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
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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)
@@ -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)
@@ -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)
@@ -96,7 +96,7 @@
to conduct a one time lawful search of the Suspect's person/belongings/premises and/or Department </br>
for any items and materials that could be connected to the suspected criminal act described below, </br>
pending an investigation in progress. The Security Officer(s) are obligated to remove any and all</br>
such items from the Suspects posession and/or Department and file it as evidence. The Suspect/Department </br>
such items from the Suspect's possession and/or Department and file it as evidence. The Suspect/Department </br>
staff is expected to offer full co-operation. In the event of the Suspect/Department staff attempting </br>
to resist/impede this search or flee, they must be taken into custody immediately! </br>
All confiscated items must be filed and taken to Evidence!</small></i></br>
+1 -1
View File
@@ -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
@@ -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)
@@ -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
+3 -3
View File
@@ -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 ..()
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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, "<span class='notice'>You have already inserted the eyes!</span>")
return
+5 -5
View File
@@ -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("<span class='suicide'>[attacker_controller] is running from [src]! The coward!</span>")
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("<span class='notice'> [attacker] and [src] separate, ending the battle. </span>", \
"<span class='notice'> [attacker] and [src] separate, ending the battle. </span>")
@@ -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("<span class='notice'> [attacker_controller.name] seperates from [attacker], ending the battle.</span>", \
attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] separates from [attacker], ending the battle.</span>", \
"<span class='notice'> You separate from [attacker], ending the battle. </span>")
return FALSE
@@ -100,13 +100,13 @@
if(opponent.incapacitated())
return FALSE
if(!in_range(src, opponent))
opponent.visible_message("<span class='notice'> [opponent.name] seperates from [src], ending the battle.</span>", \
opponent.visible_message("<span class='notice'> [opponent.name] separates from [src], ending the battle.</span>", \
"<span class='notice'> You separate from [src], ending the battle. </span>")
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("<span class='notice'> [attacker_controller.name] seperates from [src] and [attacker], ending the battle.</span>", \
attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] separates from [src] and [attacker], ending the battle.</span>", \
"<span class='notice'> You separate [attacker] and [src], ending the battle. </span>")
return FALSE
+6 -6
View File
@@ -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!"
+3 -3
View File
@@ -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"
+2 -2
View File
@@ -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
@@ -74,7 +74,7 @@
to_chat(user, "<span class='warning'>Circuit controls are locked.</span>")
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
@@ -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)
@@ -1,4 +1,4 @@
//Concussion, or 'dizzyness' grenades.
//Concussion, or 'dizziness' grenades.
/obj/item/grenade/concussion
name = "concussion grenade"
+2 -2
View File
@@ -372,7 +372,7 @@
<p>
<ol>
<li>Take a syringe of blood from the body you wish to turn into a Diona.</li>
<li>Inject 5 units of blood into the pack of dionaea-replicant seeds.</li>
<li>Inject 5 units of blood into the pack of Dionaea-replicant seeds.</li>
<li>Plant the seeds.</li>
<li>Tend to the plants water and nutrition levels until it is time to harvest the Diona.</li>
</ol>
@@ -1016,7 +1016,7 @@
Here's a guide for some basic drinks.
<h3>Black Russian:</h3>
Mix vodka and Kahlua into a glass.
Mix vodka and Kahlúa into a glass.
<h3>Cafe Latte:</h3>
Mix milk and coffee into a glass.
@@ -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
@@ -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
@@ -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
@@ -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
*
@@ -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,
@@ -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
+2 -2
View File
@@ -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)
@@ -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)
@@ -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.\
<br><br>\
This tool appears to serve the same purpose as conventional wirecutters, due \