Spelling Fixes (#8973)

* SpellingFixes

* OtherTypos

* OtherTypos
This commit is contained in:
klorpa
2023-04-08 21:39:28 -08:00
committed by GitHub
parent ff4bb85a40
commit f445ffde0a
335 changed files with 943 additions and 943 deletions
+3 -3
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@@ -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
+1 -1
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@@ -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()
@@ -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.
@@ -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,
@@ -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"
+1 -1
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@@ -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