //this is a hack, and quite nonrealistic :( @@ -616,8 +616,8 @@ return /obj/effect/fusion_em_field/proc/MRC() //spews electromagnetic pulses in an area around the core. - visible_message("\The [src] glows an extremely bright pink and flares out of existance!") - global_announcer.autosay("Warning! Magnetic Resonance Cascade detected! Brace for electronic system distruption.", "Field Stability Monitor") + visible_message("\The [src] glows an extremely bright pink and flares out of existence!") + global_announcer.autosay("Warning! Magnetic Resonance Cascade detected! Brace for electronic system disruption.", "Field Stability Monitor") set_light(15, 15, "#ff00d8") var/list/things_in_range = range(15, owned_core) var/list/turfs_in_range = list() diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm index 36c75bb1fb..69ee2c16bd 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -263,7 +263,7 @@ field_generator power level display return for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator T = get_step(T, NSEW) - if(T.density)//We cant shoot a field though this + if(T.density)//We can't shoot a field though this return 0 for(var/atom/A in T.contents) if(ismob(A)) diff --git a/code/modules/power/singularity/singularity.dm b/code/modules/power/singularity/singularity.dm index 386dcb46bc..3659b24116 100644 --- a/code/modules/power/singularity/singularity.dm +++ b/code/modules/power/singularity/singularity.dm @@ -26,7 +26,7 @@ GLOBAL_LIST_BOILERPLATE(all_singularities, /obj/singularity) var/consume_range = 0 //How many tiles out do we eat. var/event_chance = 15 //Prob for event each tick. var/target = null //Its target. Moves towards the target if it has one. - var/last_failed_movement = 0 //Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing. + var/last_failed_movement = 0 //Will not move in the same dir if it couldn't before, will help with the getting stuck on fields thing. var/last_warning var/chained = 0//Adminbus chain-grab @@ -208,7 +208,7 @@ GLOBAL_LIST_BOILERPLATE(all_singularities, /obj/singularity) pixel_y = -128 grav_pull = 10 consume_range = 4 - dissipate = 0 //It cant go smaller due to e loss. + dissipate = 0 //It can't go smaller due to e loss. cut_overlays() if(chained) add_overlay("chain_s9") @@ -226,7 +226,7 @@ GLOBAL_LIST_BOILERPLATE(all_singularities, /obj/singularity) pixel_y = -160 grav_pull = 16 consume_range = 5 - dissipate = 0 //It cant go smaller due to e loss + dissipate = 0 //It can't go smaller due to e loss event_chance = 25 //Events will fire off more often. if(chained) add_overlay("chain_s9") diff --git a/code/modules/power/smes_construction.dm b/code/modules/power/smes_construction.dm index 1c3cf676bd..a0b939044f 100644 --- a/code/modules/power/smes_construction.dm +++ b/code/modules/power/smes_construction.dm @@ -76,7 +76,7 @@ var/max_coils = 6 //30M capacity, 1.5MW input/output when fully upgraded /w default coils var/cur_coils = 1 // Current amount of installed coils var/safeties_enabled = 1 // If 0 modifications can be done without discharging the SMES, at risk of critical failure. - var/failing = 0 // If 1 critical failure has occured and SMES explosion is imminent. + var/failing = 0 // If 1 critical failure has occurred and SMES explosion is imminent. var/datum/wires/smes/wires var/grounding = 1 // Cut to quickly discharge, at cost of "minor" electrical issues in output powernet. var/RCon = 1 // Cut to disable AI and remote control. @@ -101,7 +101,7 @@ s.set_up(5, 1, src) s.start() charge -= (output_level_max * SMESRATE) - if(prob(1)) // Small chance of overload occuring since grounding is disabled. + if(prob(1)) // Small chance of overload occurring since grounding is disabled. apcs_overload(0,10) ..() diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm index 9e252a3ab1..7328f813fe 100644 --- a/code/modules/power/solar.dm +++ b/code/modules/power/solar.dm @@ -96,7 +96,7 @@ GLOBAL_LIST_EMPTY(solars_list) src.set_dir(angle2dir(adir)) return -//calculates the fraction of the SSsun.sunlight that the panel recieves +//calculates the fraction of the SSsun.sunlight that the panel receives /obj/machinery/power/solar/proc/update_solar_exposure() if(!SSsun.sun) return @@ -112,7 +112,7 @@ GLOBAL_LIST_EMPTY(solars_list) return sunfrac = cos(p_angle) ** 2 - //isn't the power recieved from the incoming light proportionnal to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ? + //isn't the power received from the incoming light proportional to cos(p_angle) (Lambert's cosine law) rather than cos(p_angle)^2 ? /obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY if(stat & BROKEN) @@ -281,7 +281,7 @@ GLOBAL_LIST_EMPTY(solars_list) // Used for mapping in solar arrays which automatically start itself. // Generally intended for far away and remote locations, where player intervention is rare. -// In the interest of backwards compatability, this isn't named auto_start, as doing so might break downstream maps. +// In the interest of backwards compatibility, this isn't named auto_start, as doing so might break downstream maps. /obj/machinery/power/solar_control/autostart auto_start = SOLAR_AUTO_START_YES diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index ff2992513a..c710298e68 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -212,7 +212,7 @@ return if(auto_target)//If they already have one then update it auto_target.loc = get_turf(A) - auto_target.delay_del = 1//And reset the del so its like they got a new one and doesnt instantly vanish + auto_target.delay_del = 1//And reset the del so its like they got a new one and doesn't instantly vanish to_chat(user, "You ready \the [src]! Click and drag the target around to shoot.") else//Otherwise just make a new one auto_target = new/obj/screen/auto_target(get_turf(A), src) @@ -325,7 +325,7 @@ var/shoot_time = (burst - 1)* burst_delay - //These should apparently be disabled to allow for the automatic system to function without causing near-permanant paralysis. Re-enabling them while we sort that out. + //These should apparently be disabled to allow for the automatic system to function without causing near-permanent paralysis. Re-enabling them while we sort that out. user.setClickCooldown(shoot_time) //no clicking on things while shooting user.setMoveCooldown(shoot_time) //no moving while shooting either @@ -343,7 +343,7 @@ */ for(var/i in 1 to burst) /* // Commented out for quality control and testing. - if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we dont use automatic + if(!reflex && automatic)//If we are shooting automatic then check our target, however if we are shooting reflex we don't use automatic //extra sanity checking. if(user.incapacitated()) return diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 8ccabab86f..f650accf35 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -1,7 +1,7 @@ /obj/item/gun/energy/laser name = "laser rifle" desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \ - switch between standard fire and a more efficent but weaker 'suppressive' fire." + switch between standard fire and a more efficient but weaker 'suppressive' fire." description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space." icon_state = "laser" item_state = "laser" @@ -31,7 +31,7 @@ /obj/item/gun/energy/laser/mounted/augment name = "arm-laser" desc = "A cruel malformation of a Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts, all while being stowable in the arm. This variant has the ability to \ - switch between standard fire and a more efficent but weaker 'suppressive' fire." + switch between standard fire and a more efficient but weaker 'suppressive' fire." use_external_power = FALSE use_organic_power = TRUE wielded_item_state = null diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index 00621840ee..bdd7e6c74c 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -208,7 +208,7 @@ /obj/item/gun/projectile/automatic/l6_saw name = "light machine gun" - desc = "A rather sturdily made L6 SAW with a reassuringly ergonomic pistol grip. 'Hephaestus Industries' is engraved on the reciever. Uses 5.45mm rounds. It's also compatible with magazines from STS-35 assault rifles." + desc = "A rather sturdily made L6 SAW with a reassuringly ergonomic pistol grip. 'Hephaestus Industries' is engraved on the receiver. Uses 5.45mm rounds. It's also compatible with magazines from STS-35 assault rifles." description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by professional armed forces across human space." icon_state = "l6closed100" item_state = "l6closed" diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 1ebb1d287c..9fd930d029 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -124,7 +124,7 @@ embed_chance = 0 //Base chance for a projectile to embed - var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overriden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace + var/fire_sound = 'sound/weapons/Gunshot_old.ogg' // Can be overridden in gun.dm's fire_sound var. It can also be null but I don't know why you'd ever want to do that. -Ace var/vacuum_traversal = TRUE //Determines if the projectile can exist in vacuum, if false, the projectile will be deleted if it enters vacuum. @@ -147,7 +147,7 @@ /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range impact_sounds(loc) - impact_visuals(loc) // So it does a little 'burst' effect, but not actually do anything (unless overrided). + impact_visuals(loc) // So it does a little 'burst' effect, but not actually do anything (unless overridden). qdel(src) /obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight. @@ -684,7 +684,7 @@ else var/volume = vol_by_damage() playsound(target_mob, hitsound, volume, 1, -1) - // X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter + // X has fired Y is now given by the guns so you can't tell who shot you if you could not see the shooter target_mob.visible_message( span("danger", "\The [target_mob] was hit in the [impacted_organ] by \the [src]!"), span("critical", "You've been hit in the [impacted_organ] by \the [src]!") diff --git a/code/modules/reagents/machinery/chem_master.dm b/code/modules/reagents/machinery/chem_master.dm index 5a9997340f..df3c68cc30 100644 --- a/code/modules/reagents/machinery/chem_master.dm +++ b/code/modules/reagents/machinery/chem_master.dm @@ -1,6 +1,6 @@ /obj/machinery/chem_master name = "ChemMaster 3000" - desc = "Used to seperate and package chemicals in to patches, pills, or bottles. Warranty void if used to create illicit drugs." + desc = "Used to separate and package chemicals in to patches, pills, or bottles. Warranty void if used to create illicit drugs." density = 1 anchored = 1 icon = 'icons/obj/chemical.dmi' diff --git a/code/modules/reagents/machinery/dispenser/supply.dm b/code/modules/reagents/machinery/dispenser/supply.dm index 914c6edc2e..d5f8d92460 100644 --- a/code/modules/reagents/machinery/dispenser/supply.dm +++ b/code/modules/reagents/machinery/dispenser/supply.dm @@ -194,7 +194,7 @@ SEC_PACK(calcium, /obj/item/reagent_containers/chem_disp_cartridge/calcium, // Bar-restricted (alcoholic drinks) // Datum path Contents type Supply pack name Container name Cost Container access SEC_PACK(beer, /obj/item/reagent_containers/chem_disp_cartridge/beer, "Reagent refill - Beer", "beer reagent cartridge crate", 15, access_bar) -SEC_PACK(kahlua, /obj/item/reagent_containers/chem_disp_cartridge/kahlua, "Reagent refill - Kahlua", "kahlua reagent cartridge crate", 15, access_bar) +SEC_PACK(kahlua, /obj/item/reagent_containers/chem_disp_cartridge/kahlua, "Reagent refill - Kahlúa", "Kahlúa reagent cartridge crate", 15, access_bar) SEC_PACK(whiskey, /obj/item/reagent_containers/chem_disp_cartridge/whiskey, "Reagent refill - Whiskey", "whiskey reagent cartridge crate", 15, access_bar) SEC_PACK(rwine, /obj/item/reagent_containers/chem_disp_cartridge/redwine, "Reagent refill - Red Wine", "red wine reagent cartridge crate", 15, access_bar) SEC_PACK(wwine, /obj/item/reagent_containers/chem_disp_cartridge/whitewine, "Reagent refill - White Wine", "white wine reagent cartridge crate", 15, access_bar) diff --git a/code/modules/reagents/reactions/instant/drinks.dm b/code/modules/reagents/reactions/instant/drinks.dm index f73785ba64..15f6215e90 100644 --- a/code/modules/reagents/reactions/instant/drinks.dm +++ b/code/modules/reagents/reactions/instant/drinks.dm @@ -171,7 +171,7 @@ result_amount = 10 /decl/chemical_reaction/instant/drinks/kahlua - name = "Kahlua" + name = "Kahlúa" id = "kahlua" result = "kahlua" required_reagents = list("coffee" = 5, "sugar" = 5) diff --git a/code/modules/reagents/readme.md b/code/modules/reagents/readme.md index f8395fd253..3884bfe667 100644 --- a/code/modules/reagents/readme.md +++ b/code/modules/reagents/readme.md @@ -236,7 +236,7 @@ About Reagents: Called when [newamount] of reagent with [newdata] data is added to the current reagent. Used by paint. get_data() - Returns data. Can be overriden. + Returns data. Can be overridden. About Recipes: diff --git a/code/modules/reagents/reagent_containers/dropper.dm b/code/modules/reagents/reagent_containers/dropper.dm index bfcf29001e..fb2b2cb741 100644 --- a/code/modules/reagents/reagent_containers/dropper.dm +++ b/code/modules/reagents/reagent_containers/dropper.dm @@ -31,7 +31,7 @@ to_chat(user, "[target] is full.") return - if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/reagent_containers/food) && !istype(target, /obj/item/clothing/mask/smokable/cigarette)) //You can inject humans and food but you cant remove the shit. + if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/reagent_containers/food) && !istype(target, /obj/item/clothing/mask/smokable/cigarette)) //You can inject humans and food but you can't remove the shit. to_chat(user, "You cannot directly fill this object.") return diff --git a/code/modules/reagents/reagents/_reagents.dm b/code/modules/reagents/reagents/_reagents.dm index a3322c3f06..b0c8f7b8c5 100644 --- a/code/modules/reagents/reagents/_reagents.dm +++ b/code/modules/reagents/reagents/_reagents.dm @@ -6,7 +6,7 @@ var/id = "reagent" var/description = "A non-descript chemical." var/taste_description = "bitterness" - var/taste_mult = 1 //how this taste compares to others. Higher values means it is more noticable + var/taste_mult = 1 //how this taste compares to others. Higher values means it is more noticeable var/datum/reagents/holder = null var/reagent_state = SOLID var/list/data = null @@ -27,7 +27,7 @@ var/affects_robots = 0 // Does this chem process inside a Synth? var/allergen_type // What potential allergens does this contain? - var/allergen_factor = 2 // If the potential allergens are mixed and low-volume, they're a bit less dangerous. Needed for drinks because they're a single reagent compared to food which contains multiple seperate reagents. + var/allergen_factor = 2 // If the potential allergens are mixed and low-volume, they're a bit less dangerous. Needed for drinks because they're a single reagent compared to food which contains multiple separate reagents. var/cup_icon_state = null var/cup_name = null diff --git a/code/modules/reagents/reagents/dispenser.dm b/code/modules/reagents/reagents/dispenser.dm index b9606d0809..c54360072b 100644 --- a/code/modules/reagents/reagents/dispenser.dm +++ b/code/modules/reagents/reagents/dispenser.dm @@ -29,7 +29,7 @@ /datum/reagent/carbon/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) if(alien == IS_DIONA) return - if(M.ingested && M.ingested.reagent_list.len > 1) // Need to have at least 2 reagents - cabon and something to remove + if(M.ingested && M.ingested.reagent_list.len > 1) // Need to have at least 2 reagents - carbon and something to remove var/effect = 1 / (M.ingested.reagent_list.len - 1) for(var/datum/reagent/R in M.ingested.reagent_list) if(R == src) diff --git a/code/modules/reagents/reagents/food_drinks.dm b/code/modules/reagents/reagents/food_drinks.dm index 6c7dbe71c5..bb74f88909 100644 --- a/code/modules/reagents/reagents/food_drinks.dm +++ b/code/modules/reagents/reagents/food_drinks.dm @@ -83,7 +83,7 @@ /datum/reagent/nutriment/coating/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) - //We'll assume that the batter isnt going to be regurgitated and eaten by someone else. Only show this once + //We'll assume that the batter isn't going to be regurgitated and eaten by someone else. Only show this once if(data["cooked"] != 1) if (!messaged) to_chat(M, "Ugh, this raw [name] tastes disgusting.") @@ -2216,13 +2216,13 @@ /datum/reagent/drink/sweetsundaeramen name = "Dessert Ramen" id = "dessertramen" - description = "How many things can you add to a cup of ramen before it begins to question its existance?" + description = "How many things can you add to a cup of ramen before it begins to question its exitance?" taste_description = "unbearable sweetness" color = "#4444FF" nutrition = 5 glass_name = "Sweet Sundae Ramen" - glass_desc = "How many things can you add to a cup of ramen before it begins to question its existance?" + glass_desc = "How many things can you add to a cup of ramen before it begins to question its existence?" /datum/reagent/drink/ice name = "Ice" @@ -2466,12 +2466,12 @@ /datum/reagent/drink/tropicalfizz name = "Tropical Fizz" id = "tropicalfizz" - description = "One sip and you're in the bahamas." + description = "One sip and you're in the Bahamas." taste_description = "tropical" color = "#69375C" glass_name = "tropical fizz" - glass_desc = "One sip and you're in the bahamas." + glass_desc = "One sip and you're in the Bahamas." glass_icon = DRINK_ICON_NOISY glass_special = list(DRINK_FIZZ) allergen_type = ALLERGEN_FRUIT //Made with several fruit juices @@ -2479,12 +2479,12 @@ /datum/reagent/drink/fauxfizz name = "Faux Fizz" id = "fauxfizz" - description = "One sip and you're in the bahamas... maybe." + description = "One sip and you're in the Bahamas... maybe." taste_description = "slightly tropical" color = "#69375C" glass_name = "tropical fizz" - glass_desc = "One sip and you're in the bahamas... maybe." + glass_desc = "One sip and you're in the Bahamas... maybe." glass_icon = DRINK_ICON_NOISY glass_special = list(DRINK_FIZZ) allergen_type = ALLERGEN_FRUIT //made with several fruit juices @@ -2509,7 +2509,7 @@ /datum/reagent/ethanol/ale name = "Ale" id = "ale" - description = "A dark alchoholic beverage made by malted barley and yeast." + description = "A dark alcoholic beverage made by malted barley and yeast." taste_description = "hearty barley ale" color = "#4C3100" strength = 50 @@ -2570,7 +2570,7 @@ /datum/reagent/ethanol/cognac name = "Cognac" id = "cognac" - description = "A sweet and strongly alchoholic drink, made after numerous distillations and years of maturing. Classy as fornication." + description = "A sweet and strongly alcoholic drink, made after numerous distillations and years of maturing. Classy as fornication." taste_description = "rich and smooth alcohol" taste_mult = 1.1 color = "#AB3C05" @@ -2623,7 +2623,7 @@ allergen_type = ALLERGEN_FRUIT //Made from juniper berries -//Base type for alchoholic drinks containing coffee +//Base type for alcoholic drinks containing coffee /datum/reagent/ethanol/coffee overdose = 45 allergen_type = ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Contains coffee or is made from coffee @@ -2655,7 +2655,7 @@ M.make_jittery(5) /datum/reagent/ethanol/coffee/kahlua - name = "Kahlua" + name = "Kahlúa" id = "kahlua" description = "A widely known, Mexican coffee-flavored liqueur. In production since 1936!" taste_description = "spiked latte" @@ -2809,7 +2809,7 @@ /datum/reagent/ethanol/redwine name = "Red Wine" id = "redwine" - description = "An premium alchoholic beverage made from distilled grape juice." + description = "An premium alcoholic beverage made from distilled grape juice." taste_description = "bitter sweetness" color = "#7E4043" // rgb: 126, 64, 67 strength = 15 @@ -2822,7 +2822,7 @@ /datum/reagent/ethanol/whitewine name = "White Wine" id = "whitewine" - description = "An premium alchoholic beverage made from fermenting of the non-coloured pulp of grapes." + description = "An premium alcoholic beverage made from fermenting of the non-coloured pulp of grapes." taste_description = "light fruity flavor" color = "#F4EFB0" // rgb: 244, 239, 176 strength = 15 @@ -2835,7 +2835,7 @@ /datum/reagent/ethanol/carnoth name = "Carnoth" id = "carnoth" - description = "An premium alchoholic beverage made with multiple hybridized species of grapes that give it a dark maroon coloration." + description = "An premium alcoholic beverage made with multiple hybridized species of grapes that give it a dark maroon coloration." taste_description = "alcoholic sweet flavor" color = "#5B0000" // rgb: 0, 100, 35 strength = 20 @@ -2995,21 +2995,21 @@ glass_name = "Atomic Bomb" glass_desc = "We cannot take legal responsibility for your actions after imbibing." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_FRUIT|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from b52 which contains kahlua(coffee/caffeine), cognac(fruit), and irish cream(Whiskey(grains),cream(dairy)) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_FRUIT|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from b52 which contains Kahlúa(coffee/caffeine), cognac(fruit), and Irish cream(Whiskey(grains),cream(dairy)) /datum/reagent/ethanol/coffee/b52 name = "B-52" id = "b52" - description = "Kahlua, Irish cream, and cognac. You will get bombed." + description = "Kahlúa, Irish cream, and cognac. You will get bombed." taste_description = "coffee, almonds, and whiskey" taste_mult = 1.3 color = "#997650" strength = 12 glass_name = "B-52" - glass_desc = "Kahlua, Irish cream, and cognac. You will get bombed." + glass_desc = "Kahlúa, Irish cream, and cognac. You will get bombed." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_FRUIT|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from kahlua(coffee/caffeine), cognac(fruit), and irish cream(Whiskey(grains),cream(dairy)) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_FRUIT|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from Kahlúa(coffee/caffeine), cognac(fruit), and Irish cream(Whiskey(grains),cream(dairy)) /datum/reagent/ethanol/bahama_mama name = "Bahama mama" @@ -3095,7 +3095,7 @@ glass_name = "Black Russian" glass_desc = "For the lactose-intolerant. Still as classy as a White Russian." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from vodka(grains) and kahlua(coffee/caffeine) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from vodka(grains) and Kahlúa(coffee/caffeine) /datum/reagent/ethanol/bloody_mary name = "Bloody Mary" @@ -3208,7 +3208,7 @@ glass_name = "Devil's Kiss" glass_desc = "Creepy time!" - allergen_type = ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from kahlua (Coffee) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from Kahlúa (Coffee) /datum/reagent/ethanol/driestmartini name = "Driest Martini" @@ -3323,7 +3323,7 @@ /datum/reagent/ethanol/hooch name = "Hooch" id = "hooch" - description = "Either someone's failure at cocktail making or attempt in alchohol production. In any case, do you really want to drink that?" + description = "Either someone's failure at cocktail making or attempt in alcohol production. In any case, do you really want to drink that?" taste_description = "pure alcohol" color = "#4C3100" strength = 25 @@ -3356,9 +3356,9 @@ strength = 15 glass_name = "Irish Car Bomb" - glass_desc = "An irish car bomb." + glass_desc = "An Irish car bomb." - allergen_type = ALLERGEN_DAIRY|ALLERGEN_GRAINS //Made from ale(grains) and irish cream(whiskey(grains), cream(dairy)) + allergen_type = ALLERGEN_DAIRY|ALLERGEN_GRAINS //Made from ale(grains) and Irish cream(whiskey(grains), cream(dairy)) /datum/reagent/ethanol/coffee/irishcoffee name = "Irish Coffee" @@ -3371,7 +3371,7 @@ glass_name = "Irish coffee" glass_desc = "Coffee and alcohol. More fun than a Mimosa to drink in the morning." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from Coffee(coffee/caffeine) and irish cream(whiskey(grains), cream(dairy)) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_DAIRY|ALLERGEN_GRAINS|ALLERGEN_STIMULANT //Made from Coffee(coffee/caffeine) and Irish cream(whiskey(grains), cream(dairy)) /datum/reagent/ethanol/irish_cream name = "Irish Cream" @@ -3423,7 +3423,7 @@ glass_name = "Manhattan Project" glass_desc = "A scientist's drink of choice, for thinking how to blow up the station." - allergen_type = ALLERGEN_GRAINS|ALLERGEN_FRUIT //Made from manhattan which is made from whiskey(grains), and vermouth(fruit) + allergen_type = ALLERGEN_GRAINS|ALLERGEN_FRUIT //Made from Manhattan which is made from whiskey(grains), and vermouth(fruit) /datum/reagent/ethanol/manly_dorf name = "The Manly Dorf" @@ -3434,7 +3434,7 @@ strength = 25 glass_name = "The Manly Dorf" - glass_desc = "A manly concotion made from Ale and Beer. Intended for true men only." + glass_desc = "A manly concoction made from Ale and Beer. Intended for true men only." allergen_type = ALLERGEN_GRAINS //Made from beer(grains) and ale(grains) @@ -3584,7 +3584,7 @@ glass_name = "Snow White" glass_desc = "A cold refreshment." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_FRUIT|ALLERGEN_STIMULANT //made from Pineapple juice(fruit), lemon_lime(fruit), and kahlua(coffee/caffine) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_FRUIT|ALLERGEN_STIMULANT //made from Pineapple juice(fruit), lemon_lime(fruit), and Kahlúa(coffee/caffine) /datum/reagent/ethanol/suidream name = "Sui Dream" @@ -3669,7 +3669,7 @@ /datum/reagent/ethanol/vodkatonic name = "Vodka and Tonic" id = "vodkatonic" - description = "For when a gin and tonic isn't russian enough." + description = "For when a gin and tonic isn't Russian enough." taste_description = "tart bitterness" color = "#0064C8" // rgb: 0, 100, 200 strength = 15 @@ -3690,7 +3690,7 @@ glass_name = "White Russian" glass_desc = "A very nice looking drink. But that's just, like, your opinion, man." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_GRAINS|ALLERGEN_DAIRY|ALLERGEN_STIMULANT //Made from black russian(vodka(grains), kahlua(coffee/caffeine)) and cream(dairy) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_GRAINS|ALLERGEN_DAIRY|ALLERGEN_STIMULANT //Made from black Russian(vodka(grains), Kahlúa(coffee/caffeine)) and cream(dairy) /datum/reagent/ethanol/whiskey_cola name = "Whiskey Cola" @@ -3824,15 +3824,15 @@ /datum/reagent/ethanol/coffee/elysiumfacepunch name = "Elysium Facepunch" id = "elysiumfacepunch" - description = "A loathesome cocktail favored by Heaven's skeleton shift workers." + description = "A loathsome cocktail favored by Heaven's skeleton shift workers." taste_description = "sour coffee" color = "#8f7729" strength = 20 glass_name = "Elysium Facepunch" - glass_desc = "A loathesome cocktail favored by Heaven's skeleton shift workers." + glass_desc = "A loathsome cocktail favored by Heaven's skeleton shift workers." - allergen_type = ALLERGEN_COFFEE|ALLERGEN_FRUIT|ALLERGEN_STIMULANT //Made from kahlua(Coffee/caffeine) and lemonjuice(fruit) + allergen_type = ALLERGEN_COFFEE|ALLERGEN_FRUIT|ALLERGEN_STIMULANT //Made from Kahlúa(Coffee/caffeine) and lemonjuice(fruit) /datum/reagent/ethanol/erebusmoonrise name = "Erebus Moonrise" @@ -3952,13 +3952,13 @@ /datum/reagent/ethanol/bitters name = "Bitters" id = "bitters" - description = "An aromatic, typically alcohol-based infusions of bittering botanticals and flavoring agents like fruit peels, spices, dried flowers, and herbs." + description = "An aromatic, typically alcohol-based infusions of bittering botanicals and flavoring agents like fruit peels, spices, dried flowers, and herbs." taste_description = "sharp bitterness" color = "#9b6241" // rgb(155, 98, 65) strength = 50 glass_name = "Bitters" - glass_desc = "An aromatic, typically alcohol-based infusions of bittering botanticals and flavoring agents like fruit peels, spices, dried flowers, and herbs." + glass_desc = "An aromatic, typically alcohol-based infusions of bittering botanicals and flavoring agents like fruit peels, spices, dried flowers, and herbs." /datum/reagent/ethanol/soemmerfire name = "Soemmer Fire" @@ -3971,7 +3971,7 @@ glass_name = "Soemmer Fire" glass_desc = "A painfully hot mixed drink, for when you absolutely need to hurt right now." - allergen_type = ALLERGEN_GRAINS|ALLERGEN_FRUIT //Made from manhattan(whiskey(grains), vermouth(fruit)) + allergen_type = ALLERGEN_GRAINS|ALLERGEN_FRUIT //Made from Manhattan(whiskey(grains), vermouth(fruit)) /datum/reagent/drink/soemmerfire/affect_ingest(var/mob/living/carbon/M, var/alien, var/removed) ..() @@ -4003,7 +4003,7 @@ glass_name = "Morning After" glass_desc = "The finest hair of the dog, coming up!" - allergen_type = ALLERGEN_GRAINS|ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from sbiten(vodka(grain)) and coffee(coffee/caffine) + allergen_type = ALLERGEN_GRAINS|ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from sbiten(vodka(grain)) and coffee(coffee/caffeine) /datum/reagent/ethanol/vesper name = "Vesper" @@ -4250,7 +4250,7 @@ name = "Godka" id = "godka" description = "Number one drink AND fueling choice for Russians multiverse-wide." - taste_description = "russian steel and a hint of grain" + taste_description = "Russian steel and a hint of grain" color = "#0064C8" strength = 50 @@ -4279,7 +4279,7 @@ /datum/reagent/ethanol/holywine name = "Angel Ichor" id = "holywine" - description = "A premium alchoholic beverage made from distilled angel blood." + description = "A premium alcoholic beverage made from distilled angel blood." taste_description = "wings in a glass, and a hint of grape" color = "#C4921E" strength = 20 @@ -4330,7 +4330,7 @@ glass_name = "Angel's Kiss" glass_desc = "Miracle time!" - allergen_type = ALLERGEN_FRUIT|ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from holy wine(fruit), and kahlua(coffee) + allergen_type = ALLERGEN_FRUIT|ALLERGEN_COFFEE|ALLERGEN_STIMULANT //Made from holy wine(fruit), and Kahlúa(coffee) /datum/reagent/ethanol/ichor_mead name = "Ichor Mead" diff --git a/code/modules/reagents/reagents/toxins.dm b/code/modules/reagents/reagents/toxins.dm index 323c8f1052..add0e3046d 100644 --- a/code/modules/reagents/reagents/toxins.dm +++ b/code/modules/reagents/reagents/toxins.dm @@ -796,7 +796,7 @@ /datum/reagent/cryptobiolin name = "Cryptobiolin" id = "cryptobiolin" - description = "Cryptobiolin causes confusion and dizzyness." + description = "Cryptobiolin causes confusion and dizziness." taste_description = "sourness" reagent_state = LIQUID color = "#000055" diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm index df001179f0..2a52557427 100644 --- a/code/modules/recycling/disposal.dm +++ b/code/modules/recycling/disposal.dm @@ -792,7 +792,7 @@ return dpdir & (~turn(fromdir, 180)) // transfer the holder through this pipe segment -// overriden for special behaviour +// overridden for special behaviour // /obj/structure/disposalpipe/proc/transfer(var/obj/structure/disposalholder/H) var/nextdir = nextdir(H.dir) diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm index 011e74ddc1..c0eaa85913 100644 --- a/code/modules/research/designs.dm +++ b/code/modules/research/designs.dm @@ -10,7 +10,7 @@ The currently supporting non-reagent materials: Don't add new keyword/IDs if they are made from an existing one (such as rods which are made from metal). Only add raw materials. -Design Guidlines +Design Guidelines - When adding new designs, check rdreadme.dm to see what kind of things have already been made and where new stuff is needed. - A single sheet of anything is 2000 units of material. Materials besides metal/glass require help from other jobs (mining for other types of metals and chemistry for reagents). @@ -22,7 +22,7 @@ other types of metals and chemistry for reagents). var/name = null //Name of the created object. If null it will be 'guessed' from build_path if possible. var/desc = null //Description of the created object. If null it will use group_desc and name where applicable. var/item_name = null //An item name before it is modified by various name-modifying procs - var/id = "id" //ID of the created object for easy refernece. Alphanumeric, lower-case, no symbols. + var/id = "id" //ID of the created object for easy reference. Alphanumeric, lower-case, no symbols. var/list/req_tech = list() //IDs of that techs the object originated from and the minimum level requirements. var/build_type = null //Flag as to what kind machine the design is built in. See defines. var/list/materials = list() //List of materials. Format: "id" = amount. @@ -44,7 +44,7 @@ other types of metals and chemistry for reagents). return /datum/design/proc/AssembleDesignName() - if(!name && build_path) //Get name from build path if posible + if(!name && build_path) //Get name from build path if possible var/atom/movable/A = build_path name = initial(A.name) item_name = name @@ -56,7 +56,7 @@ other types of metals and chemistry for reagents). return //Returns a new instance of the item for this design -//This is to allow additional initialization to be performed, including possibly additional contructor arguments. +//This is to allow additional initialization to be performed, including possibly additional constructor arguments. /datum/design/proc/Fabricate(var/newloc, var/fabricator) return new build_path(newloc) diff --git a/code/modules/research/rdconsole.dm b/code/modules/research/rdconsole.dm index 15bade828b..09363d53ff 100755 --- a/code/modules/research/rdconsole.dm +++ b/code/modules/research/rdconsole.dm @@ -284,7 +284,7 @@ won't update every console in existence) but it's more of a hassle to do. Also, if(!sync) to_chat(usr, "You must connect to the network first.") else - griefProtection() //Putting this here because I dont trust the sync process + griefProtection() //Putting this here because I don't trust the sync process spawn(3 SECONDS) if(src) for(var/obj/machinery/r_n_d/server/S in machines) diff --git a/code/modules/research/server.dm b/code/modules/research/server.dm index dba494b745..ecdfc0b150 100644 --- a/code/modules/research/server.dm +++ b/code/modules/research/server.dm @@ -52,7 +52,7 @@ if((T20C + 20) to (T0C + 70)) health = max(0, health - 1) if(health <= 0) - griefProtection() //I dont like putting this in process() but it's the best I can do without re-writing a chunk of rd servers. + griefProtection() //I don't like putting this in process() but it's the best I can do without re-writing a chunk of rd servers. files.known_designs = list() for(var/datum/tech/T in files.known_tech) if(prob(1)) diff --git a/code/modules/scripting/Implementations/_Logic.dm b/code/modules/scripting/Implementations/_Logic.dm index f1b828cbdf..7139fe7930 100644 --- a/code/modules/scripting/Implementations/_Logic.dm +++ b/code/modules/scripting/Implementations/_Logic.dm @@ -135,7 +135,7 @@ return uppertext(string) /* -//Makes a list where all indicies in a string is a seperate index in the list +//Makes a list where all indices in a string is a separate index in the list // JUST A HELPER DON'T ADD TO NTSCRIPT /proc/string_tolist(var/string) var/list/L = new/list() @@ -193,7 +193,7 @@ Just found out there was already a string explode function, did some benchmarkin return newstring -// I don't know if it's neccesary to make my own proc, but I think I have to to be able to check for istext. +// I don't know if it's necessary to make my own proc, but I think I have to to be able to check for istext. /proc/n_str2num(var/string) if(istext(string)) return text2num(string) diff --git a/code/modules/shieldgen/shield_gen.dm b/code/modules/shieldgen/shield_gen.dm index 3881e2abb6..06541264e9 100644 --- a/code/modules/shieldgen/shield_gen.dm +++ b/code/modules/shieldgen/shield_gen.dm @@ -20,7 +20,7 @@ var/target_field_strength = 10 var/max_field_strength = 10 var/time_since_fail = 100 - var/energy_conversion_rate = 0.0006 //how many renwicks per watt? Higher numbers equals more effiency. + var/energy_conversion_rate = 0.0006 //how many renwicks per watt? Higher numbers equals more efficiency. var/z_range = 0 // How far 'up and or down' to extend the shield to, in z-levels. Only works on MultiZ supported z-levels. use_power = USE_POWER_OFF //doesn't use APC power interact_offline = TRUE // don't check stat & NOPOWER|BROKEN for our UI. We check BROKEN ourselves. @@ -28,7 +28,7 @@ /obj/machinery/shield_gen/advanced name = "advanced bubble shield generator" - desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficent shield matrix." + desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficient shield matrix." energy_conversion_rate = 0.0012 /obj/machinery/shield_gen/Initialize() diff --git a/code/modules/shieldgen/shield_gen_external.dm b/code/modules/shieldgen/shield_gen_external.dm index c2dbadf30d..7ba840ba82 100644 --- a/code/modules/shieldgen/shield_gen_external.dm +++ b/code/modules/shieldgen/shield_gen_external.dm @@ -11,7 +11,7 @@ /obj/machinery/shield_gen/external/advanced name = "advanced hull shield generator" - desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficent shield matrix." + desc = "A machine that generates a field of energy optimized for blocking meteorites when activated. This version comes with a more efficient shield matrix." energy_conversion_rate = 0.0012 //Search for space turfs within range that are adjacent to a simulated turf. diff --git a/code/modules/shuttles/escape_pods.dm b/code/modules/shuttles/escape_pods.dm index aefcf82fb9..48ea9d7637 100644 --- a/code/modules/shuttles/escape_pods.dm +++ b/code/modules/shuttles/escape_pods.dm @@ -34,7 +34,7 @@ /datum/shuttle/autodock/ferry/escape_pod/can_force() if (arming_controller.eject_time && world.time < arming_controller.eject_time + 50) - return 0 //dont allow force launching until 5 seconds after the arming controller has reached it's countdown + return 0 //don't allow force launching until 5 seconds after the arming controller has reached it's countdown return ..() /datum/shuttle/autodock/ferry/escape_pod/can_cancel() diff --git a/code/modules/shuttles/shuttle.dm b/code/modules/shuttles/shuttle.dm index f73da3f852..567e26ef46 100644 --- a/code/modules/shuttles/shuttle.dm +++ b/code/modules/shuttles/shuttle.dm @@ -128,7 +128,7 @@ if(!post_warmup_checks()) cancel_launch(null) - if(!fuel_check()) //fuel error (probably out of fuel) occured, so cancel the launch + if(!fuel_check()) //fuel error (probably out of fuel) occurred, so cancel the launch cancel_launch(null) if (moving_status == SHUTTLE_IDLE) diff --git a/code/modules/shuttles/shuttles_web.dm b/code/modules/shuttles/shuttles_web.dm index fd13abe266..59b875b865 100644 --- a/code/modules/shuttles/shuttles_web.dm +++ b/code/modules/shuttles/shuttles_web.dm @@ -1,4 +1,4 @@ -//This shuttle traverses a "web" of route_datums to have a wider range of places to go and make flying feel like movement is actually occuring. +//This shuttle traverses a "web" of route_datums to have a wider range of places to go and make flying feel like movement is actually occurring. /datum/shuttle/autodock/web_shuttle flags = SHUTTLE_FLAGS_ZERO_G var/visible_name = null // The pretty name shown to people in announcements, since the regular name var is used internally for other things. @@ -432,7 +432,7 @@ var/index = text2num(href_list["traverse"]) var/datum/shuttle_route/new_route = WS.web_master.current_destination.routes[index] if(!istype(new_route)) - message_admins("ERROR: Shuttle computer was asked to traverse a nonexistant route.") + message_admins("ERROR: Shuttle computer was asked to traverse a nonexistent route.") return if(!check_docking(WS)) @@ -442,7 +442,7 @@ var/datum/shuttle_destination/target_destination = new_route.get_other_side(WS.web_master.current_destination) if(!istype(target_destination)) - message_admins("ERROR: Shuttle computer was asked to travel to a nonexistant destination.") + message_admins("ERROR: Shuttle computer was asked to travel to a nonexistent destination.") return WS.next_location = target_destination.my_landmark @@ -454,7 +454,7 @@ WS.web_master.reset_autopath() // Deviating from the path will almost certainly confuse the autopilot, so lets just reset its memory. var/travel_time = new_route.travel_time * WS.flight_time_modifier - // TODO - Leshana - Change this to use proccess stuff of autodock! + // TODO - Leshana - Change this to use process stuff of autodock! if(new_route.interim && new_route.travel_time) WS.long_jump(target_destination.my_landmark, new_route.interim, travel_time / 10) else diff --git a/code/modules/shuttles/web_datums.dm b/code/modules/shuttles/web_datums.dm index 6e34d3750b..c6145112b7 100644 --- a/code/modules/shuttles/web_datums.dm +++ b/code/modules/shuttles/web_datums.dm @@ -1,4 +1,4 @@ -// This file actually has four seperate datums. +// This file actually has four separate datums. /********** * Routes * @@ -249,8 +249,8 @@ return FALSE future_destination = R.get_other_side(current_destination) - var/travel_time = R.travel_time * my_shuttle.flight_time_modifier * 2 // Autopilot is less efficent than having someone flying manually. - // TODO - Leshana - Change this to use proccess stuff of autodock! + var/travel_time = R.travel_time * my_shuttle.flight_time_modifier * 2 // Autopilot is less efficient than having someone flying manually. + // TODO - Leshana - Change this to use process stuff of autodock! if(R.interim && R.travel_time > 0) my_shuttle.long_jump(future_destination.my_landmark, R.interim, travel_time / 10) else diff --git a/code/modules/spells/no_clothes.dm b/code/modules/spells/no_clothes.dm index 782fe1909f..3a2ecb0207 100644 --- a/code/modules/spells/no_clothes.dm +++ b/code/modules/spells/no_clothes.dm @@ -1,5 +1,5 @@ /spell/noclothes name = "No Clothes" - desc = "This is a placeholder for knowing if you dont need clothes for any spell." + desc = "This is a placeholder for knowing if you don't need clothes for any spell." spell_flags = NO_BUTTON \ No newline at end of file diff --git a/code/modules/spells/spell_code.dm b/code/modules/spells/spell_code.dm index df9e0ff75b..95a863cb34 100644 --- a/code/modules/spells/spell_code.dm +++ b/code/modules/spells/spell_code.dm @@ -121,7 +121,7 @@ var/global/list/spells = typesof(/spell) //needed for the badmin verb for now if("paralysis") target.AdjustParalysis(amount) else - target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existant vars + target.vars[type] += amount //I bear no responsibility for the runtimes that'll happen if you try to adjust non-numeric or even non-existent vars return /////////////////////////// diff --git a/code/modules/tgui/external.dm b/code/modules/tgui/external.dm index bb39c721d0..3f8b95d534 100644 --- a/code/modules/tgui/external.dm +++ b/code/modules/tgui/external.dm @@ -67,7 +67,7 @@ /** * public * - * Called on a UI when the UI receieves a href. + * Called on a UI when the UI receives a href. * Think of this as Topic(). * * required action string The action/button that has been invoked by the user. diff --git a/code/modules/tgui/modules/ntos-only/email.dm b/code/modules/tgui/modules/ntos-only/email.dm index a71b2f2856..2bbea45839 100644 --- a/code/modules/tgui/modules/ntos-only/email.dm +++ b/code/modules/tgui/modules/ntos-only/email.dm @@ -393,7 +393,7 @@ // The following entries are Modular Computer framework only, and therefore won't do anything in other cases (like AI View) if("save") - // Fully dependant on modular computers here. + // Fully dependent on modular computers here. var/obj/item/modular_computer/MC = tgui_host() if(!istype(MC) || !MC.hard_drive || !MC.hard_drive.check_functionality()) diff --git a/code/modules/vchat/js/vue.min.js b/code/modules/vchat/js/vue.min.js index e22cf13003..b317780e98 100644 --- a/code/modules/vchat/js/vue.min.js +++ b/code/modules/vchat/js/vue.min.js @@ -7649,7 +7649,7 @@ // skip the update if old and new VDOM state is the same. // `value` is handled separately because the DOM value may be temporarily // out of sync with VDOM state due to focus, composition and modifiers. - // This #4521 by skipping the unnecesarry `checked` update. + // This #4521 by skipping the unnecessary `checked` update. cur !== oldProps[key] ) { // some property updates can throw diff --git a/code/modules/vehicles/cargo_train.dm b/code/modules/vehicles/cargo_train.dm index f2dcbd0001..15f453cf8c 100644 --- a/code/modules/vehicles/cargo_train.dm +++ b/code/modules/vehicles/cargo_train.dm @@ -380,7 +380,7 @@ if(!is_train_head() || !on) move_delay = initial(move_delay) //so that engines that have been turned off don't lag behind else - move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you cant overspeed trains + move_delay = max(0, (-car_limit * active_engines) + train_length - active_engines) //limits base overweight so you can't overspeed trains move_delay *= (1 / max(1, active_engines)) * 2 //overweight penalty (scaled by the number of engines) move_delay += config.run_speed //base reference speed move_delay *= speed_mod //makes cargo trains 10% slower than running when not overweight diff --git a/code/modules/xenoarcheaology/finds/misc.dm b/code/modules/xenoarcheaology/finds/misc.dm index 53948b87f1..976748b865 100644 --- a/code/modules/xenoarcheaology/finds/misc.dm +++ b/code/modules/xenoarcheaology/finds/misc.dm @@ -10,7 +10,7 @@ The crystals themselves are completely inert, suggesting that they do not adjust the climate they \ are found in, instead being acted on by their local surroundings at the time of formation. Crystals \ retain their characteristics when moved, even to a location with an 'opposite' environment to the one \ - it was found in, suggesting that locations where clusters are found have had a fairly consistant environment \ + it was found in, suggesting that locations where clusters are found have had a fairly consistent environment \ for a very long time.\

    \ Unfortunately, no useful purpose has been found so far for the crystals, beyond being visually pleasing \ diff --git a/code/modules/xenobio/items/extracts.dm b/code/modules/xenobio/items/extracts.dm index 832f206894..7dc38c4dbb 100644 --- a/code/modules/xenobio/items/extracts.dm +++ b/code/modules/xenobio/items/extracts.dm @@ -469,7 +469,7 @@ result_amount = 1 required = /obj/item/slime_extract/dark_blue -// This iterates over a ZAS zone's contents, so that things seperated in other zones aren't subjected to the temperature drop. +// This iterates over a ZAS zone's contents, so that things separated in other zones aren't subjected to the temperature drop. /decl/chemical_reaction/instant/slime/dark_blue_cold_snap/on_reaction(var/datum/reagents/holder) var/turf/simulated/T = get_turf(holder.my_atom) if(!T) // Nullspace lacks zones. diff --git a/code/unit_tests/mob_tests.dm b/code/unit_tests/mob_tests.dm index 0c74449d2d..c0ca007f58 100644 --- a/code/unit_tests/mob_tests.dm +++ b/code/unit_tests/mob_tests.dm @@ -49,7 +49,7 @@ // Act, for(var/i = 1 to inputs.len) set_tested_variable(test_modifier, inputs[i]) - var/actual = round(get_test_value(subject), 0.01) // Rounding because floating point schannigans. + var/actual = round(get_test_value(subject), 0.01) // Rounding because floating point shenanigans. if(actual != expected_outputs[i]) issues++ log_bad("Input '[inputs[i]]' did not match expected output '[expected_outputs[i]]', but was instead '[actual]'.") diff --git a/code/unit_tests/subsystem_tests.dm b/code/unit_tests/subsystem_tests.dm index 7e0a7df2a3..87c9e0bf66 100644 --- a/code/unit_tests/subsystem_tests.dm +++ b/code/unit_tests/subsystem_tests.dm @@ -1,5 +1,5 @@ /datum/unit_test/subsystem_shall_be_initialized - name = "SUBSYSTEM - INIT: Subsystems shall be initalized" + name = "SUBSYSTEM - INIT: Subsystems shall be initialized" /datum/unit_test/subsystem_shall_be_initialized/start_test() var/list/bad_subsystems = list() diff --git a/code/unit_tests/unit_test.dm b/code/unit_tests/unit_test.dm index 9af93254f5..0ee58c434d 100644 --- a/code/unit_tests/unit_test.dm +++ b/code/unit_tests/unit_test.dm @@ -37,7 +37,7 @@ var/global/total_unit_tests = 0 while(!Master.current_runlevel) // Make sure the initial startup is complete. if(!said_msg) said_msg = 1 - log_unit_test("Waiting for subystems initilization to finish.") + log_unit_test("Waiting for subystems initialization to finish.") stoplag(10) world.save_mode("extended") diff --git a/code/world.dm b/code/world.dm index 8e76fd11d7..aa10c04c5f 100644 --- a/code/world.dm +++ b/code/world.dm @@ -5,4 +5,4 @@ area = /area/space view = "15x15" cache_lifespan = 7 - fps = 20 // If this isnt hard-defined, anything relying on this variable before world load will cry a lot + fps = 20 // If this isn't hard-defined, anything relying on this variable before world load will cry a lot diff --git a/html/archivedchangelog.html b/html/archivedchangelog.html index 9831f594c1..5e3c5f9f69 100644 --- a/html/archivedchangelog.html +++ b/html/archivedchangelog.html @@ -108,8 +108,8 @@ Stick old posts here to prevent cluttering of main changelog.
  • Crew Transfer shuttles are back.
  • Readded pre-merge photo system. Instead of one picture as icon, now photo can be examined to see 3x3 screenshot.
  • Custom items system is back. If your item is not spawning or is missing icon, report it.
  • -
  • Alt job titles system is back. For noe medical titles (MD/Surgeon/EMT) and Detective/Foreniscs Tech.
  • -
  • ROBUSTING CHANGE: Disarming someone with gun in hand has chance that said gun will go off in random direction. With veruy real posibility of you getting shot.
  • +
  • Alt job titles system is back. For noe medical titles (MD/Surgeon/EMT) and Detective/Forensics Tech.
  • +
  • ROBUSTING CHANGE: Disarming someone with gun in hand has chance that said gun will go off in random direction. With veruy real possibility of you getting shot.
  • FLYING BATON OF JUSTICE: Turned on stunbaton has 50% chance of stunning if thrown at someone.
  • Character medical and security records can again be set on char setup.
  • Vote window now will go away (thanks TG for fix)
  • @@ -169,10 +169,10 @@ Stick old posts here to prevent cluttering of main changelog.

Chinsky updated:

    -
  • Fixed arrivals announcment.
  • +
  • Fixed arrivals announcement.
  • Slur will properly fade away with time now.
  • Anti-alco chem will get rid of slur now.
  • -
  • Throwing metal item at eletrified grilles and doors will cause them to spark.
  • +
  • Throwing metal item at electrified grilles and doors will cause them to spark.
  • Added forensics tech jackets.
  • Ported some hairstyles from pre-merge code.
@@ -275,7 +275,7 @@ Stick old posts here to prevent cluttering of main changelog.

FireFishie updated:

    -
  • Added Flashkirby99's tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.
  • +
  • Added Flashkirby99's Tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.
  • By vote, the captain's armor is again space capable and the memo on his desk updated to reflect this.
  • The Captain now starts wearing matching gloves, jackboots, and a cap. The old Napoleonic hat can still be found in the secure locker.
  • The Head of Personnel now starts with a clipboard, but without body armor and a helmet. Both items can still be found in the secure locker for emergencies.
  • @@ -427,7 +427,7 @@ Stick old posts here to prevent cluttering of main changelog.

    22 June 2012

    Cael_Aislinn updated:

      -
    • A research laboratory has been constructed to store and catalogue xeno-archaelogical relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.
    • +
    • A research laboratory has been constructed to store and catalogue xeno-archaeological relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.
    @@ -435,7 +435,7 @@ Stick old posts here to prevent cluttering of main changelog.

    18 June 2012

    Cael_Aislinn updated:

      -
    • A discovery on a nearby asteroid has brought xeno-archaelogists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).
    • +
    • A discovery on a nearby asteroid has brought xeno-archaeologists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).
    @@ -474,7 +474,7 @@ Stick old posts here to prevent cluttering of main changelog.
  • Skrell update! Adds Skrell as a whitelisted race. They have their own language which can be used by typing :k
  • Soghun get their own language by typing :o
  • Skintone and eye colour of most species can now be changed, The preview picture should be a fairly accurate representation of what you'll get in-game.
  • -
  • All valves in atmosperics now start off, instead of having to turn them off, then on again.
  • +
  • All valves in atmospherics now start off, instead of having to turn them off, then on again.
  • Soy sauce recipe change to soymilk + water pending better ideas.
  • Fixes pAI's universal translator not being universal.
@@ -635,7 +635,7 @@ Stick old posts here to prevent cluttering of main changelog.

Erthilo updated:

  • Added implant removal. Steps are: Scalpel, Hemostat, Retractor, Hemostat (Might take a few goes!). Implants can then be loaded back into an implanter.
  • -
  • Made the damp rag stop causing attack messages. Also allows you to load it up with 5 units of something and smother people with it. Don't be sily now!
  • +
  • Made the damp rag stop causing attack messages. Also allows you to load it up with 5 units of something and smother people with it. Don't be silly now!
  • Added a Tajaran/Soghun whitelist. PM an admin on the forum for more details!
  • Fixed door accesses.
@@ -733,7 +733,7 @@ Stick old posts here to prevent cluttering of main changelog.
  • More customs!
  • New sprites for bomb suit, in-hands for pulse rifles, advanced energy guns, and laser guns. Credit to Flashkirby!
  • -
  • Allows AI to toggle saferty on and off, unless emagged.
  • +
  • Allows AI to toggle safety on and off, unless emagged.
  • Add ADVANCED INTERROGATION TECHNIQUES (smashing peoples faces with tables). Grab someone once and then click on a table. Don't abuse this!
  • Fixes sleep button not waking you up.
  • Fixes mech weapons not firing.
  • @@ -777,7 +777,7 @@ Stick old posts here to prevent cluttering of main changelog.
  • New xeno sprites when running.
  • Piano is now a Minimoog!
  • Switched back to oldbody bag sprites.
  • -
  • New Oddyseus destroyed sprites.
  • +
  • New Odysseus destroyed sprites.
diff --git a/html/changelog.html b/html/changelog.html index 68eb1fa1f9..d08cf50d90 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -135,7 +135,7 @@

Meghan-Rossi updated:

  • You can now tell roughly how full an e-cigarette's cartridge is by examine the e-cigarette while nearby.
  • -
  • A message will appear when an e-cigaratte you are smoking turns off.
  • +
  • A message will appear when an e-cigarettes you are smoking turns off.
  • Fixed a runtime when e-cigarettes are examined.
  • Omni filters and mixers can now be removed regardless of pressure, just like their non-omni versions.
  • Fixed laptop vendors not selling tesla relays on tablets
  • @@ -198,7 +198,7 @@

    24 December 2020

    Atermonera updated:

      -
    • Adds new github action to automatically update the changelog from merged PR descriptions
    • +
    • Adds new GitHub action to automatically update the changelog from merged PR descriptions
    • Stairs have been completely reworked, and now consist of multi-tile constructs built from lower, middle, and upper stair pieces, and an openspace in the floor.
    • To go up and down stairs, simply step upon the lower/upper stair pieces, and you'll be moved automatically if the stairs are in working condition. Any grabbed or dragged items will be brought with you.
    • If the lower stair piece is missing (or even if it's not), but the middle and upper sections are present, you can climb up the middle section by click-dragging from your character to the middle stair.
    • @@ -783,7 +783,7 @@
    • Added 6 types of bagel
    • Modified the coffee shop to have extra counter space and a microwave for bagels.
    • Removed chef lock on kitchen cabinet.
    • -
    • Removed reference to outdated skrell lore from naewa cube box.
    • +
    • Removed reference to outdated Skrell lore from naewa cube box.

    TheFurryFeline updated:

      @@ -1099,7 +1099,7 @@

      04 June 2019

      Chaoko99 updated:

        -
      • The medibot's minimum configurable threshhold has been lowered to 0, from 5. Perfect for silly-billies coming into medical with 2 brute boo boos, thanks to accidentally throwing something at themselves or.. something.
      • +
      • The medibot's minimum configurable threshold has been lowered to 0, from 5. Perfect for silly-billies coming into medical with 2 brute boo boos, thanks to accidentally throwing something at themselves or.. something.

      Heroman3003 updated:

        @@ -1586,7 +1586,7 @@

      PrismaticGynoid updated:

        -
      • Adds new skrell sprites to hardsuit helmets that were missing them.
      • +
      • Adds new Skrell sprites to hardsuit helmets that were missing them.

      28 April 2018

      @@ -1748,7 +1748,7 @@

      Woodrat updated:

      • Heavy rework of the wilderness, minor adjustments to mining and outpost z-levels. To get to the wilderness you now have to travel through the mine z-level to do so, follow the green flagged path. Through the mine.
      • -
      • Shuttles can now land at a site near the enterance to the wilderness. Removal of the mine shuttle landing pad to move to the wilderness.
      • +
      • Shuttles can now land at a site near the entrance to the wilderness. Removal of the mine shuttle landing pad to move to the wilderness.
      • New addition of warning sign, thanks to Schnayy.

      battlefieldCommander updated:

      @@ -1765,7 +1765,7 @@

    Leshana updated:

      -
    • Added a client preference setting for wether Hotkeys Mode should be enabled or disabled by default.
    • +
    • Added a client preference setting for whether Hotkeys Mode should be enabled or disabled by default.
    • CTRL+NUMPAD8 while playing a robot won't runtime anymore.
    • Grounding rods act intuitively, only having an expanded lighting catch area when anchored.
    @@ -1891,7 +1891,7 @@
    • Shaft Miner, Search & Rescue, Explorer can now select webbing vests and pouches from the loadout.
    • Allow utility uniforms to roll up their sleeves.
    • -
    • Shuttle upgraded with enviroment sensors and shuttle doors that can be detected from the shuttle console.
    • +
    • Shuttle upgraded with environment sensors and shuttle doors that can be detected from the shuttle console.
    • secure gun cabinets in the hangar control rooms. Locked to armory, explorer, and pilot access.
    • Redesign of medical surgery rooms, replacement of the closets with wall closets.
    • Multiple map bugfixes including distro and scrubber lines to deck 3.
    • @@ -1919,7 +1919,7 @@

      Mechoid updated:

      • Adds material girders.
      • -
      • Girder decon time is now partially dependant on material. Stronger girders take slightly longer.
      • +
      • Girder decon time is now partially dependent on material. Stronger girders take slightly longer.
      • Wall girders are now under the integrity-based construction listing. Material-Name Wall Girder.
      • Explosive-resistant girders in walls have a chance to survive as an unanchored girder, if their wall is destroyed.
      • Radioactive girders affect the completed wall's radioactivity.
      • @@ -3286,13 +3286,13 @@
      • The chef now gets a destination tagger and packaging paper to send people food.
      • Drinking glasses now have a material cost in the autolathe.
      • When emagged security bots such as the Securitron and ED-209 will now move and pursue faster.
      • -
      • Securty bots such as mentioned above will now be properly emagged.
      • -
      • The cost of items in the antag uplink have been tweaked. Some are cheaper, some are more expensive. In addition, you can now buy singular grenades isntead of boxes. Buying a box has a discount over the singular.
      • +
      • Security bots such as mentioned above will now be properly emagged.
      • +
      • The cost of items in the antag uplink have been tweaked. Some are cheaper, some are more expensive. In addition, you can now buy singular grenades instead of boxes. Buying a box has a discount over the singular.
      • Repairing burn damage on FBPs will now once again properly work.
      • Undislocating limbs will now once again properly work.
      • The phoron assembly crate in cargo has been renamed to a Phoron research crate and now contains more supplies including tank transfer valves.
      • The cooldown between discount offers in the antag uplink is now 10 minutes versus the previous 15 minutes.
      • -
      • The ordering of the items in the autolathe will now be somewhat diferrent due to a code overhaul. It is now in alphabetic order.
      • +
      • The ordering of the items in the autolathe will now be somewhat different due to a code overhaul. It is now in alphabetic order.
      • Security robots such as the Securitron or ED-209 are now more hardy and can take more damage before dying.
      • The silenced pistol no longer has any recoil and can be fired faster with less delay in between shots.
      @@ -3853,10 +3853,10 @@
    • The rune to summon Narsie has been changed. Narsie is no longer summoned, but Hell still comes.
    • Spooky mobs spawned from spooky portals as a result of Hell coming have had their speed, health, and damage reduced.
    • Manifested humans no longer count for summoning Hell.
    • -
    • Changes how armor calculations work. All the armor values remain the same, but the 'two dice rolls' system has been replaced with a mix of reliable damage reduction and a bit of RNG to keep things interesting. The intention is to make weaker armor more relevent and stronger armor less overpowered.
    • +
    • Changes how armor calculations work. All the armor values remain the same, but the 'two dice rolls' system has been replaced with a mix of reliable damage reduction and a bit of RNG to keep things interesting. The intention is to make weaker armor more relevant and stronger armor less overpowered.
    • When you are hit, it uses the armor protection as a base amount to protect you from, then it does a roll between +25% and -25% of that base protection, and adds it to the base protection. The result of that is how much damage is reduced from the attack. For example, if you are hit by an energy sword in the chest while wearing armor that has 50 melee protection, the base protection is 50, then RNG can make the final protection be between 37.5 and 62.5 percent. The damage you'd take could range from 11.25 to 18.75, instead of 0, 15, or 30. Remember that some weapons can penetrate armor.
    • Added personal communicators, a device that enables someone to talk to someone else at vast distances. You can talk to people who are far from the station, so long as telecommunications remains operational.
    • -
    • To use, become a ghost, then use the appropiate verb and pick a communicator to call. Then you wait until someone picks up. Once that occurs, you will be placed inside the communicator. The voice you use is your currently loaded character. Languages are supported as well.
    • +
    • To use, become a ghost, then use the appropriate verb and pick a communicator to call. Then you wait until someone picks up. Once that occurs, you will be placed inside the communicator. The voice you use is your currently loaded character. Languages are supported as well.
    • Round-end is now three minutes instead of one, and counts down, to allow for some more post-round roleplay. If the station blows up for whatever reason, the old one minute restart is retained.

    PsiOmegaDelta updated:

    @@ -3894,7 +3894,7 @@

    HarpyEagle updated:

    • Made flares brighter.
    • -
    • Coffee is now poisonous to tajaran, much like how animal protein is poisonous to skrell.
    • +
    • Coffee is now poisonous to Tajaran, much like how animal protein is poisonous to Skrell.

    08 September 2015

    @@ -4040,7 +4040,7 @@

    16 August 2015

    HarpyEagle updated:

      -
    • The unathi breacher is now only wearable by unathi.
    • +
    • The Unathi breacher is now only wearable by Unathi.

    15 August 2015

    @@ -4083,11 +4083,11 @@

    13 August 2015

    GinjaNinja32 updated:

      -
    • Changed language selection to allow multiple language selections, changed humans/unathi/tajarans/skrell to not automatically gain their racial language, instead adding it to the selectable languages for that species. Old slots will warn when loaded that the languages may not be what you expect.
    • +
    • Changed language selection to allow multiple language selections, changed humans/Unathi/Tajarans/Skrell to not automatically gain their racial language, instead adding it to the selectable languages for that species. Old slots will warn when loaded that the languages may not be what you expect.

    Orelbon updated:

      -
    • Changed the HoP's suit to more bibrant colors and hopefully you will like it.
    • +
    • Changed the HoP's suit to more vibrant colors and hopefully you will like it.

    11 August 2015

    @@ -4106,7 +4106,7 @@

    29 July 2015

    Karolis2011 updated:

      -
    • Made tagger and sorting pipes dispensible.
    • +
    • Made tagger and sorting pipes dispensable.
    • Unwelding and welding sorting/tagger pipes, no longer delete data about them.
    @@ -4426,7 +4426,7 @@

HarpyEagle updated:

    -
  • Adds tail animations for tajaran and unathi. Animations are controlled using emotes.
  • +
  • Adds tail animations for Tajaran and Unathi. Animations are controlled using emotes.

14 May 2015

@@ -5154,7 +5154,7 @@
  • Dirty floors, so now you know exactly how lazy the janitors are!
  • A new UI system, feel free to color it yourself, don't set it to completely clear or you will have a bad time.
  • Cryogenic storage, for all your SSD needs.
  • -
  • New hardsuits for those syndicate tajaran
  • +
  • New hardsuits for those syndicate Tajaran
  • 18 December 2013

    @@ -5285,7 +5285,7 @@
  • Added/fixed space vines random event.
  • Updates to the virus events.
  • Spider infestation and alien infestation events turned off by default.
  • -
  • Soghun, taj and skrell all have unique language text colours.
  • +
  • Soghun, taj and Skrell all have unique language text colours.
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • Cael_Aislinn updated:

    @@ -5893,10 +5893,10 @@
  • Added new surgery: putting items inside people. After you use retractor to keep incision open, just click with any item to put it inside. But be wary, if you try to fit something too big, you might rip the veins. To remove items, use implant removal surgery.
  • Crowbar can be used as alternative to retractor.
  • Can now unload guns by clicking them in hand.
  • -
  • Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distace REALLY matters when you shoot.
  • +
  • Fixed distance calculation in bullet missing chance computation, it was always assuming 1 or 0 tiles. Now distance REALLY matters when you shoot.
  • To add more FUN to previous thing, bullets missed to not disappear but keep going until they hit something else.
  • Compressed Matter and Explosive implants spawn properly now.
  • -
  • Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probality it'll have side effects.
  • +
  • Tweaks to medical effects: removed itch caused by bandages. Chemical effects now have non-100 chance of appearing, the stronger medicine, the more probability it'll have side effects.
  • 18 February 2013

    @@ -5921,7 +5921,7 @@
  • Added/fixed space vines random event.
  • Updates to the virus events.
  • Spider infestation and alien infestation events turned off by default.
  • -
  • Soghun, taj and skrell all have unique language text colours.
  • +
  • Soghun, Taj and Skrell all have unique language text colours.
  • Moderators will no longer be listed in adminwho, instead use modwho.
  • Gamerofthegame updated:

    diff --git a/ingame_manuals/malf_ai.html b/ingame_manuals/malf_ai.html index 65424f24ed..f98180741e 100644 --- a/ingame_manuals/malf_ai.html +++ b/ingame_manuals/malf_ai.html @@ -3,12 +3,12 @@ This guide contains most important OOC information for malfunctioning AIs.

    Goal


    -As malfunctioning AI, your primary goal is to overtake station's systems. To do this, use software "Basic Encryption Hack" on APCs (right click on APC and select Basic Encryption Hack). Please note that hacked APCs have distinctive blue error screen, that tends to attract attention. Rememember that malfunctioning AI is antagonist, so read server rules for antagonists. While hacking APCs is your official goal, feel free to create custom goal, as long as it is fun for everyone.
    +As malfunctioning AI, your primary goal is to overtake station's systems. To do this, use software "Basic Encryption Hack" on APCs (right click on APC and select Basic Encryption Hack). Please note that hacked APCs have distinctive blue error screen, that tends to attract attention. Remember that malfunctioning AI is antagonist, so read server rules for antagonists. While hacking APCs is your official goal, feel free to create custom goal, as long as it is fun for everyone.

    Hardware


    As malfunctioning AI, you may select one hardware piece to help you. Remember that once you select hardware piece, you cannot select another one, so choose wisely! Hardware may be selected by clicking "Select Hardware" button in Hardware tab. Following is list of possible hardware pieces:
    APU Generator - Auxiliary Power Unit which allows you to operate even without external power. However, running on APU will stop your CPU time generation, and temporarily disable most of your abilities. APU is also somewhat vulnerable to physical damage, and will fail if your core hardware integrity drops below 50%.
    -Turrets Focus Enhancer - Removes safeties on installed turrets, boosting their rate of fire, health and enabling nano-regeneration module. This however increases power usage considerably, espicially when regenerating damage.
    +Turrets Focus Enhancer - Removes safeties on installed turrets, boosting their rate of fire, health and enabling nano-regeneration module. This however increases power usage considerably, especially when regenerating damage.
    Secondary Processor Unit - Simple upgrade that increases your CPU time generation by 50%. Useful if you need to speed up your research.
    Secondary Memory Bank - Doubles amount of maximal CPU time you may store. This is useful if you need to use lots of abilities in short amount of time.
    Self-Destruct Explosives - Large blocks of C4 are attached to your physical core. This C4 has 15 second timer, and may be activated by special button that appears in your Hardware tab. This self-destruct will remain active, even if you are destroyed. If timer reaches 0 your core explodes in strong explosion. Obviously, this destroys you, as well as anyone nearby.