Spellchecking
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@@ -35,7 +35,7 @@
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return pda.owner
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return if_no_id
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//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
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//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
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/mob/living/carbon/human/get_visible_name()
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var/face_name = get_face_name("")
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var/id_name = get_id_name("")
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@@ -135,7 +135,7 @@
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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if(mob_swap)
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@@ -412,7 +412,7 @@
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if(client)
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to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
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else
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to_chat(src, "[src] does not have any stored infomation!")
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to_chat(src, "[src] does not have any stored information!")
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else
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to_chat(src, "OOC Metadata is not supported by this server!")
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@@ -2,5 +2,5 @@
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if(ranged_ability && client)
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ranged_ability.remove_mousepointer(client)
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..()
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if(!key && mind) //key and mind have become seperated.
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if(!key && mind) //key and mind have become separated.
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mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
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@@ -1055,7 +1055,7 @@
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diag_hud_set_aishell()
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/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up seperately in the shells list
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
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name = real_name
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if(camera)
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camera.c_tag = real_name //update the camera name too
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@@ -2,7 +2,7 @@
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//If someone can do this in a neater way, be my guest-Kor
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//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
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@@ -5,7 +5,7 @@
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This is a basic explanation of how say() works. Read this if you don't understand something.
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The basic "flow" of say() is that a speaker says a message, which is heard by hearers. What appears on screen
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is constructed by each hearer seperately, and not by the speaker.
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is constructed by each hearer separately, and not by the speaker.
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This rewrite was needed, but is far from perfect. Report any bugs you come across and feel free to fix things up.
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Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
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@@ -122,7 +122,7 @@ global procs
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Called right before handle_inherent_channels()
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can_speak_vocal(message)
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Checks if the mob can vocalize their message. This is seperate so, for example, muzzles don't block
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Checks if the mob can vocalize their message. This is separate so, for example, muzzles don't block
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hivemind chat.
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Called right after handle_inherent_channels()
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