diff --git a/code/__DEFINES/ai/ai_blackboard.dm b/code/__DEFINES/ai/ai_blackboard.dm index dc1a573eaf6..3da9c08ae27 100644 --- a/code/__DEFINES/ai/ai_blackboard.dm +++ b/code/__DEFINES/ai/ai_blackboard.dm @@ -65,8 +65,8 @@ #define BB_BASIC_MOB_FLEE_DISTANCE "BB_basic_flee_distance" #define DEFAULT_BASIC_FLEE_DISTANCE 9 -/// Generic key for a non-specific targetted action -#define BB_TARGETTED_ACTION "BB_targetted_action" +/// Generic key for a non-specific targeted action +#define BB_TARGETED_ACTION "BB_TARGETED_action" /// Generic key for a non-specific action #define BB_GENERIC_ACTION "BB_generic_action" diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index 95c6211f083..413c116d21c 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -663,7 +663,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai #define TRAIT_TENTACLE_IMMUNE "tentacle_immune" /// Currently under the effect of overwatch #define TRAIT_OVERWATCHED "watcher_overwatched" -/// Cannot be targetted by watcher overwatch +/// Cannot be targeted by watcher overwatch #define TRAIT_OVERWATCH_IMMUNE "overwatch_immune" //non-mob traits diff --git a/code/__DEFINES/wounds.dm b/code/__DEFINES/wounds.dm index 7aec41d7b5c..79c188cd481 100644 --- a/code/__DEFINES/wounds.dm +++ b/code/__DEFINES/wounds.dm @@ -90,7 +90,7 @@ GLOBAL_LIST_INIT(wound_severities_chronological, list( // "Where" a specific biostate is within a given limb // Interior is hard shit, the last line, shit like bones -// Exterior is soft shit, targetted by slashes and pierces (usually), protects exterior +// Exterior is soft shit, targeted by slashes and pierces (usually), protects exterior // A limb needs both mangled interior and exterior to be dismembered, but slash/pierce must mangle exterior to attack the interior // Not having exterior/interior counts as mangled exterior/interior for the purposes of dismemberment /// The given biostate is on the "interior" of the limb - hard shit, protected by exterior diff --git a/code/datums/actions/mobs/fire_breath.dm b/code/datums/actions/mobs/fire_breath.dm index 45b6538c018..b3673b2f96c 100644 --- a/code/datums/actions/mobs/fire_breath.dm +++ b/code/datums/actions/mobs/fire_breath.dm @@ -37,7 +37,7 @@ var/list/turfs = get_line(owner, target_turf) - get_turf(owner) INVOKE_ASYNC(src, PROC_REF(progressive_fire_line), turfs) -/// Creates fire with a delay on the list of targetted turfs +/// Creates fire with a delay on the list of targeted turfs /datum/action/cooldown/mob_cooldown/fire_breath/proc/progressive_fire_line(list/burn_turfs) if (QDELETED(owner) || owner.stat == DEAD) return diff --git a/code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm b/code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm index 93f20babf36..21b141feff8 100644 --- a/code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm +++ b/code/datums/ai/basic_mobs/basic_ai_behaviors/basic_attacking.dm @@ -5,7 +5,7 @@ /datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key) . = ..() if(!controller.blackboard[targeting_strategy_key]) - CRASH("No target datum was supplied in the blackboard for [controller.pawn]") + CRASH("No targeting strategy was supplied in the blackboard for [controller.pawn]") //Hiding location is priority var/atom/target = controller.blackboard[hiding_location_key] || controller.blackboard[target_key] diff --git a/code/datums/ai/basic_mobs/basic_subtrees/targeted_mob_ability.dm b/code/datums/ai/basic_mobs/basic_subtrees/targeted_mob_ability.dm index d9ee3ef0918..cd809804ba3 100644 --- a/code/datums/ai/basic_mobs/basic_subtrees/targeted_mob_ability.dm +++ b/code/datums/ai/basic_mobs/basic_subtrees/targeted_mob_ability.dm @@ -1,7 +1,7 @@ /// Attempts to use a mob ability on a target /datum/ai_planning_subtree/targeted_mob_ability /// Blackboard key for the ability - var/ability_key = BB_TARGETTED_ACTION + var/ability_key = BB_TARGETED_ACTION /// Blackboard key for where the target ref is stored var/target_key = BB_BASIC_MOB_CURRENT_TARGET /// Behaviour to perform using ability diff --git a/code/datums/ai/basic_mobs/basic_subtrees/use_mob_ability.dm b/code/datums/ai/basic_mobs/basic_subtrees/use_mob_ability.dm index fb83b8f8684..5ceef67bedb 100644 --- a/code/datums/ai/basic_mobs/basic_subtrees/use_mob_ability.dm +++ b/code/datums/ai/basic_mobs/basic_subtrees/use_mob_ability.dm @@ -1,6 +1,6 @@ /** * Simple behaviours which simply try to use an ability whenever it is available. - * For something which wants a target try `targetted_mob_ability`. + * For something which wants a target try `targeted_mob_ability`. */ /datum/ai_planning_subtree/use_mob_ability /// Blackboard key for the ability diff --git a/code/datums/ai/learn_ai.md b/code/datums/ai/learn_ai.md index 9906806cfbd..e4e8a712cf0 100644 --- a/code/datums/ai/learn_ai.md +++ b/code/datums/ai/learn_ai.md @@ -25,7 +25,7 @@ First, let's look at the blackboard. ```dm /datum/ai_controller/basic/cow blackboard = list( - BB_TARGETTING_DATUM = new /datum/targetting_datum/basic/allow_items(), + BB_TARGETING_STRATEGY = new /datum/targeting_strategy/basic/allow_items(), BB_BASIC_MOB_TIP_REACTING = FALSE, BB_BASIC_MOB_TIPPER = null, ) @@ -81,7 +81,7 @@ Okay, so we have blackboard variables, which are considered by subtrees to plan //now we know we have a target but should let a hostile subtree plan attacking humans. let's check if it's actually food if(target in wanted) - controller.queue_behavior(/datum/ai_behavior/basic_melee_attack, BB_BASIC_MOB_CURRENT_TARGET, BB_TARGETTING_DATUM, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION) + controller.queue_behavior(/datum/ai_behavior/basic_melee_attack, BB_BASIC_MOB_CURRENT_TARGET, BB_TARGETING_STRATEGY, BB_BASIC_MOB_CURRENT_TARGET_HIDING_LOCATION) return SUBTREE_RETURN_FINISH_PLANNING //this prevents further subtrees from planning since we want to focus on eating the food ``` @@ -94,7 +94,7 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I //flag tells the AI it needs to have a movement target to work, and since it doesn't have "AI_BEHAVIOR_MOVE_AND_PERFORM", it won't call perform() every 0.6 seconds until it is in melee range. Smart! behavior_flags = AI_BEHAVIOR_REQUIRE_MOVEMENT -/datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key) +/datum/ai_behavior/basic_melee_attack/setup(datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key) . = ..() //all this is doing in setup is setting the movement target. setup is called once when the behavior is first planned, and returning FALSE can cancel the behavior if something isn't right. @@ -107,20 +107,20 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I controller.current_movement_target = target ///perform will run every "action_cooldown" deciseconds as long as the conditions are good for it to do so (we set "AI_BEHAVIOR_REQUIRE_MOVEMENT", so it won't perform until in range). -/datum/ai_behavior/basic_melee_attack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targetting_datum_key, hiding_location_key) +/datum/ai_behavior/basic_melee_attack/perform(seconds_per_tick, datum/ai_controller/controller, target_key, targeting_strategy_key, hiding_location_key) . = ..() var/mob/living/basic/basic_mob = controller.pawn - //targetting datum will kill the action if not real anymore + //targeting strategy will kill the action if not real anymore var/datum/weakref/weak_target = controller.blackboard[target_key] var/atom/target = weak_target?.resolve() - var/datum/targetting_datum/targetting_datum = controller.blackboard[targetting_datum_key] + var/datum/targeting_strategy/targeting_strategy = controller.blackboard[targeting_strategy_key] - if(!targetting_datum.can_attack(basic_mob, target)) + if(!targeting_strategy.can_attack(basic_mob, target)) ///We have a target that is no longer valid to attack. Remember that returning doesn't end the behavior, JUST this single performance. So we call "finish_action" with whether it succeeded in doing what it wanted to do (it didn't, so FALSE) and the blackboard keys passed into this behavior. finish_action(controller, FALSE, target_key) return //don't forget to end the performance too - var/hiding_target = targetting_datum.find_hidden_mobs(basic_mob, target) //If this is valid, theyre hidden in something! + var/hiding_target = targeting_strategy.find_hidden_mobs(basic_mob, target) //If this is valid, theyre hidden in something! controller.blackboard[hiding_location_key] = hiding_target @@ -131,7 +131,7 @@ And one of those behaviors, `basic_melee_attack`. As I have been doing so far, I basic_mob.melee_attack(target) ///and so the action has ended. we can now clean up the AI's blackboard based on the success of the action, and the keys passed in. -/datum/ai_behavior/basic_melee_attack/finish_action(datum/ai_controller/controller, succeeded, target_key, targetting_datum_key, hiding_location_key) +/datum/ai_behavior/basic_melee_attack/finish_action(datum/ai_controller/controller, succeeded, target_key, targeting_strategy_key, hiding_location_key) . = ..() ///if the behavior failed, the target is no longer valid, so we should lose aggro of them. We remove the target_key (which could be anything, it's whatever key was passed into the behavior by the subtree) from the blackboard. Couldn't do THAT with normal variables! if(!succeeded) diff --git a/code/datums/components/pet_commands/pet_commands_basic.dm b/code/datums/components/pet_commands/pet_commands_basic.dm index a9a58a43def..a1587acef19 100644 --- a/code/datums/components/pet_commands/pet_commands_basic.dm +++ b/code/datums/components/pet_commands/pet_commands_basic.dm @@ -102,11 +102,11 @@ * # Pet Command: Use ability * Use an an ability that does not require any targets */ -/datum/pet_command/untargetted_ability - ///untargetted ability we will use +/datum/pet_command/untargeted_ability + ///untargeted ability we will use var/ability_key -/datum/pet_command/untargetted_ability/execute_action(datum/ai_controller/controller) +/datum/pet_command/untargeted_ability/execute_action(datum/ai_controller/controller) var/datum/action/cooldown/ability = controller.blackboard[ability_key] if(!ability?.IsAvailable()) return @@ -158,7 +158,7 @@ return SUBTREE_RETURN_FINISH_PLANNING /** - * # Pet Command: Targetted Ability + * # Pet Command: targeted Ability * Tells a pet to use some kind of ability on the next thing you point at */ /datum/pet_command/point_targeting/use_ability diff --git a/code/datums/elements/cuffsnapping.dm b/code/datums/elements/cuffsnapping.dm index c0dfdcf6091..df445f4acc9 100644 --- a/code/datums/elements/cuffsnapping.dm +++ b/code/datums/elements/cuffsnapping.dm @@ -7,7 +7,7 @@ * cuffsnapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting * armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage. * - * Requires the cutter_user to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long + * Requires the cutter_user to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long * do_after before executing the attack. * * cuffsnapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg. diff --git a/code/datums/elements/kneecapping.dm b/code/datums/elements/kneecapping.dm index 340938c430c..977268e94a1 100644 --- a/code/datums/elements/kneecapping.dm +++ b/code/datums/elements/kneecapping.dm @@ -7,7 +7,7 @@ * Kneecapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting * armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage. * - * Requires the attacker to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long + * Requires the attacker to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long * do_after before executing the attack. * * Kneecapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg. diff --git a/code/modules/antagonists/malf_ai/malf_ai_modules.dm b/code/modules/antagonists/malf_ai/malf_ai_modules.dm index 575b38673d7..a249bae7acb 100644 --- a/code/modules/antagonists/malf_ai/malf_ai_modules.dm +++ b/code/modules/antagonists/malf_ai/malf_ai_modules.dm @@ -1025,7 +1025,7 @@ GLOBAL_LIST_INIT(malf_modules, subtypesof(/datum/ai_module)) say_name = params["name"] /datum/ai_module/utility/emag - name = "Targetted Safeties Override" + name = "Targeted Safeties Override" description = "Allows you to disable the safeties of any machinery on the station, provided you can access it." cost = 20 power_type = /datum/action/innate/ai/ranged/emag @@ -1033,7 +1033,7 @@ GLOBAL_LIST_INIT(malf_modules, subtypesof(/datum/ai_module)) unlock_sound = SFX_SPARKS /datum/action/innate/ai/ranged/emag - name = "Targetted Safeties Override" + name = "Targeted Safeties Override" desc = "Allows you to effectively emag anything you click on." button_icon = 'icons/obj/card.dmi' button_icon_state = "emag" diff --git a/code/modules/antagonists/wizard/grand_ritual/finales/immortality.dm b/code/modules/antagonists/wizard/grand_ritual/finales/immortality.dm index d20ca06752b..92489145fda 100644 --- a/code/modules/antagonists/wizard/grand_ritual/finales/immortality.dm +++ b/code/modules/antagonists/wizard/grand_ritual/finales/immortality.dm @@ -115,7 +115,7 @@ voice = target.voice voice_filter = target.voice_filter -/// Make the targetted human look like this +/// Make the targeted human look like this /datum/human_appearance_profile/proc/apply_to(mob/living/carbon/human/target) target.real_name = name target.age = age diff --git a/code/modules/fishing/fish/_fish.dm b/code/modules/fishing/fish/_fish.dm index 26b7693f4aa..90fb2afc796 100644 --- a/code/modules/fishing/fish/_fish.dm +++ b/code/modules/fishing/fish/_fish.dm @@ -441,13 +441,13 @@ //Fish breeding stops if fish count exceeds this. #define AQUARIUM_MAX_BREEDING_POPULATION 20 -/obj/item/fish/proc/ready_to_reproduce(being_targetted = FALSE) +/obj/item/fish/proc/ready_to_reproduce(being_targeted = FALSE) var/obj/structure/aquarium/aquarium = loc if(!istype(aquarium)) return FALSE - if(being_targetted && HAS_TRAIT(src, TRAIT_FISH_NO_MATING)) + if(being_targeted && HAS_TRAIT(src, TRAIT_FISH_NO_MATING)) return FALSE - if(!being_targetted && length(aquarium.get_fishes()) >= AQUARIUM_MAX_BREEDING_POPULATION) + if(!being_targeted && length(aquarium.get_fishes()) >= AQUARIUM_MAX_BREEDING_POPULATION) return FALSE return aquarium.allow_breeding && health >= initial(health) * 0.8 && stable_population > 1 && world.time >= breeding_wait diff --git a/code/modules/mob/living/basic/heretic/raw_prophet.dm b/code/modules/mob/living/basic/heretic/raw_prophet.dm index 1f5b8601abd..f4ed7229a00 100644 --- a/code/modules/mob/living/basic/heretic/raw_prophet.dm +++ b/code/modules/mob/living/basic/heretic/raw_prophet.dm @@ -48,7 +48,7 @@ /// Returns a list of abilities that we should add. /mob/living/basic/heretic_summon/raw_prophet/proc/get_innate_abilities() var/list/returnable_list = innate_abilities.Copy() - returnable_list += list(/datum/action/cooldown/spell/pointed/blind/eldritch = BB_TARGETTED_ACTION) + returnable_list += list(/datum/action/cooldown/spell/pointed/blind/eldritch = BB_TARGETED_ACTION) return returnable_list /* @@ -79,7 +79,7 @@ /mob/living/basic/heretic_summon/raw_prophet/ruins/get_innate_abilities() var/list/returnable_list = innate_abilities.Copy() - returnable_list += list(/datum/action/cooldown/mob_cooldown/watcher_gaze = BB_TARGETTED_ACTION) + returnable_list += list(/datum/action/cooldown/mob_cooldown/watcher_gaze = BB_TARGETED_ACTION) return returnable_list /// Walk and attack people, blind them when we can diff --git a/code/modules/mob/living/basic/heretic/rust_walker.dm b/code/modules/mob/living/basic/heretic/rust_walker.dm index f3239824d01..ff56c311f73 100644 --- a/code/modules/mob/living/basic/heretic/rust_walker.dm +++ b/code/modules/mob/living/basic/heretic/rust_walker.dm @@ -20,7 +20,7 @@ var/static/list/grantable_spells = list( /datum/action/cooldown/spell/aoe/rust_conversion/small = BB_GENERIC_ACTION, - /datum/action/cooldown/spell/basic_projectile/rust_wave/short = BB_TARGETTED_ACTION, + /datum/action/cooldown/spell/basic_projectile/rust_wave/short = BB_TARGETED_ACTION, ) grant_actions_by_list(grantable_spells) diff --git a/code/modules/mob/living/basic/jungle/leaper/leaper.dm b/code/modules/mob/living/basic/jungle/leaper/leaper.dm index 88622d31474..f3213897f9b 100644 --- a/code/modules/mob/living/basic/jungle/leaper/leaper.dm +++ b/code/modules/mob/living/basic/jungle/leaper/leaper.dm @@ -42,8 +42,8 @@ /datum/pet_command/idle, /datum/pet_command/free, /datum/pet_command/follow, - /datum/pet_command/untargetted_ability/blood_rain, - /datum/pet_command/untargetted_ability/summon_toad, + /datum/pet_command/untargeted_ability/blood_rain, + /datum/pet_command/untargeted_ability/summon_toad, /datum/pet_command/point_targeting/attack, /datum/pet_command/point_targeting/use_ability/flop, /datum/pet_command/point_targeting/use_ability/bubble, diff --git a/code/modules/mob/living/basic/jungle/leaper/leaper_ai.dm b/code/modules/mob/living/basic/jungle/leaper/leaper_ai.dm index 526ce2adf58..e776117a3a5 100644 --- a/code/modules/mob/living/basic/jungle/leaper/leaper_ai.dm +++ b/code/modules/mob/living/basic/jungle/leaper/leaper_ai.dm @@ -55,7 +55,7 @@ speech_commands = list("bubble", "shoot") pet_ability_key = BB_LEAPER_BUBBLE -/datum/pet_command/untargetted_ability/blood_rain +/datum/pet_command/untargeted_ability/blood_rain command_name = "Blood Rain" command_desc = "Let it rain poisonous blood!" radial_icon = 'icons/effects/effects.dmi' @@ -64,7 +64,7 @@ ability_key = BB_LEAPER_VOLLEY -/datum/pet_command/untargetted_ability/summon_toad +/datum/pet_command/untargeted_ability/summon_toad command_name = "Summon Toads" command_desc = "Summon crazy suicide frogs!" radial_icon = 'icons/mob/simple/animal.dmi' diff --git a/code/modules/mob/living/basic/jungle/venus_human_trap.dm b/code/modules/mob/living/basic/jungle/venus_human_trap.dm index 95603ce9afd..b59ec233bd0 100644 --- a/code/modules/mob/living/basic/jungle/venus_human_trap.dm +++ b/code/modules/mob/living/basic/jungle/venus_human_trap.dm @@ -175,14 +175,14 @@ . = ..() AddElement(/datum/element/lifesteal, 5) var/static/list/innate_actions = list( - /datum/action/cooldown/vine_tangle = BB_TARGETTED_ACTION, + /datum/action/cooldown/vine_tangle = BB_TARGETED_ACTION, ) grant_actions_by_list(innate_actions) /mob/living/basic/venus_human_trap/RangedAttack(atom/victim) if(!combat_mode) return - var/datum/action/cooldown/mob_cooldown/tangle_ability = ai_controller.blackboard[BB_TARGETTED_ACTION] + var/datum/action/cooldown/mob_cooldown/tangle_ability = ai_controller.blackboard[BB_TARGETED_ACTION] if(!istype(tangle_ability)) return tangle_ability.Trigger(target = victim) diff --git a/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon.dm b/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon.dm index dbd017837a9..9a88c636cf5 100644 --- a/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon.dm +++ b/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon.dm @@ -41,7 +41,7 @@ AddElement(/datum/element/footstep, FOOTSTEP_MOB_CLAW) beam = new(src) beam.Grant(src) - ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, beam) + ai_controller.set_blackboard_key(BB_TARGETED_ACTION, beam) /mob/living/basic/mining/brimdemon/RangedAttack(atom/target, modifiers) beam.Trigger(target = target) diff --git a/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon_ai.dm b/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon_ai.dm index a8f049d6f11..fe209387e00 100644 --- a/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon_ai.dm +++ b/code/modules/mob/living/basic/lavaland/brimdemon/brimdemon_ai.dm @@ -28,7 +28,7 @@ if (!succeeded) return var/mob/living/target = controller.blackboard[target_key] - var/datum/action/cooldown/ability = controller.blackboard[BB_TARGETTED_ACTION] + var/datum/action/cooldown/ability = controller.blackboard[BB_TARGETED_ACTION] if(!ability?.IsAvailable()) return ability.InterceptClickOn(caller = controller.pawn, target = target) diff --git a/code/modules/mob/living/basic/lavaland/goliath/goliath_actions.dm b/code/modules/mob/living/basic/lavaland/goliath/goliath_actions.dm index b484afa0cea..31eecc03629 100644 --- a/code/modules/mob/living/basic/lavaland/goliath/goliath_actions.dm +++ b/code/modules/mob/living/basic/lavaland/goliath/goliath_actions.dm @@ -1,7 +1,7 @@ /// Place some grappling tentacles underfoot /datum/action/cooldown/mob_cooldown/goliath_tentacles name = "Unleash Tentacles" - desc = "Unleash burrowed tentacles at a targetted location, grappling targets after a delay." + desc = "Unleash burrowed tentacles at a targeted location, grappling targets after a delay." button_icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi' button_icon_state = "goliath_tentacle_wiggle" background_icon_state = "bg_demon" @@ -59,7 +59,7 @@ /// Summon a line of tentacles towards the target /datum/action/cooldown/mob_cooldown/tentacle_grasp name = "Tentacle Grasp" - desc = "Unleash burrowed tentacles in a line towards a targetted location, grappling targets after a delay." + desc = "Unleash burrowed tentacles in a line towards a targeted location, grappling targets after a delay." button_icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi' button_icon_state = "goliath_tentacle_wiggle" background_icon_state = "bg_demon" diff --git a/code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm b/code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm index 11043e58d11..7b1e461991c 100644 --- a/code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm +++ b/code/modules/mob/living/basic/lavaland/hivelord/hivelord.dm @@ -36,7 +36,7 @@ AddComponent(/datum/component/appearance_on_aggro, aggro_state = "hivelord_alert") spawn_brood = new(src) spawn_brood.Grant(src) - ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, spawn_brood) + ai_controller.set_blackboard_key(BB_TARGETED_ACTION, spawn_brood) /mob/living/basic/mining/hivelord/Destroy() QDEL_NULL(spawn_brood) diff --git a/code/modules/mob/living/basic/lavaland/legion/legion.dm b/code/modules/mob/living/basic/lavaland/legion/legion.dm index 5ed501b452d..b64c3b257a0 100644 --- a/code/modules/mob/living/basic/lavaland/legion/legion.dm +++ b/code/modules/mob/living/basic/lavaland/legion/legion.dm @@ -41,7 +41,7 @@ var/datum/action/cooldown/mob_cooldown/skull_launcher/skull_launcher = new(src) skull_launcher.Grant(src) skull_launcher.spawn_type = brood_type - ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, skull_launcher) + ai_controller.set_blackboard_key(BB_TARGETED_ACTION, skull_launcher) /// Create what we want to drop on death, in proc form so we can always return a static list /mob/living/basic/mining/legion/proc/get_loot_list() diff --git a/code/modules/mob/living/basic/lavaland/legion/legion_brood.dm b/code/modules/mob/living/basic/lavaland/legion/legion_brood.dm index 7ce568d5760..797426058a1 100644 --- a/code/modules/mob/living/basic/lavaland/legion/legion_brood.dm +++ b/code/modules/mob/living/basic/lavaland/legion/legion_brood.dm @@ -57,7 +57,7 @@ return return ..() -/// Turn the targetted mob into one of us +/// Turn the targeted mob into one of us /mob/living/basic/legion_brood/proc/infest(mob/living/target) visible_message(span_warning("[name] burrows into the flesh of [target]!")) var/spawn_type = get_legion_type(target) diff --git a/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity.dm b/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity.dm index ab8f1f3dbfc..ef6d846970d 100644 --- a/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity.dm +++ b/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity.dm @@ -44,7 +44,7 @@ ) charge = new(src) charge.Grant(src) - ai_controller.set_blackboard_key(BB_TARGETTED_ACTION, charge) + ai_controller.set_blackboard_key(BB_TARGETED_ACTION, charge) /mob/living/basic/mining/lobstrosity/Destroy() QDEL_NULL(charge) diff --git a/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity_ai.dm b/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity_ai.dm index 727b70bc4fa..b80d5d6b9f7 100644 --- a/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity_ai.dm +++ b/code/modules/mob/living/basic/lavaland/lobstrosity/lobstrosity_ai.dm @@ -55,7 +55,7 @@ flee_behaviour = /datum/ai_behavior/run_away_from_target/lobster /datum/ai_planning_subtree/flee_target/lobster/SelectBehaviors(datum/ai_controller/controller, seconds_per_tick) - var/datum/action/cooldown/using_action = controller.blackboard[BB_TARGETTED_ACTION] + var/datum/action/cooldown/using_action = controller.blackboard[BB_TARGETED_ACTION] if (using_action?.IsAvailable()) return return ..() diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 7f702f64c83..da1a9332ab8 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -10,7 +10,7 @@ var/obj/item/bodypart/affecting = get_bodypart(check_zone(def_zone)) if(affecting) return check_armor(affecting, type) - //If a specific bodypart is targetted, check how that bodypart is protected and return the value. + //If a specific bodypart is targeted, check how that bodypart is protected and return the value. //If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values for(var/X in bodyparts) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 440465aa379..190a6ea2b95 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -2562,7 +2562,7 @@ GLOBAL_LIST_EMPTY(fire_appearances) /mob/living/proc/compare_sentience_type(compare_type) return FALSE -/// Proc called when targetted by a lazarus injector +/// Proc called when TARGETED by a lazarus injector /mob/living/proc/lazarus_revive(mob/living/reviver, malfunctioning) revive(HEAL_ALL) befriend(reviver) diff --git a/code/modules/projectiles/pins.dm b/code/modules/projectiles/pins.dm index 45763feff04..5437a7096da 100644 --- a/code/modules/projectiles/pins.dm +++ b/code/modules/projectiles/pins.dm @@ -30,19 +30,19 @@ if(proximity_flag) if(isgun(target)) . |= AFTERATTACK_PROCESSED_ITEM - var/obj/item/gun/targetted_gun = target - var/obj/item/firing_pin/old_pin = targetted_gun.pin + var/obj/item/gun/targeted_gun = target + var/obj/item/firing_pin/old_pin = targeted_gun.pin if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable)) if(Adjacent(user)) user.put_in_hands(old_pin) else - old_pin.forceMove(targetted_gun.drop_location()) + old_pin.forceMove(targeted_gun.drop_location()) old_pin.gun_remove(user) - if(!targetted_gun.pin) + if(!targeted_gun.pin) if(!user.temporarilyRemoveItemFromInventory(src)) return . - if(gun_insert(user, targetted_gun)) + if(gun_insert(user, targeted_gun)) if(old_pin) balloon_alert(user, "swapped firing pin") else diff --git a/code/modules/vehicles/mecha/equipment/mecha_equipment.dm b/code/modules/vehicles/mecha/equipment/mecha_equipment.dm index aea1a21c082..6c8d178c5b9 100644 --- a/code/modules/vehicles/mecha/equipment/mecha_equipment.dm +++ b/code/modules/vehicles/mecha/equipment/mecha_equipment.dm @@ -121,7 +121,7 @@ * Cooldown proc variant for using do_afters between activations instead of timers * Example of usage is mech drills, rcds * arguments: - * * target: targetted atom for action activation + * * target: targeted atom for action activation * * user: occupant to display do after for * * interaction_key: interaction key to pass to [/proc/do_after] */ diff --git a/code/modules/vehicles/mecha/mecha_defense.dm b/code/modules/vehicles/mecha/mecha_defense.dm index 107cc965329..746039e7552 100644 --- a/code/modules/vehicles/mecha/mecha_defense.dm +++ b/code/modules/vehicles/mecha/mecha_defense.dm @@ -13,7 +13,7 @@ * where they target the "dangerous" modules */ -/// tries to damage mech equipment depending on damage and where is being targetted +/// tries to damage mech equipment depending on damage and where is being targeted /obj/vehicle/sealed/mecha/proc/try_damage_component(damage, def_zone) if(damage < component_damage_threshold) return