Spellchecking
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@@ -429,7 +429,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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if(!L.ckey)
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return
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// 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
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// 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
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if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
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L.client.ambience_playing = 1
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L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)
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@@ -369,7 +369,7 @@
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if(candidates.len < recommended_enemies)
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for(var/mob/dead/new_player/player in players)
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if(player.client && player.ready == PLAYER_READY_TO_PLAY)
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if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
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if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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@@ -200,7 +200,7 @@
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to_chat(world, text)
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//Landmarks
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// TODO: Split into seperate landmarks for prettier ships
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// TODO: Split into separate landmarks for prettier ships
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/obj/effect/landmark/abductor
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var/team = 1
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@@ -469,7 +469,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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species = "<span clas=='notice'>[H.dna.species.name]</span>"
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species = "<span class='notice'>[H.dna.species.name]</span>"
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if(L.mind && L.mind.changeling)
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species = "<span class='warning'>Changeling lifeform</span>"
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var/obj/item/organ/heart/gland/temp = locate() in H.internal_organs
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@@ -79,7 +79,7 @@
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if(istype(W, /obj/item/weapon/screwdriver))
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playsound(src.loc, W.usesound, 50, 1)
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var/input = stripped_input(user, "Which networks would you like to connect this camera to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13")
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var/input = stripped_input(user, "Which networks would you like to connect this camera to? Separate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Set Network", "SS13")
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if(!input)
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to_chat(user, "<span class='warning'>No input found, please hang up and try your call again!</span>")
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return
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@@ -115,7 +115,7 @@
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forceMove(P)
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return P
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//seperated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
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//separated to reduce code duplication. Moved here for ease of reference and to unclutter r_wall/attackby()
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/turf/closed/wall/proc/place_poster(obj/item/weapon/poster/P, mob/user)
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if(!P.poster_structure)
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to_chat(user, "<span class='warning'>[P] has no poster... inside it? Inform a coder!</span>")
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@@ -182,7 +182,7 @@
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/obj/item/weapon/watertank/atmos
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name = "backpack firefighter tank"
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desc = "A refridgerated and pressurized backpack tank with extinguisher nozzle, intended to fight fires. Swaps between extinguisher, resin launcher and a smaller scale resin foamer."
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desc = "A refrigerated and pressurized backpack tank with extinguisher nozzle, intended to fight fires. Swaps between extinguisher, resin launcher and a smaller scale resin foamer."
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item_state = "waterbackpackatmos"
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icon_state = "waterbackpackatmos"
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volume = 200
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@@ -215,7 +215,7 @@
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precision = 1
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cooling_power = 5
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w_class = WEIGHT_CLASS_HUGE
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flags = NODROP //Necessary to ensure that the nozzle and tank never seperate
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flags = NODROP //Necessary to ensure that the nozzle and tank never separate
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var/obj/item/weapon/watertank/tank
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var/nozzle_mode = 0
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var/metal_synthesis_cooldown = 0
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@@ -174,7 +174,7 @@
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if(help)
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dat += "<B><A href='?src=\ref[src];help=1'>Hide Help</A></B><BR>"
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dat += {"
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Lines are a series of chords, separated by commas (,), each with notes seperated by hyphens (-).<br>
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Lines are a series of chords, separated by commas (,), each with notes separated by hyphens (-).<br>
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Every note in a chord will play together, with chord timed by the tempo.<br>
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<br>
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Notes are played by the names of the note, and optionally, the accidental, and/or the octave number.<br>
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