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Spelling Fixes (tgstation#86056)
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## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
:cl:
spellcheck: fixed a few typos
/:cl:
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klorpa authored Sep 10, 2024
1 parent feb4745 commit 6917629
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Showing 65 changed files with 165 additions and 165 deletions.
2 changes: 1 addition & 1 deletion code/datums/ruins/icemoon.dm
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Expand Up @@ -64,7 +64,7 @@
/datum/map_template/ruin/icemoon/frozen_phonebooth
name = "Ice-Ruin Frozen Phonebooth"
id = "frozen_phonebooth"
description = "A venture by nanotrasen to help popularize the use of holopads. This one was sent to a icemoon."
description = "A venture by Nanotrasen to help popularize the use of holopads. This one was sent to a icemoon."
suffix = "icemoon_surface_phonebooth.dmm"

/datum/map_template/ruin/icemoon/smoking_room
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2 changes: 1 addition & 1 deletion code/datums/ruins/lavaland.dm
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Expand Up @@ -278,7 +278,7 @@
/datum/map_template/ruin/lavaland/lava_phonebooth
name = "Lava-Ruin Phonebooth"
id = "lava_phonebooth"
description = "A venture by nanotrasen to help popularize the use of holopads. This one somehow made its way here."
description = "A venture by Nanotrasen to help popularize the use of holopads. This one somehow made its way here."
suffix = "lavaland_surface_phonebooth.dmm"
allow_duplicates = FALSE
cost = 5
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10 changes: 5 additions & 5 deletions code/datums/ruins/space.dm
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Expand Up @@ -49,7 +49,7 @@
id = "asteroid6"
suffix = "asteroid6.dmm"
name = "Space-Ruin Asteroid 6"
description = "This asteroid has brittle bone disease, so it is fortunate asteroids dont have bones."
description = "This asteroid has brittle bone disease, so it is fortunate asteroids don't have bones."

/datum/map_template/ruin/space/deep_storage
id = "deep-storage"
Expand All @@ -70,7 +70,7 @@
suffix = "derelict_construction.dmm"
name = "Space-Ruin Derelict Construction"
description = "Construction supplies are in high demand due to non-trivial damage routinely sustained by most space stations in this sector. \
Space pirates who dont attempt to rob corporate research stations with only 3 collaborators live long enough to sell captured construction \
Space pirates who don't attempt to rob corporate research stations with only 3 collaborators live long enough to sell captured construction \
equipment back to the highest bidder."

/datum/map_template/ruin/space/derelict_sulaco
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id = "spacehotel"
suffix = "spacehotel.dmm"
name = "Space-Ruin The Twin-Nexus Hotel"
description = "An interstellar hotel, where the weary spaceman can rest their head and relax, assured that the residental staff will not murder them in their sleep. Probably."
description = "An interstellar hotel, where the weary spaceman can rest their head and relax, assured that the residential staff will not murder them in their sleep. Probably."

/datum/map_template/ruin/space/turreted_outpost
id = "turreted-outpost"
Expand Down Expand Up @@ -470,7 +470,7 @@
id = "Space_phonebooth"
suffix = "phonebooth.dmm"
name = "Space-Ruin Phonebooth"
description = "A venture by nanotrasen to help popularize the use of holopads."
description = "A venture by Nanotrasen to help popularize the use of holopads."

/datum/map_template/ruin/space/the_outlet
id = "the_outlet"
Expand Down Expand Up @@ -500,7 +500,7 @@
id = "garbagetruck3"
suffix = "garbagetruck3.dmm"
name = "Space-Ruin Decommissioned Garbage Truck NX3"
description = "An NX-760 interstellar transport barge. At the end of their life cycle, they are often filled with trash and launched into unexplored space to become someone else's problem. This one is full of industrial garbage, and a russian drug den."
description = "An NX-760 interstellar transport barge. At the end of their life cycle, they are often filled with trash and launched into unexplored space to become someone else's problem. This one is full of industrial garbage, and a Russian drug den."

/datum/map_template/ruin/space/garbagetruck4
id = "garbagetruck4"
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4 changes: 2 additions & 2 deletions code/datums/shuttles/_shuttle.dm
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Expand Up @@ -14,7 +14,7 @@
var/description
/// The recommended occupancy limit for the shuttle (count chairs, beds, and benches then round to 5)
var/occupancy_limit
/// Description of the prerequisition that has to be achieved for the shuttle to be purchased
/// Description of the prerequisite that has to be achieved for the shuttle to be purchased
var/prerequisites
/// Shuttle warnings and hazards to the admin who spawns the shuttle
var/admin_notes
Expand All @@ -40,7 +40,7 @@
. = ..()

/datum/map_template/shuttle/preload_size(path, cache)
. = ..(path, TRUE) // Done this way because we still want to know if someone actualy wanted to cache the map
. = ..(path, TRUE) // Done this way because we still want to know if someone actually wanted to cache the map
if(!cached_map)
return

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12 changes: 6 additions & 6 deletions code/datums/shuttles/emergency.dm
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Expand Up @@ -164,7 +164,7 @@
/datum/map_template/shuttle/emergency/arena
suffix = "arena"
name = "The Arena"
description = "The crew must pass through an otherworldy arena to board this shuttle. Expect massive casualties."
description = "The crew must pass through an otherworldly arena to board this shuttle. Expect massive casualties."
prerequisites = "The source of the Bloody Signal must be tracked down and eliminated to unlock this shuttle."
admin_notes = "RIP AND TEAR."
credit_cost = CARGO_CRATE_VALUE * 20
Expand Down Expand Up @@ -241,7 +241,7 @@
suffix = "kilo"
name = "Kilo Station Emergency Shuttle"
credit_cost = CARGO_CRATE_VALUE * 10
description = "A fully functional shuttle including a complete infirmary, storage facilties and regular amenities."
description = "A fully functional shuttle including a complete infirmary, storage facilities and regular amenities."
occupancy_limit = "55"

/datum/map_template/shuttle/emergency/mini
Expand Down Expand Up @@ -400,15 +400,15 @@
/datum/map_template/shuttle/emergency/monkey
suffix = "nature"
name = "Dynamic Environmental Interaction Shuttle"
description = "A large shuttle with a center biodome that is flourishing with life. Frolick with the monkeys! (Extra monkeys are stored on the bridge.)"
admin_notes = "Pretty freakin' large, almost as big as Raven or Cere. Excercise caution with it."
description = "A large shuttle with a center biodome that is flourishing with life. Frolic with the monkeys! (Extra monkeys are stored on the bridge.)"
admin_notes = "Pretty freakin' large, almost as big as Raven or Cere. Exercise caution with it."
credit_cost = CARGO_CRATE_VALUE * 16
occupancy_limit = "45"

/datum/map_template/shuttle/emergency/casino
suffix = "casino"
name = "Lucky Jackpot Casino Shuttle"
description = "A luxurious casino packed to the brim with everything you need to start new gambling addicitions!"
description = "A luxurious casino packed to the brim with everything you need to start new gambling addictions!"
admin_notes = "The ship is a bit chunky, so watch where you park it."
credit_cost = 7777
occupancy_limit = "85"
Expand All @@ -424,7 +424,7 @@
/datum/map_template/shuttle/emergency/fish
suffix = "fish"
name = "Angler's Choice Emergency Shuttle"
description = "Trades such amenities as 'storage space' and 'sufficient seating' for an artifical environment ideal for fishing, plus ample supplies (also for fishing)."
description = "Trades such amenities as 'storage space' and 'sufficient seating' for an artificial environment ideal for fishing, plus ample supplies (also for fishing)."
admin_notes = "There's a chasm in it, it has railings but that won't stop determined players."
credit_cost = CARGO_CRATE_VALUE * 10
occupancy_limit = "35"
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2 changes: 1 addition & 1 deletion code/datums/station_traits/_station_trait.dm
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Expand Up @@ -33,7 +33,7 @@ GLOBAL_LIST_EMPTY(lobby_station_traits)
var/list/lobby_buttons = list()
/// The ID that we look for in dynamic.json. Not synced with 'name' because I can already see this go wrong
var/dynamic_threat_id
/// If ran during dynamic, do we reduce the total threat? Will be overriden by config if set
/// If ran during dynamic, do we reduce the total threat? Will be overridden by config if set
var/threat_reduction = 0
/// Which ruleset flags to allow dynamic to use. null to disregard
var/dynamic_category = null
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12 changes: 6 additions & 6 deletions code/datums/station_traits/negative_traits.dm
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Expand Up @@ -26,7 +26,7 @@
report_message = "Due to an ongoing strike announced by the postal workers union, mail won't be delivered this shift."

/datum/station_trait/mail_blocked/on_round_start()
//This is either a holiday or sunday... well then, let's flip the situation.
//This is either a holiday or Sunday... well then, let's flip the situation.
if(SSeconomy.mail_blocked)
name = "Postal system overtime"
report_message = "Despite being a day off, the postal system is working overtime today. Mail will be delivered this shift."
Expand Down Expand Up @@ -343,7 +343,7 @@

/datum/station_trait/random_event_weight_modifier/dust_storms
name = "Dust Stormfront"
report_message = "The space around your station is clouded by heavy pockets of space dust. Expect an increased likelyhood of space dust storms damaging the station hull."
report_message = "The space around your station is clouded by heavy pockets of space dust. Expect an increased likelihood of space dust storms damaging the station hull."
trait_type = STATION_TRAIT_NEGATIVE
weight = 2
cost = STATION_TRAIT_COST_LOW
Expand Down Expand Up @@ -614,10 +614,10 @@
//Send a nebula shielding unit to engineering
var/datum/supply_pack/supply_pack_shielding = new /datum/supply_pack/engineering/rad_nebula_shielding_kit()
if(!send_supply_pod_to_area(supply_pack_shielding.generate(null), /area/station/engineering/main, /obj/structure/closet/supplypod/centcompod))
//if engineering isnt valid, just send it to the bridge
//if engineering isn't valid, just send it to the bridge
send_supply_pod_to_area(supply_pack_shielding.generate(null), /area/station/command/bridge, /obj/structure/closet/supplypod/centcompod)

// Let medical know resistence is futile
// Let medical know resistance is futile
if (/area/station/medical/virology in GLOB.areas_by_type)
send_fax_to_area(
new /obj/item/paper/fluff/radiation_nebula_virologist,
Expand Down Expand Up @@ -656,7 +656,7 @@
if(!istype(get_area(spawned_mob), radioactive_areas)) //only if you're spawned in the radioactive areas
return

if(!isliving(spawned_mob)) // Dynamic shouldnt spawn non-living but uhhhhhhh why not
if(!isliving(spawned_mob)) // Dynamic shouldn't spawn non-living but uhhhhhhh why not
return

var/mob/living/spawnee = spawned_mob
Expand Down Expand Up @@ -696,7 +696,7 @@
/datum/station_trait/nebula/hostile/radiation/send_instructions()
var/obj/machinery/nebula_shielding/shielder = /obj/machinery/nebula_shielding/radiation
var/obj/machinery/gravity_generator/main/innate_shielding = /obj/machinery/gravity_generator/main
//How long do we have untill the first shielding unit needs to be up?
//How long do we have until the first shielding unit needs to be up?
var/deadline = "[(initial(innate_shielding.radioactive_nebula_shielding) * intensity_increment_time) / (1 MINUTES)] minute\s"
//For how long each shielding unit will protect for
var/shielder_time = "[(initial(shielder.shielding_strength) * intensity_increment_time) / (1 MINUTES)] minute\s"
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4 changes: 2 additions & 2 deletions code/game/atom/atom_tool_acts.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/**
* ## Item interaction
*
* Handles non-combat iteractions of a tool on this atom,
* Handles non-combat interactions of a tool on this atom,
* such as using a tool on a wall to deconstruct it,
* or scanning someone with a health analyzer
*/
Expand Down Expand Up @@ -61,7 +61,7 @@
*
* Handles the tool_acts in particular, such as wrenches and screwdrivers.
*
* This can be overriden to handle unique "tool interactions"
* This can be overridden to handle unique "tool interactions"
* IE using an item like a tool (when it's not actually one)
* This is particularly useful for things that shouldn't be inserted into storage
* (because tool acting runs before storage checks)
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28 changes: 14 additions & 14 deletions code/game/atom/atoms_initializing_EXPENSIVE.dm
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Expand Up @@ -57,14 +57,14 @@
* Called when an atom is created in byond (built in engine proc)
*
* Not a lot happens here in SS13 code, as we offload most of the work to the
* [Intialization][/atom/proc/Initialize] proc, mostly we run the preloader
* [Initialization][/atom/proc/Initialize] proc, mostly we run the preloader
* if the preloader is being used and then call [InitAtom][/datum/controller/subsystem/atoms/proc/InitAtom] of which the ultimate
* result is that the Intialize proc is called.
* result is that the Initialize proc is called.
*
*/
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
if(GLOB.use_preloader && src.type == GLOB._preloader_path)//in case the instanciated atom is creating other atoms in New()
if(GLOB.use_preloader && src.type == GLOB._preloader_path)//in case the instantiated atom is creating other atoms in New()
world.preloader_load(src)

var/do_initialize = SSatoms.initialized
Expand All @@ -80,25 +80,25 @@
* we don't use New as we have better control over when this is called and we can choose
* to delay calls or hook other logic in and so forth
*
* During roundstart map parsing, atoms are queued for intialization in the base atom/New(),
* After the map has loaded, then Initalize is called on all atoms one by one. NB: this
* is also true for loading map templates as well, so they don't Initalize until all objects
* During roundstart map parsing, atoms are queued for initialization in the base atom/New(),
* After the map has loaded, then Initialize is called on all atoms one by one. NB: this
* is also true for loading map templates as well, so they don't Initialize until all objects
* in the map file are parsed and present in the world
*
* If you're creating an object at any point after SSInit has run then this proc will be
* immediately be called from New.
*
* mapload: This parameter is true if the atom being loaded is either being intialized during
* the Atom subsystem intialization, or if the atom is being loaded from the map template.
* If the item is being created at runtime any time after the Atom subsystem is intialized then
* mapload: This parameter is true if the atom being loaded is either being initialized during
* the Atom subsystem initialization, or if the atom is being loaded from the map template.
* If the item is being created at runtime any time after the Atom subsystem is initialized then
* it's false.
*
* The mapload argument occupies the same position as loc when Initialize() is called by New().
* loc will no longer be needed after it passed New(), and thus it is being overwritten
* with mapload at the end of atom/New() before this proc (atom/Initialize()) is called.
*
* You must always call the parent of this proc, otherwise failures will occur as the item
* will not be seen as initalized (this can lead to all sorts of strange behaviour, like
* will not be seen as initialized (this can lead to all sorts of strange behaviour, like
* the item being completely unclickable)
*
* You must not sleep in this proc, or any subprocs
Expand Down Expand Up @@ -136,7 +136,7 @@

if(uses_integrity)
atom_integrity = max_integrity
TEST_ONLY_ASSERT((!armor || istype(armor)), "[type] has an armor that contains an invalid value at intialize")
TEST_ONLY_ASSERT((!armor || istype(armor)), "[type] has an armor that contains an invalid value at initialize")

// apply materials properly from the default custom_materials value
// This MUST come after atom_integrity is set above, as if old materials get removed,
Expand All @@ -150,14 +150,14 @@
return INITIALIZE_HINT_NORMAL

/**
* Late Intialization, for code that should run after all atoms have run Intialization
* Late Initialization, for code that should run after all atoms have run Initialization
*
* To have your LateIntialize proc be called, your atoms [Initalization][/atom/proc/Initialize]
* To have your LateIntialize proc be called, your atoms [Initialization][/atom/proc/Initialize]
* proc must return the hint
* [INITIALIZE_HINT_LATELOAD] otherwise it will never be called.
*
* useful for doing things like finding other machines on GLOB.machines because you can guarantee
* that all atoms will actually exist in the "WORLD" at this time and that all their Intialization
* that all atoms will actually exist in the "WORLD" at this time and that all their Initialization
* code has been run
*/
/atom/proc/LateInitialize()
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2 changes: 1 addition & 1 deletion code/game/gamemodes/objective.dm
Original file line number Diff line number Diff line change
Expand Up @@ -353,7 +353,7 @@ GLOBAL_LIST(admin_objective_list) //Prefilled admin assignable objective list
return FALSE
if(human_check)
brain_target = target.current?.get_organ_slot(ORGAN_SLOT_BRAIN)
//Protect will always suceed when someone suicides
//Protect will always succeed when someone suicides
return !target || (target.current && HAS_TRAIT(target.current, TRAIT_SUICIDED)) || considered_alive(target, enforce_human = human_check) || (brain_target && HAS_TRAIT(brain_target, TRAIT_SUICIDED))

/datum/objective/protect/update_explanation_text()
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Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@
desc = "EVERYONE CALM DOWN! I'm not implying anything with this entry. Are we really so surprised that felinids are humans with mixed feline DNA?"
threshold_desc = DNA_INFUSION_NO_THRESHOLD
qualities = list(
"oh, let me guess, you're a big fan of those japanese tourist bots",
"oh, let me guess, you're a big fan of those Japanese tourist bots",
)
input_obj_or_mob = list(
/mob/living/basic/pet/cat,
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2 changes: 1 addition & 1 deletion code/game/machinery/telecomms/computers/message.dm
Original file line number Diff line number Diff line change
Expand Up @@ -139,7 +139,7 @@
return TRUE

authenticated = TRUE
success_message = "YOU SUCCESFULLY LOGGED IN!"
success_message = "YOU SUCCESSFULLY LOGGED IN!"

return TRUE
if("link_server")
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4 changes: 2 additions & 2 deletions code/game/objects/items/defib.dm
Original file line number Diff line number Diff line change
Expand Up @@ -493,7 +493,7 @@

do_help(H, user)

/// Called whenever the paddles successfuly shock something
/// Called whenever the paddles successfully shock something
/obj/item/shockpaddles/proc/do_success()
if(busy)
busy = FALSE
Expand Down Expand Up @@ -708,7 +708,7 @@
base_icon_state = "syndiepaddles"

/obj/item/shockpaddles/syndicate/nanotrasen
name = "elite nanotrasen defibrillator paddles"
name = "elite Nanotrasen defibrillator paddles"
desc = "A pair of paddles used to revive deceased ERT members. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
icon_state = "ntpaddles0"
inhand_icon_state = "ntpaddles0"
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