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"
This commit is contained in:
Doctor Pope
2021-12-03 13:29:29 -08:00
committed by GitHub
parent 933534f191
commit aa034d02cd
35 changed files with 46 additions and 46 deletions
+1 -1
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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.)
@@ -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)