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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"
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@@ -4,7 +4,7 @@
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//Though it could easily be expanded to cover other senders/revievers
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//The system as a whole differs from reading off a global list in a few ways.
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//In that A, it allows us to send cameras for ais/borgs/potentially others to jump to
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//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
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//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
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//You only recieve alarms sent after you start to listen
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//Also of note, due to an optimzation done on areas, one alarm handler will only ever send one "on" or "off" alarm
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//So the whole only receving stuff sent post creation thing actually matters
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@@ -1,7 +1,7 @@
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/// This component behaves similar to connect_loc, hooking into a signal on a tracked object's turf
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/// It has the ability to react to that signal on behalf of a seperate listener however
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/// It has the ability to react to that signal on behalf of a separate listener however
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/// This has great use, primarily for components, but it carries with it some overhead
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/// 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.
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/// 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.
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/datum/component/connect_loc_behalf
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dupe_mode = COMPONENT_DUPE_UNIQUE
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@@ -3,7 +3,7 @@
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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).
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These items take a specific time to eat, and can do most of the things our original food items could.
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Behavior that's still missing from this component that original food items had that should either be put into seperate components or somewhere else:
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Behavior that's still missing from this component that original food items had that should either be put into separate components or somewhere else:
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Components:
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Drying component (jerky etc)
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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 @@
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//everything for every chemical removed, wich isn't a good option either.
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chamber.on_reagent_change(reagents) //We need to check it now, because some reactions leave nothing left.
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///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
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///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
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/datum/component/plumbing/acidic_input
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demand_connects = WEST
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demand_color = "yellow"
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@@ -47,7 +47,7 @@
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/datum/component/plumbing/acidic_input/send_request(dir)
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process_request(amount = MACHINE_REAGENT_TRANSFER, reagent = /datum/reagent/reaction_agent/acidic_buffer, dir = dir)
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///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
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///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
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/datum/component/plumbing/alkaline_input
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demand_connects = EAST
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demand_color = "green"
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@@ -46,7 +46,7 @@
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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
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destroy_network()
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///we combine ductnets. this occurs when someone connects to seperate sets of fluid ducts
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///we combine ductnets. this occurs when someone connects to separate sets of fluid ducts
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/datum/ductnet/proc/assimilate(datum/ductnet/D)
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ducts.Add(D.ducts)
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suppliers.Add(D.suppliers)
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