[MIRROR] Fixed spelling of possession, Separate, and Cemetery [MDB IGNORE] (#9862)

* Fixed spelling of possession, separate, and cemetery (#63203)

Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"

* Fixed spelling of possession, Separate, and Cemetery

Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
This commit is contained in:
SkyratBot
2021-12-03 22:58:40 +01:00
committed by GitHub
parent e55fb78f94
commit 959f66bf47
35 changed files with 46 additions and 46 deletions

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@@ -94,7 +94,7 @@ Let's briefly go over the more painful ones yeah?
### Sleeping procs
Any proc that calls `sleep()`, `spawn()`, or anything that creates a seperate "thread" (not technically a thread, but it's the same in these terms. Not gonna cause any race conditions tho) will hang references to any var inside it. This includes the usr it started from, the src it was called on, and any vars created as a part of processing
Any proc that calls `sleep()`, `spawn()`, or anything that creates a separate "thread" (not technically a thread, but it's the same in these terms. Not gonna cause any race conditions tho) will hang references to any var inside it. This includes the usr it started from, the src it was called on, and any vars created as a part of processing
### Static vars

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@@ -1353,7 +1353,7 @@
/area/shuttle/escape)
"qp" = (
/obj/machinery/door/airlock/grunge{
name = "Monastery Cemetary"
name = "Monastery Cemetery"
},
/obj/machinery/atmospherics/pipe/smart/manifold4w/supply/hidden/layer4{
dir = 4
@@ -3449,7 +3449,7 @@
pixel_x = -32
},
/obj/machinery/camera/directional/west{
c_tag = "Monastery Cemetary";
c_tag = "Monastery Cemetery";
network = list("ss13","monastery")
},
/turf/open/floor/iron/dark,

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@@ -446,7 +446,7 @@
/datum/controller/subsystem/ticker/proc/law_report()
var/list/parts = list()
var/borg_spacer = FALSE //inserts an extra linebreak to seperate AIs from independent borgs, and then multiple independent borgs.
var/borg_spacer = FALSE //inserts an extra linebreak to separate AIs from independent borgs, and then multiple independent borgs.
//Silicon laws report
for (var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i

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@@ -1,4 +1,4 @@
///These global lists exist to allow our element to have weight tables without having to be seperate instances.
///These global lists exist to allow our element to have weight tables without having to be separate instances.
///Assoc list of cell line define | assoc list of datum | cell_line
GLOBAL_LIST_INIT_TYPED(cell_line_tables, /list, list(

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@@ -10,7 +10,7 @@ This part of the guide will assume that you have read the byond reference entry
When you create an atom, this will always create an internal byond structure called an "appearance". This appearance you will likely be familiar with, as it is exposed through the /atom/var/appearance var. This appearance var holds data on how to render the object, ie what icon/icon_state/color etc it is using. Note that appearance vars will always copy, and do not hold a reference. When you update a var, for example lets pretend we add a filter, the appearance will be updated to include the filter. Note that, however, vis_contents objets are uniquely excluded from appearances. Then, when the filter is updated, the appearance will be recreated, and the atom marked as "dirty". After it has been updated, the SendMaps() function (sometimes also called maptick), which is a internal byond function that iterates over all objects in a clients view and in the clients.mob.contents, checks for "dirty" atoms, then resends any "dirty" appearances to clients as needed and unmarks them as dirty. This function is notoriosly slow, but we can see it's tick usage through the world.map_cpu var. We can also avoid more complex checks checking whether an object is visible on a clients screen by using the TILE_BOUND appearance flag.
Finally, we arrive at clientside behavior, where we have two main clientside functions: GetMapIcons, and Render. GetMapIcons is repsonsible for actual rendering calculations on the clientside, such as "Group Icons and Set bounds", which performs clientside calculations for transform matrixes. Note that particles here are handled in a seperate thread and are not diplayed in the clientside profiler. Render handles the actual drawing of the screen.
Finally, we arrive at clientside behavior, where we have two main clientside functions: GetMapIcons, and Render. GetMapIcons is repsonsible for actual rendering calculations on the clientside, such as "Group Icons and Set bounds", which performs clientside calculations for transform matrixes. Note that particles here are handled in a separate thread and are not diplayed in the clientside profiler. Render handles the actual drawing of the screen.
For debugging rendering issues its reccomended you do two things:
A) Talk to someone who has inside knowledge(like lummox) about it, most of this is undocumented and bugs often

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@@ -107,7 +107,7 @@
/datum/config_entry/flag/log_world_topic // log all world.Topic() calls
/datum/config_entry/flag/log_manifest // log crew manifest to seperate file
/datum/config_entry/flag/log_manifest // log crew manifest to separate file
/datum/config_entry/flag/log_job_debug // log roundstart divide occupations debug information to a file

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@@ -1,6 +1,6 @@
#define INIT_PROFILE_NAME "init_profiler.json"
///Subsystem exists so we can seperately log init time costs from the costs of general operation
///Subsystem exists so we can separately log init time costs from the costs of general operation
///Hopefully this makes sorting out what causes problems when easier
SUBSYSTEM_DEF(init_profiler)
name = "Init Profiler"

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@@ -4,7 +4,7 @@
//Though it could easily be expanded to cover other senders/revievers
//The system as a whole differs from reading off a global list in a few ways.
//In that A, it allows us to send cameras for ais/borgs/potentially others to jump to
//And B, it's not like we're giving you all the alarms that have been sent, because of the seperate listing for each reviever
//And B, it's not like we're giving you all the alarms that have been sent, because of the separate listing for each reviever
//You only recieve alarms sent after you start to listen
//Also of note, due to an optimzation done on areas, one alarm handler will only ever send one "on" or "off" alarm
//So the whole only receving stuff sent post creation thing actually matters

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@@ -1,7 +1,7 @@
/// This component behaves similar to connect_loc, hooking into a signal on a tracked object's turf
/// It has the ability to react to that signal on behalf of a seperate listener however
/// It has the ability to react to that signal on behalf of a separate listener however
/// This has great use, primarily for components, but it carries with it some overhead
/// So we do it seperately as it needs to hold state which is very likely to lead to bugs if it remains as an element.
/// So we do it separately as it needs to hold state which is very likely to lead to bugs if it remains as an element.
/datum/component/connect_loc_behalf
dupe_mode = COMPONENT_DUPE_UNIQUE

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@@ -3,7 +3,7 @@
This component makes it possible to make things edible. What this means is that you can take a bite or force someone to take a bite (in the case of items).
These items take a specific time to eat, and can do most of the things our original food items could.
Behavior that's still missing from this component that original food items had that should either be put into seperate components or somewhere else:
Behavior that's still missing from this component that original food items had that should either be put into separate components or somewhere else:
Components:
Drying component (jerky etc)
Processable component (Slicing and cooking behavior essentialy, making it go from item A to B when conditions are met.)

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@@ -37,7 +37,7 @@
//everything for every chemical removed, wich isn't a good option either.
chamber.on_reagent_change(reagents) //We need to check it now, because some reactions leave nothing left.
///Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs seperate, like into a special internal acid container
///Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal acid container
/datum/component/plumbing/acidic_input
demand_connects = WEST
demand_color = "yellow"
@@ -47,7 +47,7 @@
/datum/component/plumbing/acidic_input/send_request(dir)
process_request(amount = MACHINE_REAGENT_TRANSFER, reagent = /datum/reagent/reaction_agent/acidic_buffer, dir = dir)
///Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs seperate, like into a special internal base container
///Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal base container
/datum/component/plumbing/alkaline_input
demand_connects = EAST
demand_color = "green"

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@@ -46,7 +46,7 @@
if(!ducts.len) //there were no ducts, so it was a direct connection. we destroy ourselves since a ductnet with only one plumber and no ducts is worthless
destroy_network()
///we combine ductnets. this occurs when someone connects to seperate sets of fluid ducts
///we combine ductnets. this occurs when someone connects to separate sets of fluid ducts
/datum/ductnet/proc/assimilate(datum/ductnet/D)
ducts.Add(D.ducts)
suppliers.Add(D.suppliers)

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@@ -30,7 +30,7 @@ RSF
///The cost of the object we are going to dispense
var/dispense_cost = 0
w_class = WEIGHT_CLASS_NORMAL
///An associated list of atoms and charge costs. This can contain a seperate list, as long as it's associated item is an object
///An associated list of atoms and charge costs. This can contain a separate list, as long as it's associated item is an object
var/list/cost_by_item = list(/obj/item/reagent_containers/food/drinks/drinkingglass = 20,
/obj/item/paper = 10,
/obj/item/storage/dice = 200,

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@@ -99,7 +99,7 @@
return FALSE
//if the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
if(!in_range(attacker, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
attacker_controller.visible_message(span_notice("[attacker_controller.name] seperates from [attacker], ending the battle."), \
attacker_controller.visible_message(span_notice("[attacker_controller.name] separates from [attacker], ending the battle."), \
span_notice("You separate from [attacker], ending the battle."))
return FALSE
@@ -108,13 +108,13 @@
if(opponent.incapacitated())
return FALSE
if(!in_range(src, opponent) && !(opponent.dna.check_mutation(TK)))
opponent.visible_message(span_notice("[opponent.name] seperates from [src], ending the battle."), \
opponent.visible_message(span_notice("[opponent.name] separates from [src], ending the battle."), \
span_notice("You separate from [src], ending the battle."))
return FALSE
//if it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends
else
if (!in_range(src, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
attacker_controller.visible_message(span_notice("[attacker_controller.name] seperates from [src] and [attacker], ending the battle."), \
attacker_controller.visible_message(span_notice("[attacker_controller.name] separates from [src] and [attacker], ending the battle."), \
span_notice("You separate [attacker] and [src], ending the battle."))
return FALSE

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@@ -342,7 +342,7 @@
*/
/obj/item/training_toolbox
name = "Training Toolbox"
desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold seperately!"
desc = "AURUMILL-Brand Baby's First Training Toolbox. A digital display on the back keeps track of hits made by the user. Second toolbox sold separately!"
icon = 'icons/obj/storage.dmi'
icon_state = "gold"
inhand_icon_state = "toolbox_gold"

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@@ -225,17 +225,17 @@
gang_objectives = list(
/datum/antagonist/gang/saints = "Thank you for volunteering within the organization for the Saints Flow Recovery Project! \
This station is currently illegally in posession of a data disk containing the secret recipe for Saints Flow. \
This station is currently illegally in possession of a data disk containing the secret recipe for Saints Flow. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
/datum/antagonist/gang/morningstar = "Greetings, agent. Welcome to the Garment Recovery Task Force. \
This station is currently illegally in posession of a data disk containing as of yet unreleased clothing patterns. \
This station is currently illegally in possession of a data disk containing as of yet unreleased clothing patterns. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
/datum/antagonist/gang/yakuza = "Congratulations on your promotion! Welcome to the Evidence Recovery Squad. \
This station is currently illegally in posession of a data disk containing compromising evidence of the Boss. \
This station is currently illegally in possession of a data disk containing compromising evidence of the Boss. \
It has been disguised as the nuclear authentication disk and entrusted to the Captain. Your objective is simple. \
Get that fucking disk. You have been provided with a Pinpointer to assist in this task.",
)

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@@ -420,7 +420,7 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister())
if(!air_contents)
return
var/static/alpha_filter
if(!alpha_filter) // Gotta do this seperate since the icon may not be correct at world init
if(!alpha_filter) // Gotta do this separate since the icon may not be correct at world init
alpha_filter = filter(type="alpha", icon=icon(icon, "window-base"))
cut_overlay(window)

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@@ -322,7 +322,7 @@
playsound(get_turf(holder), leavingSound, soundVolume, FALSE, FALSE)
if (reversing) //If we're reversing, we call the close proc. This sends the pod back up to centcom
close(holder)
else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a separate holder exists)
deleteRubble()
if (!effectQuiet && style != STYLE_INVISIBLE && style != STYLE_SEETHROUGH)
do_sparks(5, TRUE, holder) //Create some sparks right before closing

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@@ -313,7 +313,7 @@ GLOBAL_LIST_EMPTY(features_by_species)
* * excluded_zones - list, add zone defines to block organs inside of the zones from getting handled. see headless mutation for an example
*/
/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE,list/excluded_zones)
//what should be put in if there is no mutantorgan (brains handled seperately)
//what should be put in if there is no mutantorgan (brains handled separately)
var/list/slot_mutantorgans = list(ORGAN_SLOT_BRAIN = mutantbrain, ORGAN_SLOT_HEART = mutantheart, ORGAN_SLOT_LUNGS = mutantlungs, ORGAN_SLOT_APPENDIX = mutantappendix, \
ORGAN_SLOT_EYES = mutanteyes, ORGAN_SLOT_EARS = mutantears, ORGAN_SLOT_TONGUE = mutanttongue, ORGAN_SLOT_LIVER = mutantliver, ORGAN_SLOT_STOMACH = mutantstomach)

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@@ -311,7 +311,7 @@ GLOBAL_LIST_INIT(message_modes_stat_limits, list(
return message
if(speaker != src)
if(!radio_freq) //These checks have to be seperate, else people talking on the radio will make "You can't hear yourself!" appear when hearing people over the radio while deaf.
if(!radio_freq) //These checks have to be separate, else people talking on the radio will make "You can't hear yourself!" appear when hearing people over the radio while deaf.
deaf_message = "[span_name("[speaker]")] [speaker.verb_say] something but you cannot hear [speaker.p_them()]."
deaf_type = 1
else

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@@ -601,7 +601,7 @@
return
swoop_attack(FALSE, A)
lava_pools(10, 2) // less pools but longer delay before spawns
player_cooldown = world.time + 20 SECONDS // needs seperate cooldown or cant use fire attacks
player_cooldown = world.time + 20 SECONDS // needs separate cooldown or cant use fire attacks
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/grant_achievement(medaltype,scoretype)
return

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@@ -457,7 +457,7 @@
* Toggles the computer's flashlight, if it has one.
*
* Called from ui_act(), does as the name implies.
* It is seperated from ui_act() to be overwritten as needed.
* It is separated from ui_act() to be overwritten as needed.
*/
/obj/item/modular_computer/proc/toggle_flashlight()
if(!has_light)
@@ -473,7 +473,7 @@
* Sets the computer's light color, if it has a light.
*
* Called from ui_act(), this proc takes a color string and applies it.
* It is seperated from ui_act() to be overwritten as needed.
* It is separated from ui_act() to be overwritten as needed.
* Arguments:
** color is the string that holds the color value that we should use. Proc auto-fails if this is null.
*/

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@@ -150,7 +150,7 @@
return FALSE
return TRUE
///Gets the ID's name, if one is inserted into the device. This is a seperate proc solely to be overridden by the syndicate version of the app.
///Gets the ID's name, if one is inserted into the device. This is a separate proc solely to be overridden by the syndicate version of the app.
/datum/computer_file/program/borg_monitor/proc/checkID()
var/obj/item/card/id/ID = computer.GetID()
if(!ID)

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@@ -1,7 +1,7 @@
///a reaction chamber for plumbing. pretty much everything can react, but this one keeps the reagents seperated and only reacts under your given terms
///a reaction chamber for plumbing. pretty much everything can react, but this one keeps the reagents separated and only reacts under your given terms
/obj/machinery/plumbing/reaction_chamber
name = "reaction chamber"
desc = "Keeps chemicals seperated until given conditions are met."
desc = "Keeps chemicals separated until given conditions are met."
icon_state = "reaction_chamber"
buffer = 200
reagent_flags = TRANSPARENT | NO_REACT
@@ -22,7 +22,7 @@
var/target_temperature = 300
///cool/heat power
var/heater_coefficient = 0.05 //same lvl as acclimator
///Beaker that holds the acidic buffer. I don't want to deal with snowflaking so it's just a seperate thing. It's a small (50u) beaker
///Beaker that holds the acidic buffer. I don't want to deal with snowflaking so it's just a separate thing. It's a small (50u) beaker
var/obj/item/reagent_containers/glass/beaker/acidic_beaker
///beaker that holds the alkaline buffer.
var/obj/item/reagent_containers/glass/beaker/alkaline_beaker

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@@ -273,7 +273,7 @@
/obj/machinery/scanner_gate/luxury_shuttle/Bumped(atom/movable/AM)
///If the atom entering the gate is a vehicle, we store it here to add to the approved list to enter/leave the scanner gate.
var/obj/vehicle/vehicle
///We store the driver of vehicles seperately so that we can add them to the approved list once payment is fully processed.
///We store the driver of vehicles separately so that we can add them to the approved list once payment is fully processed.
var/mob/living/driver_holdout
if(!isliving(AM) && !isvehicle(AM))
alarm_beep()

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@@ -145,7 +145,7 @@ LOG_SILICON
## log economy actions
LOG_ECON
## log crew manifest to seperate file
## log crew manifest to separate file
LOG_MANIFEST
## log job divide debugging information

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@@ -37,7 +37,7 @@
- unknown: 'Oh, and tou can now construct Light floors! To do it: Use wires on glass,
then metal on the produced assembly, then place it on an uncovered floor like
you would when replacing broken floor tiles. To deconstruct: Crowbar on light
floor, use crowbar on produced assembly to remove metal, wirecutters to seperate
floor, use crowbar on produced assembly to remove metal, wirecutters to separate
the wires from the glass. Sprites by delicious Hempuli.'
- unknown: "Got something to bitch about? Got a bug to report? Want to create drama?\
\ Did the clown destroy your piano while you were playing an amazing space remix\

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@@ -1,6 +1,6 @@
2015-03-01:
Dannno:
- rscadd: Resprited all owl items. Wings are now a seperate toggleable suit item.
- rscadd: Resprited all owl items. Wings are now a separate toggleable suit item.
- rscadd: Added The Griffin costume, arch nemesis of The Owl. Found in the autodrobe.
- rscadd: Added admin-only Owl hardsuit. Only for the most vengeful souls.
- rscadd: Added Owl and Griffin merchandise; The Nest barsign, Owl/Griffin toys
@@ -94,7 +94,7 @@
- rscadd: Icons for the above, from VG's SkowronX
- rscadd: Many icon procs for the above, from VG's ComicIronic
- rscadd: Drones moved into their own folder
- tweak: Drone.dm replaced with seperate files for each functionality
- tweak: Drone.dm replaced with separate files for each functionality
- rscadd: Drones now have 2 skins to choose from, Maintenance Drone (Current drones)
and Repair Drone (A modified VG/Bay sprite)
- rscadd: Much more support for alternate skins on drones

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@@ -34,7 +34,7 @@
- rscadd: The MC can now dynamcially change the rate a subsystem is triggered based
on how laggy it's being. This has been applied to atmos to allow for faster
air processing without lagging the server
- tweak: Pipes and atmos machinery now processes in tune with air, rather than seperately.
- tweak: Pipes and atmos machinery now processes in tune with air, rather than separately.
- bugfix: Fixed hotspots and fire causing more lag than they needed to
- bugfix: Fixed some objects not getting garbage collected because they didn't properly
clear references in Destory()

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@@ -355,7 +355,7 @@
- bugfix: Fixes bug where bolt of change transforming someone into a drone would
not give them hacked laws and vision.
- bugfix: Blobbernauts created by a staff of change are now "independent" and will
not decay if seperated from a blob or missing a factory.
not decay if separated from a blob or missing a factory.
- rscadd: Independent blobbernauts added to gold slime core spawn pool.
- rscadd: Medical scanners now inform the user if the dead subject is within the
(currently) 120 second defib window.

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@@ -495,7 +495,7 @@
- tweak: Changes centcomm ferry to require centcomm general access instead of admin
permission.
coiax:
- rscadd: Nuke ops syndicate cyborgs have been split into two seperate uplink items.
- rscadd: Nuke ops syndicate cyborgs have been split into two separate uplink items.
Medical cyborgs now cost 35 TC, assault cyborgs now cost 65 TC.
grimreaperx15:
- tweak: Blood Cult Pylons will now rapidly regenerate any nearby cultists blood,

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@@ -48,7 +48,7 @@
The Slime Euthanization Chamber will not have radiation shielding at this time
as dead slimes will not mind radiation.'
coiax:
- rscadd: Adds seperate languages to the game. Now Ratvarian, Drone, Machine, Swarmer,
- rscadd: Adds separate languages to the game. Now Ratvarian, Drone, Machine, Swarmer,
Human (now called Galactic Common), Slime and Monkey are separate languages.
Each languages has its own comma prefix, for example, Galcom has the ,0 prefix,
while Ratvarian has the ,r prefix. If you don't understand a language when it

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@@ -40,7 +40,7 @@
NTSS Boxstation, the first stage of changes were aimed at altering the Brig
design, with minor improvements and alterations.
coiax:
- rscadd: Uplink pens now require two seperate rotations to unlock. This also applies
- rscadd: Uplink pens now require two separate rotations to unlock. This also applies
to failsafe codes.
- bugfix: Heroine bugs no longer make people appear partially bald when wearing
them.

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@@ -287,7 +287,7 @@
- rscadd: pAI's have a bunch of HUD stuff now
- rscadd: pAI's now have an AI style PDA
- rscadd: pAI cameras can now download a zoom feature! Bigger and smaller pictures!
- tweak: Split the pAI medhud module into seperate medhud and health analyzer modules
- tweak: Split the pAI medhud module into separate medhud and health analyzer modules
- tweak: Journalism modules now have RAM costs
- balance: RAM prices have changed on a number of modules
- imageadd: added more pAI HUD icons

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@@ -32,7 +32,7 @@ Ractive looks very similar, the only real difference is that React uses one para
{{data.example_data}}
```
However, you may occasionally come across data inserts that instead of referencing the `data` var or things contained within it instead reference `adata`. `adata` was short for animated data, and was used for smooth number animations in interfaces. instead of having a seperate data structure for this. tgui-next instead uses a component, which is `AnimatedNumber`.
However, you may occasionally come across data inserts that instead of referencing the `data` var or things contained within it instead reference `adata`. `adata` was short for animated data, and was used for smooth number animations in interfaces. instead of having a separate data structure for this. tgui-next instead uses a component, which is `AnimatedNumber`.
`AnimatedNumber` is used like this