Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)

## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
This commit is contained in:
norsvenska
2024-07-21 13:41:37 -06:00
committed by GitHub
parent a8b65dec0c
commit 5f80128fa9
211 changed files with 304 additions and 304 deletions
@@ -1,7 +1,7 @@
# Balistic gun icon states explained
For a unknown period of time, `/obj/item/gun/ballistic` used the wrong icon state for it's `bolt_type` and so, if you tried to copy how it worked to make your own gun, you'd get a broken sprite. This documentation is intended to explain in detail what some of the variables and functions do, and how to make your own gun subtypes that work properly.
For a unknown period of time, `/obj/item/gun/ballistic` used the wrong icon state for its `bolt_type` and so, if you tried to copy how it worked to make your own gun, you'd get a broken sprite. This documentation is intended to explain in detail what some of the variables and functions do, and how to make your own gun subtypes that work properly.
## Bolt Types
The easiest thing to screw up. For a long time, `/obj/item/gun/ballistic` had `bolt_type` set to `BOLT_TYPE_STANDARD` when the sprite was configured to use `BOLT_TYPE_LOCKING` sprites. Nobody noticed, because it wasn't obtainable through normal gameplay, and the Mosin which was broken by it only has like 3 pixels missing.
@@ -37,7 +37,7 @@
do_sparks(rand(1, 4), FALSE, src)
/**
* When traveling to a new turf, throws a probability to generate a hotspot across it's path.
* When traveling to a new turf, throws a probability to generate a hotspot across its path.
*/
/obj/projectile/energy/photon/proc/scorch_earth(turf/open/floor/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER