Spellchecking

This commit is contained in:
CitadelStationBot
2017-08-01 08:46:20 -05:00
parent bbcad2fa58
commit 55f1de10a6
71 changed files with 342 additions and 105 deletions
+2 -2
View File
@@ -119,7 +119,7 @@ GLOBAL_PROTECT(admin_ranks)
if(config.admin_legacy_system)
var/previous_rights = 0
//load text from file and process each line seperately
//load text from file and process each line separately
for(var/line in world.file2list("config/admin_ranks.txt"))
if(!line)
continue
@@ -195,7 +195,7 @@ GLOBAL_PROTECT(admin_ranks)
//load text from file
var/list/lines = world.file2list("config/admins.txt")
//process each line seperately
//process each line separately
for(var/line in lines)
if(!length(line))
continue
+1 -1
View File
@@ -233,7 +233,7 @@
. -= "reverting"
//storing these can sometimes cause sticky bans to start matching everybody
// and isn't even needed for sticky ban matching, as the hub tracks these seperately
// and isn't even needed for sticky ban matching, as the hub tracks these separately
. -= "IP"
. -= "computer_id"
@@ -201,8 +201,8 @@
death = FALSE
faction = "syndicate"
outfit = /datum/outfit/snowsyndie
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be
disposed of swirfly to assure no gathered information is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
/datum/outfit/snowsyndie
name = "Syndicate Snow Operative"
+1 -1
View File
@@ -6,7 +6,7 @@
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
var/up = 0 //but seperated to allow items to protect but not impair vision, like space helmets
var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
var/visor_flags_cover = 0 //same as above, but for flags_cover
+2 -2
View File
@@ -246,7 +246,7 @@
/obj/item/clothing/head/jester
name = "jester hat"
desc = "A hat with bells, to add some merryness to the suit."
desc = "A hat with bells, to add some merriness to the suit."
icon_state = "jester_hat"
/obj/item/clothing/head/rice_hat
@@ -296,5 +296,5 @@
/obj/item/clothing/head/jester/alt
name = "jester hat"
desc = "A hat with bells, to add some merryness to the suit."
desc = "A hat with bells, to add some merriness to the suit."
icon_state = "jester_hat2"
+1 -1
View File
@@ -206,7 +206,7 @@
jumping = TRUE
playsound(src.loc, 'sound/effects/stealthoff.ogg', 50, 1, 1)
usr.visible_message("<span class='warning'>[usr] dashes foward into the air!</span>")
usr.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
usr.throw_at(target, jumpdistance, jumpspeed, spin=0, diagonals_first = 1, callback = CALLBACK(src, .proc/hop_end))
/obj/item/clothing/shoes/bhop/proc/hop_end()
@@ -1219,7 +1219,7 @@
//FLIGHT HELMET----------------------------------------------------------------------------------------------------------------------------------------------------
/obj/item/clothing/head/helmet/space/hardsuit/flightsuit
name = "flight helmet"
desc = "A sealed helmet attached to a flight suit for EVA usage scenerios. Its visor contains an information uplink HUD."
desc = "A sealed helmet attached to a flight suit for EVA usage scenarios. Its visor contains an information uplink HUD."
icon_state = "flighthelmet"
item_state = "flighthelmet"
item_color = "flight"
@@ -0,0 +1,14 @@
diff a/code/modules/clothing/spacesuits/flightsuit.dm b/code/modules/clothing/spacesuits/flightsuit.dm (rejected hunks)
@@ -1157,10 +1157,10 @@
maint_panel = TRUE
else
maint_panel = FALSE
- usermessage("You [maint_panel? "open" : "close"] the maintainence panel.")
+ usermessage("You [maint_panel? "open" : "close"] the maintenance panel.")
return FALSE
else if(!maint_panel)
- usermessage("The maintainence panel is closed!", "boldwarning")
+ usermessage("The maintenance panel is closed!", "boldwarning")
return FALSE
else if(istype(I, /obj/item/weapon/crowbar))
var/list/inputlist = list()
@@ -242,7 +242,7 @@ Contains:
/obj/item/clothing/suit/space/freedom
name = "eagle suit"
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
icon_state = "freedom"
item_state = "freedom"
allowed = list(/obj/item/weapon/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton, /obj/item/weapon/restraints/handcuffs, /obj/item/weapon/tank/internals)
+1 -1
View File
@@ -197,7 +197,7 @@
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive/teleport
name = "reactive teleport armor"
desc = "Someone seperated our Research Director from his own head!"
desc = "Someone separated our Research Director from his own head!"
var/tele_range = 6
var/rad_amount= 15
reactivearmor_cooldown_duration = 100
+1 -1
View File
@@ -210,7 +210,7 @@
/obj/item/clothing/suit/poncho/ponchoshame
name = "poncho of shame"
desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally."
desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseparable. Literally."
icon_state = "ponchoshame"
item_state = "ponchoshame"
flags = NODROP
@@ -398,7 +398,7 @@
/obj/item/weapon/reagent_containers/food/drinks/soda_cans/thirteenloko
name = "Thirteen Loko"
desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsibly."
desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkenness, or even death. Please Drink Responsibly."
icon_state = "thirteen_loko"
list_reagents = list("thirteenloko" = 30)
@@ -34,7 +34,7 @@
// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
// You can only mix the ported-over drinks in shot glasses for now (they'll mix in a shaker, but the sprite won't change for glasses). //
// This is on a case-by-case basis, and you can even make a seperate sprite for shot glasses if you want. //
// This is on a case-by-case basis, and you can even make a separate sprite for shot glasses if you want. //
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
name = "shot glass"
@@ -115,7 +115,7 @@
desc = "Tasty spacey sugar!"
list_reagents = list("sugar" = 50)
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Separate from above since it's a small shaker rather then
name = "salt shaker" // a large one.
desc = "Salt. From space oceans, presumably."
icon_state = "saltshakersmall"
+2 -2
View File
@@ -27,7 +27,7 @@
delay_mod = 0.5
/obj/machinery/computer/camera_advanced/base_construction
name = "base contruction console"
name = "base construction console"
desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
networks = list("SS13")
var/obj/item/weapon/construction/rcd/internal/RCD //Internal RCD. The computer passes user commands to this in order to avoid massive copypaste.
@@ -267,7 +267,7 @@ datum/action/innate/aux_base/install_turret/Activate()
var/turf/turret_turf = get_turf(remote_eye)
if(is_blocked_turf(turret_turf))
to_chat(owner, "<span class='warning'>Location is obtructed by something. Please clear the location and try again.</span>")
to_chat(owner, "<span class='warning'>Location is obstructed by something. Please clear the location and try again.</span>")
return
var/obj/machinery/porta_turret/aux_base/T = new /obj/machinery/porta_turret/aux_base(turret_turf)
@@ -785,7 +785,7 @@
switch(random)
if(1)
to_chat(user, "<span class='danger'>Your appearence morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
to_chat(user, "<span class='danger'>Your appearance morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
H.dna.features = list("mcolor" = "A02720", "tail_lizard" = "Dark Tiger", "tail_human" = "None", "snout" = "Sharp", "horns" = "Curled", "ears" = "None", "wings" = "None", "frills" = "None", "spines" = "Long", "body_markings" = "Dark Tiger Body", "legs" = "Digitigrade Legs")
H.eye_color = "fee5a3"
H.set_species(/datum/species/lizard)
@@ -814,7 +814,7 @@
severity = BIOHAZARD
visibility_flags = 0
stage1 = list("Your bones ache.")
stage2 = list("Your skin feels scaley.")
stage2 = list("Your skin feels scaly.")
stage3 = list("<span class='danger'>You have an overwhelming urge to terrorize some peasants.</span>", "<span class='danger'>Your teeth feel sharper.</span>")
stage4 = list("<span class='danger'>Your blood burns.</span>")
stage5 = list("<span class='danger'>You're a fucking dragon. However, any previous allegiances you held still apply. It'd be incredibly rude to eat your still human friends for no reason.</span>")
+1 -1
View File
@@ -143,7 +143,7 @@
SSblackbox.add_details("mining_equipment_bought",
"[src.type]|[prize.equipment_path]")
// Add src.type to keep track of free golem purchases
// seperately.
// separately.
updateUsrDialog()
return
+1 -1
View File
@@ -47,7 +47,7 @@
/datum/map_template/shelter/beta
name = "Shelter Beta"
shelter_id = "shelter_beta"
description = "An extremly luxurious shelter, containing all \
description = "An extremely luxurious shelter, containing all \
the amenities of home, including carpeted floors, hot and cold \
running water, a gourmet three course meal, cooking facilities, \
and a deluxe companion to keep you from getting lonely during \
@@ -35,7 +35,7 @@
return pda.owner
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/get_visible_name()
var/face_name = get_face_name("")
var/id_name = get_id_name("")
+2 -2
View File
@@ -135,7 +135,7 @@
//the puller can always swap with its victim if on grab intent
if(M.pulledby == src && a_intent == INTENT_GRAB)
mob_swap = 1
//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
mob_swap = 1
if(mob_swap)
@@ -412,7 +412,7 @@
if(client)
to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
else
to_chat(src, "[src] does not have any stored infomation!")
to_chat(src, "[src] does not have any stored information!")
else
to_chat(src, "OOC Metadata is not supported by this server!")
+1 -1
View File
@@ -2,5 +2,5 @@
if(ranged_ability && client)
ranged_ability.remove_mousepointer(client)
..()
if(!key && mind) //key and mind have become seperated.
if(!key && mind) //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.
@@ -1055,7 +1055,7 @@
diag_hud_set_aishell()
/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up seperately in the shells list
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
name = real_name
if(camera)
camera.c_tag = real_name //update the camera name too
@@ -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).
+2 -2
View File
@@ -5,7 +5,7 @@
This is a basic explanation of how say() works. Read this if you don't understand something.
The basic "flow" of say() is that a speaker says a message, which is heard by hearers. What appears on screen
is constructed by each hearer seperately, and not by the speaker.
is constructed by each hearer separately, and not by the speaker.
This rewrite was needed, but is far from perfect. Report any bugs you come across and feel free to fix things up.
Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
@@ -122,7 +122,7 @@ global procs
Called right before handle_inherent_channels()
can_speak_vocal(message)
Checks if the mob can vocalize their message. This is seperate so, for example, muzzles don't block
Checks if the mob can vocalize their message. This is separate so, for example, muzzles don't block
hivemind chat.
Called right after handle_inherent_channels()
+1 -1
View File
@@ -27,7 +27,7 @@
desc = "A small cabinet with drawers. This one has wheels!"
anchored = FALSE
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
icon_state = "tallcabinet"
+2 -2
View File
@@ -28,7 +28,7 @@
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
// one per area, needs wire conection to power network through a terminal
// one per area, needs wire connection to power network through a terminal
// controls power to devices in that area
// may be opened to change power cell
@@ -256,7 +256,7 @@
O += "apco2-[environ]"
add_overlay(O)
// And now, seperately for cleanness, the lighting changing
// And now, separately for cleanness, the lighting changing
if(update_state & UPSTATE_ALLGOOD)
switch(charging)
if(0)
@@ -582,7 +582,7 @@
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
else
L.show_message("<span class='italics'>You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
// When you wanna make a supermatter shard for the dramatic effect, but
// don't want it exploding suddenly
@@ -80,7 +80,7 @@ mapGeneratorModule
Simple Workflow:
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
#Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
@@ -98,7 +98,7 @@ Simple Workflow:
Option Suggestions:
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
@@ -374,7 +374,7 @@
/obj/item/weapon/gun/ballistic/automatic/sniper_rifle/syndicate
name = "syndicate sniper rifle"
desc = "An illegally modified .50 cal sniper rifle with supression compatibility. Quickscoping still doesn't work."
desc = "An illegally modified .50 cal sniper rifle with suppression compatibility. Quickscoping still doesn't work."
pin = /obj/item/device/firing_pin/implant/pindicate
origin_tech = "combat=7;syndicate=6"
@@ -247,7 +247,7 @@
if(!SS.transfer_soul("FORCE", user)) //Something went wrong
qdel(SS)
return
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfiet!</span>")
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
/////////////////////////////
// DOUBLE BARRELED SHOTGUN //
@@ -427,7 +427,7 @@
/obj/item/borg/upgrade/modkit/bounty
name = "death syphon"
desc = "Killing or assisting in killing a creature permenantly increases your damage against that type of creature."
desc = "Killing or assisting in killing a creature permanently increases your damage against that type of creature."
denied_type = /obj/item/borg/upgrade/modkit/bounty
modifier = 1.25
cost = 30
@@ -534,7 +534,7 @@
/obj/item/borg/upgrade/modkit/tracer/adjustable
name = "adjustable tracer bolts"
desc = "Causes kinetic accelerator bolts to have a adjustably-colored tracer trail and explosion. Use in-hand to change color."
desc = "Causes kinetic accelerator bolts to have a adjustable-colored tracer trail and explosion. Use in-hand to change color."
/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
bolt_color = input(user,"Choose Color") as color
@@ -46,7 +46,7 @@
name = "scatter shot laser rifle"
icon_state = "lasercannon"
item_state = "laser"
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
origin_tech = "combat=5;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
@@ -107,8 +107,8 @@
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"
desc = "A high-power laser gun capable of expelling concentrated xray blasts that pass through multiple soft targets and heavier materials"
name = "x-ray laser gun"
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
icon_state = "xray"
item_state = null
origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
@@ -1,6 +1,6 @@
/obj/machinery/chem_master
name = "ChemMaster 3000"
desc = "Used to seperate chemicals and distribute them in a variety of forms."
desc = "Used to separate chemicals and distribute them in a variety of forms."
density = TRUE
anchored = TRUE
icon = 'icons/obj/chemical.dmi'
+2 -2
View File
@@ -498,7 +498,7 @@ other types of metals and chemistry for reagents).
/datum/design/handdrill
name = "Hand Drill"
desc = "A small electric hand drill with an interchangable screwdriver and bolt bit"
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
id = "handdrill"
req_tech = list("materials" = 4, "engineering" = 6)
build_type = PROTOLATHE
@@ -508,7 +508,7 @@ other types of metals and chemistry for reagents).
/datum/design/jawsoflife
name = "Jaws of Life"
desc = "A small, compact Jaws of Life with an interchangable pry jaws and cutting jaws"
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
id = "jawsoflife"
req_tech = list("materials" = 4, "engineering" = 6, "magnets" = 6) // added one more requirment since the Jaws of Life are a bit OP
build_path = /obj/item/weapon/crowbar/power
+1 -1
View File
@@ -653,7 +653,7 @@
warn_admins(user, "Flash")
/obj/item/weapon/relic/proc/petSpray(mob/user)
var/message = "<span class='danger'>[src] begans to shake, and in the distance the sound of rampaging animals arises!</span>"
var/message = "<span class='danger'>[src] begins to shake, and in the distance the sound of rampaging animals arises!</span>"
visible_message(message)
to_chat(user, message)
var/animals = rand(1,25)
+3 -3
View File
@@ -219,13 +219,13 @@ research holder datum.
/datum/tech/plasmatech
name = "Plasma Research"
desc = "Research into the mysterious substance colloqually known as \"plasma\"."
desc = "Research into the mysterious substance colloquially known as \"plasma\"."
id = "plasmatech"
rare = 3
/datum/tech/powerstorage
name = "Power Manipulation Technology"
desc = "The various technologies behind the storage and generation of electicity."
desc = "The various technologies behind the storage and generation of electricity."
id = "powerstorage"
/datum/tech/bluespace
@@ -256,7 +256,7 @@ research holder datum.
/datum/tech/syndicate
name = "Illegal Technologies Research"
desc = "The study of technologies that violate Nanotrassen regulations."
desc = "The study of technologies that violate Nanotrasen regulations."
id = "syndicate"
rare = 4
@@ -425,7 +425,7 @@
/obj/item/clothing/suit/golem
name = "adamantine shell"
desc = "a golem's thick outter shell"
desc = "a golem's thick outer shell"
icon_state = "golem"
item_state = "golem"
w_class = WEIGHT_CLASS_BULKY
@@ -80,7 +80,7 @@
var/obj/item/bodypart/part = X
if(item_to_retrieve in part.embedded_objects)
part.embedded_objects -= item_to_retrieve
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has myseriously vanished. How fortunate!</span>")
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has mysteriously vanished. How fortunate!</span>")
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
break
+1 -1
View File
@@ -64,7 +64,7 @@
/obj/machinery/bsa/middle
name = "Bluespace Artillery Fusor"
desc = "Contents classifed by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
desc = "Contents classified by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
icon_state = "fuel_chamber"
var/obj/machinery/bsa/back/back
var/obj/machinery/bsa/front/front
+1 -1
View File
@@ -85,7 +85,7 @@
if(!H.myseed)
return
if(!H.harvest)// So it's bit harder.
to_chat(user, "<span clas='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
to_chat(user, "<span class='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
return
if(plants[H.myseed.type])
to_chat(user, "<span class='notice'>Plant data already present in local storage.<span>")
+1 -1
View File
@@ -4,7 +4,7 @@
var/name = "event"
var/next_phase = 0
var/datum/stock/company = null
var/current_title = "A company holding an pangalactic conference in the Seattle Conference Center, Seattle, Earth"
var/current_title = "A company holding a pangalactic conference in the Seattle Conference Center, Seattle, Earth"
var/current_desc = "We will continue to monitor their stocks as the situation unfolds."
var/phase_id = 0
var/hidden = 0
@@ -0,0 +1,10 @@
diff a/code/modules/surgery/organ_manipulation.dm b/code/modules/surgery/organ_manipulation.dm (rejected hunks)
@@ -78,7 +78,7 @@
current_type = "extract"
var/list/organs = target.getorganszone(target_zone)
if(!organs.len)
- to_chat(user, "<span class='notice'>There are no removeable organs in [target]'s [parse_zone(target_zone)]!</span>")
+ to_chat(user, "<span class='notice'>There are no removable organs in [target]'s [parse_zone(target_zone)]!</span>")
return -1
else
for(var/obj/item/organ/O in organs)
+2 -2
View File
@@ -174,7 +174,7 @@
/obj/item/organ/cyberimp/arm/toolset
name = "integrated toolset implant"
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all neccessary tools."
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all necessary tools."
origin_tech = "materials=3;engineering=4;biotech=3;powerstorage=4"
contents = newlist(/obj/item/weapon/screwdriver/cyborg, /obj/item/weapon/wrench/cyborg, /obj/item/weapon/weldingtool/largetank/cyborg,
/obj/item/weapon/crowbar/cyborg, /obj/item/weapon/wirecutters/cyborg, /obj/item/device/multitool/cyborg)
@@ -191,7 +191,7 @@
/obj/item/organ/cyberimp/arm/esword
name = "arm-mounted energy blade"
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated enregy."
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated energy."
contents = newlist(/obj/item/weapon/melee/transforming/energy/blade/hardlight)
origin_tech = "materials=4;combat=5;biotech=3;powerstorage=2;syndicate=5"
@@ -117,7 +117,7 @@
/obj/item/organ/cyberimp/chest/thrusters
name = "implantable thrusters set"
desc = "An implantable set of thruster ports. They use the gas from environment or subject's internals for propulsion in zero-gravity areas. \
Unlike regular jetpack, this device has no stablilzation system."
Unlike regular jetpack, this device has no stabilization system."
slot = "thrusters"
icon_state = "imp_jetpack"
origin_tech = "materials=4;magnets=4;biotech=4;engineering=5"
@@ -32,7 +32,7 @@
H.clear_alert("embeddedobject")
if(objects > 0)
user.visible_message("[user] sucessfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
user.visible_message("[user] successfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
else
to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [L]!</span>")
+1 -1
View File
@@ -1,6 +1,6 @@
/obj/item/organ/zombie_infection
name = "festering ooze"
desc = "A black web of pus and vicera."
desc = "A black web of pus and viscera."
zone = "head"
slot = "zombie_infection"
icon_state = "blacktumor"