diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md index 0ed11975041..472bd39a977 100644 --- a/.github/PULL_REQUEST_TEMPLATE.md +++ b/.github/PULL_REQUEST_TEMPLATE.md @@ -21,7 +21,7 @@ ## Changelog - + :cl: add: Added new mechanics or gameplay changes diff --git a/.github/guides/AUTODOC.md b/.github/guides/AUTODOC.md index bcc92e10e59..fef5d62c668 100644 --- a/.github/guides/AUTODOC.md +++ b/.github/guides/AUTODOC.md @@ -40,7 +40,7 @@ public functions rely on to implement logic When documenting a proc, we give a short one line description (as this is shown next to the proc definition in the list of all procs for a type or global namespace), then a longer paragraph which will be shown when the user clicks on -the proc to jump to it's definition +the proc to jump to its definition ``` /** * Short description of the proc @@ -59,7 +59,7 @@ just going to be the typepath of the class, as dmdoc uses that by default Then we give a short oneline description of the class -Finally we give a longer multi paragraph description of the class and it's details +Finally we give a longer multi paragraph description of the class and its details ``` /** * # Classname (Can be omitted if it's just going to be the typepath) diff --git a/.github/guides/STANDARDS.md b/.github/guides/STANDARDS.md index 4716fa1b655..9c6496e0c4d 100644 --- a/.github/guides/STANDARDS.md +++ b/.github/guides/STANDARDS.md @@ -100,11 +100,11 @@ While we normally encourage (and in some cases, even require) bringing out of da ### RegisterSignal() #### PROC_REF Macros -When referencing procs in RegisterSignal, Callback and other procs you should use PROC_REF, TYPE_PROC_REF and GLOBAL_PROC_REF macros. +When referencing procs in RegisterSignal, Callback and other procs you should use PROC_REF, TYPE_PROC_REF and GLOBAL_PROC_REF macros. They ensure compilation fails if the reffered to procs change names or get removed. The macro to be used depends on how the proc you're in relates to the proc you want to use: -PROC_REF if the proc you want to use is defined on the current proc type or any of it's ancestor types. +PROC_REF if the proc you want to use is defined on the current proc type or any of its ancestor types. Example: ``` /mob/proc/funny() @@ -129,7 +129,7 @@ Example: /mob/subtype/proc/do_something() var/obj/thing/x = new() // we're referring to /obj/thing proc inside /mob/subtype proc - RegisterSignal(x, COMSIG_FAKE, TYPE_PROC_REF(/obj/thing, funny)) + RegisterSignal(x, COMSIG_FAKE, TYPE_PROC_REF(/obj/thing, funny)) ``` GLOBAL_PROC_REF if the proc you want to use is a global proc. @@ -154,7 +154,7 @@ All procs that are registered to listen for signals using `RegisterSignal()` mus ``` This is to ensure that it is clear the proc handles signals and turns on a lint to ensure it does not sleep. -Any sleeping behaviour that you need to perform inside a `SIGNAL_HANDLER` proc must be called asynchronously (e.g. with `INVOKE_ASYNC()`) or be redone to work asynchronously. +Any sleeping behaviour that you need to perform inside a `SIGNAL_HANDLER` proc must be called asynchronously (e.g. with `INVOKE_ASYNC()`) or be redone to work asynchronously. #### `override` @@ -280,7 +280,7 @@ Good: off_overlay = iconstate2appearance(icon, "off") broken_overlay = icon2appearance(broken_icon) if (stat & broken) - add_overlay(broken_overlay) + add_overlay(broken_overlay) return if (is_on) add_overlay(on_overlay) @@ -304,7 +304,7 @@ Bad: if (isnull(our_overlays)) our_overlays = list("on" = iconstate2appearance(overlay_icon, "on"), "off" = iconstate2appearance(overlay_icon, "off"), "broken" = iconstate2appearance(overlay_icon, "broken")) if (stat & broken) - add_overlay(our_overlays["broken"]) + add_overlay(our_overlays["broken"]) return ... ``` @@ -391,7 +391,7 @@ At its best, it can make some very common patterns easy to use, and harder to me some_code() if (do_something_else()) . = TRUE // Uh oh, what's going on! - + // even // more // code @@ -468,7 +468,7 @@ Meaning: to_chat(world, uh_oh()) ``` -...will print `woah!`. +...will print `woah!`. For this reason, it is acceptable for `.` to be used in places where consumers can reasonably continue in the event of a runtime. @@ -494,7 +494,7 @@ If you are using `.` in this case (or for another case that might be acceptable, . = ..() if (. == BIGGER_SUPER_ATTACK) return BIGGER_SUPER_ATTACK // More readable than `.` - + // Due to how common it is, most uses of `. = ..()` do not need a trailing `return .` ``` diff --git a/_maps/RandomRuins/SpaceRuins/waystation.dmm b/_maps/RandomRuins/SpaceRuins/waystation.dmm index 38f8fcbac8c..312eb4d9bca 100644 --- a/_maps/RandomRuins/SpaceRuins/waystation.dmm +++ b/_maps/RandomRuins/SpaceRuins/waystation.dmm @@ -1264,7 +1264,7 @@ }, /obj/structure/table/reinforced, /obj/machinery/button/door/directional/north{ - desc = "A door remote control switch. From the looks of it, It seems to be broken after being pressed too hard, it's bloody handprint still visible."; + desc = "A door remote control switch. From the looks of it, It seems to be broken after being pressed too hard, its bloody handprint still visible."; name = "Vault Lockdown" }, /obj/item/modular_computer/laptop/preset/civilian, diff --git a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm index ebd1617aabd..4bb9d09b657 100644 --- a/code/__DEFINES/DNA.dm +++ b/code/__DEFINES/DNA.dm @@ -19,7 +19,7 @@ //Mutation classes. Normal being on them, extra being additional mutations with instability and other being stuff you dont want people to fuck with like wizard mutate /// A mutation that can be activated and deactived by completing a sequence #define MUT_NORMAL 1 -/// A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console +/// A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before its name in the mutation section of the dna console #define MUT_EXTRA 2 /// Cannot be interacted with by players through normal means. I.E. wizards mutate #define MUT_OTHER 3 diff --git a/code/__DEFINES/admin.dm b/code/__DEFINES/admin.dm index a0ab44002a0..62b4b0be795 100644 --- a/code/__DEFINES/admin.dm +++ b/code/__DEFINES/admin.dm @@ -90,7 +90,7 @@ if(!drop_atom) return //not a valid atom. var/turf/drop_turf = get_step(drop_atom, 0) //resolve where the thing is. - if(!drop_turf) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside it's internal storage. + if(!drop_turf) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside its internal storage. var/atom/last_try = drop_atom.loc?.drop_location() //one last try, otherwise fuck it. if(last_try) drop_turf = get_step(last_try, 0) diff --git a/code/__DEFINES/ai/ai_blackboard.dm b/code/__DEFINES/ai/ai_blackboard.dm index 90a9b55ba17..97ec38c1c3c 100644 --- a/code/__DEFINES/ai/ai_blackboard.dm +++ b/code/__DEFINES/ai/ai_blackboard.dm @@ -91,7 +91,7 @@ #define BB_TARGETLESS_TIME "BB_targetless_time" ///Tipped blackboards -///Bool that means a basic mob will start reacting to being tipped in it's planning +///Bool that means a basic mob will start reacting to being tipped in its planning #define BB_BASIC_MOB_TIP_REACTING "BB_basic_tip_reacting" ///the motherfucker who tipped us #define BB_BASIC_MOB_TIPPER "BB_basic_tip_tipper" diff --git a/code/__DEFINES/atmospherics/atmos_mob_interaction.dm b/code/__DEFINES/atmospherics/atmos_mob_interaction.dm index dbd8bbc5610..75dcebc72d9 100644 --- a/code/__DEFINES/atmospherics/atmos_mob_interaction.dm +++ b/code/__DEFINES/atmospherics/atmos_mob_interaction.dm @@ -64,13 +64,13 @@ /// The maximum number of degrees that your body can heat up in 1 tick, due to the environment, when in a hot area. #define BODYTEMP_HEATING_MAX 30 /// The body temperature limit the human body can take before it starts taking damage from heat. -/// This also affects how fast the body normalises it's temperature when hot. +/// This also affects how fast the body normalises its temperature when hot. /// 340k is about 66c, and rather high for a human. #define BODYTEMP_HEAT_DAMAGE_LIMIT (BODYTEMP_NORMAL + 30) /// A temperature limit which is above the maximum lavaland temperature #define BODYTEMP_HEAT_LAVALAND_SAFE (LAVALAND_MAX_TEMPERATURE + 5) /// The body temperature limit the human body can take before it starts taking damage from cold. -/// This also affects how fast the body normalises it's temperature when cold. +/// This also affects how fast the body normalises its temperature when cold. /// 270k is about -3c, that is below freezing and would hurt over time. #define BODYTEMP_COLD_DAMAGE_LIMIT (BODYTEMP_NORMAL - 40) /// A temperature limit which is above the minimum icebox temperature diff --git a/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm b/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm index 717a8aab27f..d75d8bacec7 100644 --- a/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm +++ b/code/__DEFINES/dcs/signals/signals_atom/signals_atom_movable.dm @@ -74,7 +74,7 @@ #define COMSIG_MOVABLE_DISPOSING "movable_disposing" // called when movable is expelled from a disposal pipe, bin or outlet on obj/pipe_eject: (direction) #define COMSIG_MOVABLE_PIPE_EJECTING "movable_pipe_ejecting" -///called when the movable sucessfully has it's anchored var changed, from base atom/movable/set_anchored(): (value) +///called when the movable sucessfully has its anchored var changed, from base atom/movable/set_anchored(): (value) #define COMSIG_MOVABLE_SET_ANCHORED "movable_set_anchored" ///from base of atom/movable/setGrabState(): (newstate) #define COMSIG_MOVABLE_SET_GRAB_STATE "living_set_grab_state" diff --git a/code/__DEFINES/dcs/signals/signals_clothing.dm b/code/__DEFINES/dcs/signals/signals_clothing.dm index 03b695aca4c..eeb40ade8aa 100644 --- a/code/__DEFINES/dcs/signals/signals_clothing.dm +++ b/code/__DEFINES/dcs/signals/signals_clothing.dm @@ -1,5 +1,5 @@ // /obj/item/clothing -/// (/obj/item/clothing, visor_state) - When a clothing gets it's visor toggled. +/// (/obj/item/clothing, visor_state) - When a clothing gets its visor toggled. #define COMSIG_CLOTHING_VISOR_TOGGLE "clothing_visor_toggle" /// From an undersuit being adjusted: () #define COMSIG_CLOTHING_UNDER_ADJUSTED "clothing_under_adjusted" diff --git a/code/__DEFINES/dcs/signals/signals_object.dm b/code/__DEFINES/dcs/signals/signals_object.dm index d34de1e3567..f9dc378d9c6 100644 --- a/code/__DEFINES/dcs/signals/signals_object.dm +++ b/code/__DEFINES/dcs/signals/signals_object.dm @@ -526,5 +526,5 @@ /// Sent from /obj/item/update_weight_class(). (old_w_class, new_w_class) #define COMSIG_ITEM_WEIGHT_CLASS_CHANGED "item_weight_class_changed" -/// Sent from /obj/item/update_weight_class(), to it's loc. (obj/item/changed_item, old_w_class, new_w_class) +/// Sent from /obj/item/update_weight_class(), to its loc. (obj/item/changed_item, old_w_class, new_w_class) #define COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED "atom_contents_weight_class_changed" diff --git a/code/__DEFINES/machines.dm b/code/__DEFINES/machines.dm index 4c44ce03ed3..1a2c7b250cd 100644 --- a/code/__DEFINES/machines.dm +++ b/code/__DEFINES/machines.dm @@ -33,7 +33,7 @@ #define BASE_MACHINE_ACTIVE_CONSUMPTION (BASE_MACHINE_IDLE_CONSUMPTION * 10) /// Bitflags for a machine's preferences on when it should start processing. For use with machinery's `processing_flags` var. -#define START_PROCESSING_ON_INIT (1<<0) /// Indicates the machine will automatically start processing right after it's `Initialize()` is ran. +#define START_PROCESSING_ON_INIT (1<<0) /// Indicates the machine will automatically start processing right after its `Initialize()` is ran. #define START_PROCESSING_MANUALLY (1<<1) /// Machines with this flag will not start processing when it's spawned. Use this if you want to manually control when a machine starts processing. //bitflags for door switches. diff --git a/code/__DEFINES/mining.dm b/code/__DEFINES/mining.dm index 4b233a5d4f1..5b612b4b7bc 100644 --- a/code/__DEFINES/mining.dm +++ b/code/__DEFINES/mining.dm @@ -5,7 +5,7 @@ #define BOULDER_SIZE_MEDIUM 10 /// Durability of a small size boulder from a small size vent. #define BOULDER_SIZE_SMALL 5 -/// How many boulders can a single ore vent have on it's tile before it stops producing more? +/// How many boulders can a single ore vent have on its tile before it stops producing more? #define MAX_BOULDERS_PER_VENT 10 /// Time multiplier #define INATE_BOULDER_SPEED_MULTIPLIER 3 diff --git a/code/__DEFINES/reagents.dm b/code/__DEFINES/reagents.dm index 17fd97d0575..2414ff046b2 100644 --- a/code/__DEFINES/reagents.dm +++ b/code/__DEFINES/reagents.dm @@ -127,7 +127,7 @@ #define REACTION_COMPETITIVE (1<<5) ///Used to force pH changes to be constant regardless of volume #define REACTION_PH_VOL_CONSTANT (1<<6) -///If a reaction will generate it's impure/inverse reagents in the middle of a reaction, as apposed to being determined on ingestion/on reaction completion +///If a reaction will generate its impure/inverse reagents in the middle of a reaction, as apposed to being determined on ingestion/on reaction completion #define REACTION_REAL_TIME_SPLIT (1<<7) ///Used for overheat_temp - This sets the overheat so high it effectively has no overheat temperature. @@ -161,7 +161,7 @@ #define REACTION_TAG_HEALING (1<<4) /// This reagent primarily damages #define REACTION_TAG_DAMAGING (1<<5) -/// This reagent explodes as a part of it's intended effect (i.e. not overheated/impure) +/// This reagent explodes as a part of its intended effect (i.e. not overheated/impure) #define REACTION_TAG_EXPLOSIVE (1<<6) /// This reagent does things that are unique and special #define REACTION_TAG_OTHER (1<<7) diff --git a/code/__DEFINES/roundend.dm b/code/__DEFINES/roundend.dm index a210d034015..d2520433644 100644 --- a/code/__DEFINES/roundend.dm +++ b/code/__DEFINES/roundend.dm @@ -31,7 +31,7 @@ #define REVS_LOSE 18 /// The wizard was killed by the crew #define WIZARD_KILLED 19 -/// The station was destroyed by it's own self-destruct nuclear device +/// The station was destroyed by its own self-destruct nuclear device #define STATION_NUKED 20 /// The station was destroyed by the supermatter cascade #define SUPERMATTER_CASCADE 21 diff --git a/code/__DEFINES/traits/declarations.dm b/code/__DEFINES/traits/declarations.dm index 6c2fc4be7a0..d38dcfeb99b 100644 --- a/code/__DEFINES/traits/declarations.dm +++ b/code/__DEFINES/traits/declarations.dm @@ -770,7 +770,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai #define TRAIT_DANGEROUS_OBJECT "dangerous_object" /// determines whether or not objects are haunted and teleport/attack randomly #define TRAIT_HAUNTED "haunted" -/// An item that, if it has contents, will ignore it's contents when scanning for contraband. +/// An item that, if it has contents, will ignore its contents when scanning for contraband. #define TRAIT_CONTRABAND_BLOCKER "contraband_blocker" //quirk traits diff --git a/code/__HELPERS/_lists.dm b/code/__HELPERS/_lists.dm index 6811a31284a..157a17012a8 100644 --- a/code/__HELPERS/_lists.dm +++ b/code/__HELPERS/_lists.dm @@ -850,7 +850,7 @@ used_key_list[input_key] = 1 return input_key -///Flattens a keyed list into a list of it's contents +///Flattens a keyed list into a list of its contents /proc/flatten_list(list/key_list) if(!islist(key_list)) return null diff --git a/code/__HELPERS/generators.dm b/code/__HELPERS/generators.dm index d50df7deba1..85f6de3a090 100644 --- a/code/__HELPERS/generators.dm +++ b/code/__HELPERS/generators.dm @@ -5,7 +5,7 @@ * * Note: this means things like "list(1,2,3)" will need to be processed */ /proc/return_generator_args(generator/target) - var/string_repr = "[target]" //the name of the generator is the string representation of it's _binobj, which also contains it's args + var/string_repr = "[target]" //the name of the generator is the string representation of its _binobj, which also contains its args string_repr = copytext(string_repr, 11, length(string_repr)) // strips extraneous data string_repr = replacetext(string_repr, "\"", "") // removes the " around the type return splittext(string_repr, ", ") diff --git a/code/__HELPERS/icons.dm b/code/__HELPERS/icons.dm index 4a4cf2011d0..06fe0eff304 100644 --- a/code/__HELPERS/icons.dm +++ b/code/__HELPERS/icons.dm @@ -1135,7 +1135,7 @@ GLOBAL_LIST_EMPTY(transformation_animation_objects) if((x_dimension == world.icon_size) && (y_dimension == world.icon_size)) return image_to_center - //Offset the image so that it's bottom left corner is shifted this many pixels + //Offset the image so that its bottom left corner is shifted this many pixels //This makes it infinitely easier to draw larger inhands/images larger than world.iconsize //but still use them in game var/x_offset = -((x_dimension / world.icon_size) - 1) * (world.icon_size * 0.5) diff --git a/code/__HELPERS/mobs.dm b/code/__HELPERS/mobs.dm index 94737a12c6f..95af398d416 100644 --- a/code/__HELPERS/mobs.dm +++ b/code/__HELPERS/mobs.dm @@ -685,7 +685,7 @@ GLOBAL_LIST_INIT(skin_tone_names, list( else return zone -///Takes a zone and returns it's "parent" zone, if it has one. +///Takes a zone and returns its "parent" zone, if it has one. /proc/deprecise_zone(precise_zone) switch(precise_zone) if(BODY_ZONE_PRECISE_GROIN) diff --git a/code/__HELPERS/turfs.dm b/code/__HELPERS/turfs.dm index 01ad88e68f4..93da26ef292 100644 --- a/code/__HELPERS/turfs.dm +++ b/code/__HELPERS/turfs.dm @@ -210,7 +210,7 @@ Turf and target are separate in case you want to teleport some distance from a t * if the bounds are odd, the true middle turf of the atom is returned **/ /proc/get_turf_pixel(atom/checked_atom) - var/turf/atom_turf = get_turf(checked_atom) //use checked_atom's turfs, as it's coords are the same as checked_atom's AND checked_atom's coords are lost if it is inside another atom + var/turf/atom_turf = get_turf(checked_atom) //use checked_atom's turfs, as its coords are the same as checked_atom's AND checked_atom's coords are lost if it is inside another atom if(!atom_turf) return null if(checked_atom.flags_1 & IGNORE_TURF_PIXEL_OFFSET_1) @@ -227,7 +227,7 @@ Turf and target are separate in case you want to teleport some distance from a t * Icon width/height **/ /proc/get_visual_offset(atom/checked_atom) - //Find checked_atom's matrix so we can use it's X/Y pixel shifts + //Find checked_atom's matrix so we can use its X/Y pixel shifts var/matrix/atom_matrix = matrix(checked_atom.transform) var/pixel_x_offset = checked_atom.pixel_x + checked_atom.pixel_w + atom_matrix.get_x_shift() diff --git a/code/_globalvars/traits/admin_tooling.dm b/code/_globalvars/traits/admin_tooling.dm index 8dea5b2d375..4c20bb099a2 100644 --- a/code/_globalvars/traits/admin_tooling.dm +++ b/code/_globalvars/traits/admin_tooling.dm @@ -1,6 +1,6 @@ // This file contains any stuff related to admin-visible traits. // There's likely more than a few traits missing from this file, do consult the `_traits.dm` file in this folder to see every global trait that exists. -// quirks have it's own panel so we don't need them here. +// quirks have their own panel so we don't need them here. GLOBAL_LIST_INIT(admin_visible_traits, list( /atom = list( diff --git a/code/_onclick/hud/movable_screen_objects.dm b/code/_onclick/hud/movable_screen_objects.dm index 7a0937974bd..2910a9f0cc8 100644 --- a/code/_onclick/hud/movable_screen_objects.dm +++ b/code/_onclick/hud/movable_screen_objects.dm @@ -6,7 +6,7 @@ //Movable Screen Object -//Not tied to the grid, places it's center where the cursor is +//Not tied to the grid, places its center where the cursor is /atom/movable/screen/movable mouse_drag_pointer = 'icons/effects/mouse_pointers/screen_drag.dmi' diff --git a/code/_onclick/hud/rendering/_render_readme.md b/code/_onclick/hud/rendering/_render_readme.md index 2c1cd559a58..2c5e9875801 100644 --- a/code/_onclick/hud/rendering/_render_readme.md +++ b/code/_onclick/hud/rendering/_render_readme.md @@ -8,7 +8,7 @@ ## Byond internal functionality This part of the guide will assume that you have read the byond reference entry for rendering at www.byond.com/docs/ref//#/{notes}/renderer -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. +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 its 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 separate thread and are not diplayed in the clientside profiler. Render handles the actual drawing of the screen. diff --git a/code/_onclick/hud/rendering/render_plate.dm b/code/_onclick/hud/rendering/render_plate.dm index e8466352982..e4cdc41ca1c 100644 --- a/code/_onclick/hud/rendering/render_plate.dm +++ b/code/_onclick/hud/rendering/render_plate.dm @@ -6,7 +6,7 @@ /** - * Render relay object assigned to a plane master to be able to relay it's render onto other planes that are not it's own + * Render relay object assigned to a plane master to be able to relay its render onto other planes that are not its own */ /atom/movable/render_plane_relay screen_loc = "CENTER" diff --git a/code/controllers/master.dm b/code/controllers/master.dm index 5686de234bf..80673f0cb75 100644 --- a/code/controllers/master.dm +++ b/code/controllers/master.dm @@ -278,7 +278,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie Initialize(20, TRUE, FALSE) // Please don't stuff random bullshit here, -// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize() +// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in its Initialize() /datum/controller/master/Initialize(delay, init_sss, tgs_prime) set waitfor = 0 diff --git a/code/controllers/subsystem/blackbox.dm b/code/controllers/subsystem/blackbox.dm index d7da4d84546..13180adbad7 100644 --- a/code/controllers/subsystem/blackbox.dm +++ b/code/controllers/subsystem/blackbox.dm @@ -196,7 +196,7 @@ feedback data can be recorded in 5 formats: used to track the number of occurances of multiple related values i.e. how many times each type of gun is fired further calls to the same key will: add or subtract from the saved value of the data key if it already exists - append the key and it's value if it doesn't exist + append the key and its value if it doesn't exist calls: SSblackbox.record_feedback("tally", "example", 1, "sample data") SSblackbox.record_feedback("tally", "example", 4, "sample data") SSblackbox.record_feedback("tally", "example", 2, "other data") @@ -208,7 +208,7 @@ feedback data can be recorded in 5 formats: all data list elements must be strings further calls to the same key will: add or subtract from the saved value of the data key if it already exists in the same multi-dimensional position - append the key and it's value if it doesn't exist + append the key and its value if it doesn't exist calls: SSblackbox.record_feedback("nested tally", "example", 1, list("fruit", "orange", "apricot")) SSblackbox.record_feedback("nested tally", "example", 2, list("fruit", "orange", "orange")) SSblackbox.record_feedback("nested tally", "example", 3, list("fruit", "orange", "apricot")) diff --git a/code/controllers/subsystem/discord.dm b/code/controllers/subsystem/discord.dm index 7efdbfcda6a..5fd1db1fd07 100644 --- a/code/controllers/subsystem/discord.dm +++ b/code/controllers/subsystem/discord.dm @@ -140,9 +140,9 @@ SUBSYSTEM_DEF(discord) * ``` * * Notes: - * * The token is guaranteed to unique during it's validity period + * * The token is guaranteed to unique during its validity period * * The validity period is currently set at 4 hours - * * a token may not be unique outside it's validity window (to reduce conflicts) + * * a token may not be unique outside its validity window (to reduce conflicts) * * Arguments: * * ckey_for a string representing the ckey this token is for diff --git a/code/controllers/subsystem/events.dm b/code/controllers/subsystem/events.dm index e030ccff623..93a8fafab16 100644 --- a/code/controllers/subsystem/events.dm +++ b/code/controllers/subsystem/events.dm @@ -68,7 +68,7 @@ SUBSYSTEM_DEF(events) scheduled = world.time + rand(frequency_lower, max(frequency_lower,frequency_upper)) /** - * Selects a random event based on whether it can occur and it's 'weight'(probability) + * Selects a random event based on whether it can occur and its 'weight'(probability) * * Arguments: * * excluded_event - The event path we will be foregoing, if present. diff --git a/code/controllers/subsystem/movement/movement_types.dm b/code/controllers/subsystem/movement/movement_types.dm index 50864f731e2..ec0136bc8c1 100644 --- a/code/controllers/subsystem/movement/movement_types.dm +++ b/code/controllers/subsystem/movement/movement_types.dm @@ -703,7 +703,7 @@ y_rate = 1 /** - * Wrapper for walk_towards, not reccomended, as it's movement ends up being a bit stilted + * Wrapper for walk_towards, not reccomended, as its movement ends up being a bit stilted * * Returns TRUE if the loop sucessfully started, or FALSE if it failed * diff --git a/code/controllers/subsystem/spatial_gridmap.dm b/code/controllers/subsystem/spatial_gridmap.dm index 76aa484bf92..65bcb0ec365 100644 --- a/code/controllers/subsystem/spatial_gridmap.dm +++ b/code/controllers/subsystem/spatial_gridmap.dm @@ -412,7 +412,7 @@ SUBSYSTEM_DEF(spatial_grid) return intersecting_cell /** - * find the spatial map cell that target used to belong to, then remove the target (and sometimes it's important_recusive_contents) from it. + * find the spatial map cell that target used to belong to, then remove the target (and sometimes its important_recusive_contents) from it. * make sure to provide the turf old_target used to be "in" * * * old_target - the thing we want to remove from the spatial grid cell diff --git a/code/controllers/subsystem/stock_market.dm b/code/controllers/subsystem/stock_market.dm index e486776a082..7d0e0ea9262 100644 --- a/code/controllers/subsystem/stock_market.dm +++ b/code/controllers/subsystem/stock_market.dm @@ -9,7 +9,7 @@ SUBSYSTEM_DEF(stock_market) var/list/materials_prices = list() /// Associated list of materials alongside their market trends. 1 is up, 0 is stable, -1 is down. var/list/materials_trends = list() - /// Associated list of materials alongside the life of it's current trend. After it's life is up, it will change to a new trend. + /// Associated list of materials alongside the life of its current trend. After its life is up, it will change to a new trend. var/list/materials_trend_life = list() /// Associated list of materials alongside their available quantity. This is used to determine how much of a material is available to buy, and how much buying and selling affects the price. var/list/materials_quantity = list() diff --git a/code/controllers/subsystem/throwing.dm b/code/controllers/subsystem/throwing.dm index 6990a142e4e..fc0375f4f0b 100644 --- a/code/controllers/subsystem/throwing.dm +++ b/code/controllers/subsystem/throwing.dm @@ -53,7 +53,7 @@ SUBSYSTEM_DEF(throwing) var/target_zone ///The initial direction of the thrower of the thrownthing for building the trajectory of the throw. var/init_dir - ///The maximum number of turfs that the thrownthing will travel to reach it's target. + ///The maximum number of turfs that the thrownthing will travel to reach its target. var/maxrange ///Turfs to travel per tick var/speed diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index 4811c07d924..aef2b12a285 100644 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -26,7 +26,7 @@ SUBSYSTEM_DEF(ticker) var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking. - var/delay_end = FALSE //if set true, the round will not restart on it's own + var/delay_end = FALSE //if set true, the round will not restart on its own var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot diff --git a/code/controllers/subsystem/timer.dm b/code/controllers/subsystem/timer.dm index bc894de9bee..8ecb0c9dc6a 100644 --- a/code/controllers/subsystem/timer.dm +++ b/code/controllers/subsystem/timer.dm @@ -645,7 +645,7 @@ SUBSYSTEM_DEF(timer) hash_timer.hash = null // but keep it from accidentally deleting us else if (flags & TIMER_OVERRIDE) - hash_timer.hash = null // no need having it delete it's hash if we are going to replace it + hash_timer.hash = null // no need having it delete its hash if we are going to replace it qdel(hash_timer) else if (hash_timer.flags & TIMER_STOPPABLE) diff --git a/code/controllers/subsystem/transport.dm b/code/controllers/subsystem/transport.dm index 2f870eb6740..928b6a03d58 100644 --- a/code/controllers/subsystem/transport.dm +++ b/code/controllers/subsystem/transport.dm @@ -98,7 +98,7 @@ PROCESSING_SUBSYSTEM_DEF(transport) // We've made it this far, tram is physically fine so let's trip plan // This is based on the destination nav beacon, the logical location // If Something Happens and the location the controller thinks it's at - // gets out of sync with it's actual physical location, it can be reset + // gets out of sync with its actual physical location, it can be reset // Since players can set the platform ID themselves, make sure it's a valid platform we're aware of var/network = LAZYACCESS(nav_beacons, transport_id) diff --git a/code/datums/actions/mobs/ground_slam.dm b/code/datums/actions/mobs/ground_slam.dm index e00799196b5..4adadef04e7 100644 --- a/code/datums/actions/mobs/ground_slam.dm +++ b/code/datums/actions/mobs/ground_slam.dm @@ -6,7 +6,7 @@ cooldown_time = 10 SECONDS /// The range of the slam var/range = 5 - /// The delay before the shockwave expands it's range + /// The delay before the shockwave expands its range var/delay = 3 /// How far hit targets are thrown var/throw_range = 8 diff --git a/code/datums/bodypart_overlays/mutant_bodypart_overlay.dm b/code/datums/bodypart_overlays/mutant_bodypart_overlay.dm index 15fd6dc56a4..f421122b433 100644 --- a/code/datums/bodypart_overlays/mutant_bodypart_overlay.dm +++ b/code/datums/bodypart_overlays/mutant_bodypart_overlay.dm @@ -8,7 +8,7 @@ ///The color this organ draws with. Updated by bodypart/inherit_color() var/draw_color - ///Where does this organ inherit it's color from? + ///Where does this organ inherit its color from? var/color_source = ORGAN_COLOR_INHERIT ///Take on the dna/preference from whoever we're gonna be inserted in var/imprint_on_next_insertion = TRUE diff --git a/code/datums/callback.dm b/code/datums/callback.dm index cf90582115d..35103fbc901 100644 --- a/code/datums/callback.dm +++ b/code/datums/callback.dm @@ -26,7 +26,7 @@ * ## PROC TYPEPATH SHORTCUTS * (these operate on paths, not types, so to these shortcuts, datum is NOT a parent of atom, etc...) * - * ### proc defined on current(src) object OR overridden at src or any of it's parents: + * ### proc defined on current(src) object OR overridden at src or any of its parents: * PROC_REF(procname) * * `CALLBACK(src, PROC_REF(some_proc_here))` diff --git a/code/datums/components/README.md b/code/datums/components/README.md index db8bf10a327..34aea1176e4 100644 --- a/code/datums/components/README.md +++ b/code/datums/components/README.md @@ -2,8 +2,8 @@ ## Concept -Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a `SendSignal()` call. Now every component that want's to can also know about this happening. +Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward its arguments with a `SendSignal()` call. Now every component that want's to can also know about this happening. -### [HackMD page for an introduction to the system as a whole.](https://hackmd.io/@tgstation/SignalsComponentsElements) +### [HackMD page for an introduction to the system as a whole.](https://hackmd.io/@tgstation/SignalsComponentsElements) ### See/Define signals and their arguments in [__DEFINES\components.dm](../../__DEFINES/components.dm) diff --git a/code/datums/components/_component.dm b/code/datums/components/_component.dm index b258abed65d..f78e2af6be1 100644 --- a/code/datums/components/_component.dm +++ b/code/datums/components/_component.dm @@ -4,7 +4,7 @@ * The component datum * * A component should be a single standalone unit - * of functionality, that works by receiving signals from it's parent + * of functionality, that works by receiving signals from its parent * object to provide some single functionality (i.e a slippery component) * that makes the object it's attached to cause people to slip over. * Useful when you want shared behaviour independent of type inheritance diff --git a/code/datums/components/boomerang.dm b/code/datums/components/boomerang.dm index eec7b4112aa..23dd63d1467 100644 --- a/code/datums/components/boomerang.dm +++ b/code/datums/components/boomerang.dm @@ -1,7 +1,7 @@ -///The cooldown period between last_boomerang_throw and it's methods of implementing a rebound proc. +///The cooldown period between last_boomerang_throw and its methods of implementing a rebound proc. #define BOOMERANG_REBOUND_INTERVAL (1 SECONDS) /** - * If an ojvect is given the boomerang component, it should be thrown back to the thrower after either hitting it's target, or landing on the thrown tile. + * If an ojvect is given the boomerang component, it should be thrown back to the thrower after either hitting its target, or landing on the thrown tile. * Thrown objects should be thrown back to the original thrower with this component, a number of tiles defined by boomerang_throw_range. */ /datum/component/boomerang diff --git a/code/datums/components/mob_chain.dm b/code/datums/components/mob_chain.dm index a258fe3f5be..e2f90eed16e 100644 --- a/code/datums/components/mob_chain.dm +++ b/code/datums/components/mob_chain.dm @@ -88,7 +88,7 @@ var/mob/living/body = parent body.update_appearance(UPDATE_ICON_STATE) -/// Called when something sets us as IT'S front +/// Called when something sets us as ITS front /datum/component/mob_chain/proc/on_gained_tail(mob/living/body, mob/living/tail) SIGNAL_HANDLER back = tail diff --git a/code/datums/components/object_possession.dm b/code/datums/components/object_possession.dm index c62f0905068..2a423e0016c 100644 --- a/code/datums/components/object_possession.dm +++ b/code/datums/components/object_possession.dm @@ -8,7 +8,7 @@ /** * back up of the real name during user possession * - * When a user possesses an object it's real name is set to the user name and this + * When a user possesses an object its real name is set to the user name and this * stores whatever the real name was previously. When possession ends, the real name * is reset to this value */ diff --git a/code/datums/components/overlay_lighting.dm b/code/datums/components/overlay_lighting.dm index 19c7528db8b..258b8f87972 100644 --- a/code/datums/components/overlay_lighting.dm +++ b/code/datums/components/overlay_lighting.dm @@ -62,7 +62,7 @@ var/directional = FALSE ///Whether we're a beam light var/beam = FALSE - ///A cone overlay for directional light, it's alpha and color are dependant on the light + ///A cone overlay for directional light, its alpha and color are dependant on the light var/image/cone ///Current tracked direction for the directional cast behaviour var/current_direction diff --git a/code/datums/components/plumbing/_plumbing.dm b/code/datums/components/plumbing/_plumbing.dm index 490f88d39b2..c59be2ed276 100644 --- a/code/datums/components/plumbing/_plumbing.dm +++ b/code/datums/components/plumbing/_plumbing.dm @@ -302,7 +302,7 @@ demand_connects = new_demand_connects supply_connects = new_supply_connects -///Give the direction of a pipe, and it'll return wich direction it originally was when it's object pointed SOUTH +///Give the direction of a pipe, and it'll return wich direction it originally was when its object pointed SOUTH /datum/component/plumbing/proc/get_original_direction(dir) var/atom/movable/parent_movable = parent return turn(dir, dir2angle(parent_movable.dir) - 180) diff --git a/code/datums/components/slippery.dm b/code/datums/components/slippery.dm index 74dbdd5642f..8a934cdd4c1 100644 --- a/code/datums/components/slippery.dm +++ b/code/datums/components/slippery.dm @@ -56,7 +56,7 @@ * * lube_flags - Controls the slip behaviour, they are listed starting [here][SLIDE] * * datum/callback/on_slip_callback - Callback to define further custom controls on when slipping is applied * * paralyze - length of time to paralyze the crossing mob for (Deciseconds) - * * force_drop - should the crossing mob drop items in it's hands or not + * * force_drop - should the crossing mob drop items in its hands or not * * slot_whitelist - flags controlling where on a mob this item can be equipped to make the parent mob slippery full list [here][ITEM_SLOT_OCLOTHING] * * datum/callback/on_slip_callback - Callback to add custom behaviours as the crossing mob is slipped */ diff --git a/code/datums/components/spirit_holding.dm b/code/datums/components/spirit_holding.dm index a7accc38352..37cc160c6d2 100644 --- a/code/datums/components/spirit_holding.dm +++ b/code/datums/components/spirit_holding.dm @@ -118,7 +118,7 @@ /datum/component/spirit_holding/proc/custom_name(mob/awakener) var/chosen_name = sanitize_name(tgui_input_text(bound_spirit, "What are you named?", "Spectral Nomenclature", max_length = MAX_NAME_LEN)) if(!chosen_name) // with the way that sanitize_name works, it'll actually send the error message to the awakener as well. - to_chat(awakener, span_warning("Your blade did not select a valid name! Please wait as they try again.")) // more verbose than what sanitize_name might pass in it's error message + to_chat(awakener, span_warning("Your blade did not select a valid name! Please wait as they try again.")) // more verbose than what sanitize_name might pass in its error message return custom_name(awakener) return chosen_name diff --git a/code/datums/components/trader/trader.dm b/code/datums/components/trader/trader.dm index b1004138527..d623a9943b8 100644 --- a/code/datums/components/trader/trader.dm +++ b/code/datums/components/trader/trader.dm @@ -52,7 +52,7 @@ * Format; list(TYPEPATH = list(PRICE, QUANTITY, ADDITIONAL_DESCRIPTION)) * Associated list of items able to be sold to the NPC with the money given for them. * The price given should be the "base" price; any price manipulation based on variables should be done with apply_sell_price_mods() - * ADDITIONAL_DESCRIPTION is any additional text added to explain how the variables of the item effect the price; if it's stack based, it's final price depends how much is in the stack + * ADDITIONAL_DESCRIPTION is any additional text added to explain how the variables of the item effect the price; if it's stack based, its final price depends how much is in the stack * EX; /obj/item/stack/sheet/mineral/diamond = list(500, INFINITY, ", per 100 cm3 sheet of diamond") * This list is filled by Initialize(), if you want to change the starting wanted items, modify initial_wanteds() */ @@ -327,7 +327,7 @@ Can accept both a type path, and an instance of a datum. Type path has priority. return original_cost /** - * Handles modifying/deleting the items to ensure that a proper amount is converted into cash; put into it's own proc to make the children of this not override a 30+ line sell_item() + * Handles modifying/deleting the items to ensure that a proper amount is converted into cash; put into its own proc to make the children of this not override a 30+ line sell_item() * * Arguments: * * selling - (Item REF) this is the item being sold diff --git a/code/datums/components/uplink.dm b/code/datums/components/uplink.dm index d62414a862b..a5ff46964bf 100644 --- a/code/datums/components/uplink.dm +++ b/code/datums/components/uplink.dm @@ -3,7 +3,7 @@ /** * Uplinks * - * All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in it's contents). Then add 'uses.' + * All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in its contents). Then add 'uses.' * Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink. * You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it. **/ diff --git a/code/datums/datum.dm b/code/datums/datum.dm index b7e11010e8f..f4fd0190b2a 100644 --- a/code/datums/datum.dm +++ b/code/datums/datum.dm @@ -93,7 +93,7 @@ * Default implementation of clean-up code. * * This should be overridden to remove all references pointing to the object being destroyed, if - * you do override it, make sure to call the parent and return it's return value by default + * you do override it, make sure to call the parent and return its return value by default * * Return an appropriate [QDEL_HINT][QDEL_HINT_QUEUE] to modify handling of your deletion; * in most cases this is [QDEL_HINT_QUEUE]. diff --git a/code/datums/eigenstate.dm b/code/datums/eigenstate.dm index b25fa657eb6..8b113285b4b 100644 --- a/code/datums/eigenstate.dm +++ b/code/datums/eigenstate.dm @@ -25,7 +25,7 @@ GLOBAL_DATUM_INIT(eigenstate_manager, /datum/eigenstate_manager, new) targets -= target continue if(!subtle) - target.visible_message("[target] fizzes, collapsing it's unique wavefunction into the others!") //If we're in a eigenlink all on our own and are open to new friends + target.visible_message("[target] fizzes, collapsing its unique wavefunction into the others!") //If we're in a eigenlink all on our own and are open to new friends remove_eigen_entry(target) //clearup for new stuff //Do we still have targets? if(!length(targets)) diff --git a/code/datums/elements/bane.dm b/code/datums/elements/bane.dm index 6e62d15fc16..3c37c327412 100644 --- a/code/datums/elements/bane.dm +++ b/code/datums/elements/bane.dm @@ -1,5 +1,5 @@ /// Deals extra damage to mobs of a certain type, species, or biotype. -/// This doesn't directly modify the normal damage of the weapon, instead it applies it's own damage seperatedly ON TOP of normal damage +/// This doesn't directly modify the normal damage of the weapon, instead it applies its own damage seperatedly ON TOP of normal damage /// ie. a sword that does 10 damage with a bane elment attacthed that has a 0.5 damage_multiplier will do: /// 10 damage from the swords normal attack + 5 damage (50%) from the bane element /datum/element/bane diff --git a/code/datums/elements/gags_recolorable.dm b/code/datums/elements/gags_recolorable.dm index 93b21c5d31d..c59b314ee96 100644 --- a/code/datums/elements/gags_recolorable.dm +++ b/code/datums/elements/gags_recolorable.dm @@ -10,7 +10,7 @@ /datum/element/gags_recolorable/proc/on_examine(atom/source, mob/user, list/examine_text) SIGNAL_HANDLER - examine_text += span_notice("Now utilising PPP recolouring technology, capable of absorbing paint and pigments for changing it's colours!") + examine_text += span_notice("Now utilising PPP recolouring technology, capable of absorbing paint and pigments for changing its colours!") /datum/element/gags_recolorable/proc/on_attackby(datum/source, obj/item/attacking_item, mob/user) SIGNAL_HANDLER diff --git a/code/datums/holocall.dm b/code/datums/holocall.dm index 78ec5f13306..c69a279938d 100644 --- a/code/datums/holocall.dm +++ b/code/datums/holocall.dm @@ -11,7 +11,7 @@ user.reset_perspective(null) user.remote_control = null -//this datum manages it's own references +//this datum manages its own references /datum/holocall ///the one that called diff --git a/code/datums/materials/meat.dm b/code/datums/materials/meat.dm index a742a9c7129..552fa7a84cd 100644 --- a/code/datums/materials/meat.dm +++ b/code/datums/materials/meat.dm @@ -1,4 +1,4 @@ -///It's gross, gets the name of it's owner, and is all kinds of fucked up +///It's gross, gets the name of its owner, and is all kinds of fucked up /datum/material/meat name = "meat" desc = "Meat" diff --git a/code/datums/shuttles/emergency.dm b/code/datums/shuttles/emergency.dm index 26b50695818..4c1dd016680 100644 --- a/code/datums/shuttles/emergency.dm +++ b/code/datums/shuttles/emergency.dm @@ -434,7 +434,7 @@ /datum/map_template/shuttle/emergency/lance suffix = "lance" name = "The Lance Crew Evacuation System" - description = "A brand new shuttle by Nanotrasen's finest in shuttle-engineering, it's designed to tactically slam into a destroyed station, dispatching threats and saving crew at the same time! Be careful to stay out of it's path." + description = "A brand new shuttle by Nanotrasen's finest in shuttle-engineering, it's designed to tactically slam into a destroyed station, dispatching threats and saving crew at the same time! Be careful to stay out of its path." admin_notes = "WARNING: This shuttle is designed to crash into the station. It has turrets, similar to the raven." credit_cost = CARGO_CRATE_VALUE * 70 occupancy_limit = "50" diff --git a/code/datums/signals.dm b/code/datums/signals.dm index 01ca02e41c2..4a3b9448e22 100644 --- a/code/datums/signals.dm +++ b/code/datums/signals.dm @@ -4,7 +4,7 @@ * This sets up a listening relationship such that when the target object emits a signal * the source datum this proc is called upon, will receive a callback to the given proctype * Use PROC_REF(procname), TYPE_PROC_REF(type,procname) or GLOBAL_PROC_REF(procname) macros to validate the passed in proc at compile time. - * PROC_REF for procs defined on current type or it's ancestors, TYPE_PROC_REF for procs defined on unrelated type and GLOBAL_PROC_REF for global procs. + * PROC_REF for procs defined on current type or its ancestors, TYPE_PROC_REF for procs defined on unrelated type and GLOBAL_PROC_REF for global procs. * Return values from procs registered must be a bitfield * * Arguments: diff --git a/code/datums/status_effects/_status_effect_helpers.dm b/code/datums/status_effects/_status_effect_helpers.dm index f887afd9142..a5743d2e93a 100644 --- a/code/datums/status_effects/_status_effect_helpers.dm +++ b/code/datums/status_effects/_status_effect_helpers.dm @@ -65,7 +65,7 @@ /** * Checks if this mob has a status effect that shares the passed effect's ID * - * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath + * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not its typepath * * Returns an instance of a status effect, or NULL if none were found. */ @@ -99,7 +99,7 @@ * Checks if this mob has a status effect that shares the passed effect's ID * and has the passed sources are in its list of sources (ONLY works for grouped efects!) * - * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath + * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not its typepath * * Returns an instance of a status effect, or NULL if none were found. */ @@ -128,7 +128,7 @@ /** * Returns a list of all status effects that share the passed effect type's ID * - * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath + * checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not its typepath * * Returns a list */ diff --git a/code/datums/stock_market_events.dm b/code/datums/stock_market_events.dm index 4907bf784f6..b29e52ab0ee 100644 --- a/code/datums/stock_market_events.dm +++ b/code/datums/stock_market_events.dm @@ -23,7 +23,7 @@ /// When this event is ongoing, what direction will the price trend in? var/trend_value - /// When this event is triggered, for how long will it's effects last? + /// When this event is triggered, for how long will its effects last? var/trend_duration /** diff --git a/code/datums/wires/vending.dm b/code/datums/wires/vending.dm index 873d092e4f6..37ed5ab5cae 100644 --- a/code/datums/wires/vending.dm +++ b/code/datums/wires/vending.dm @@ -15,7 +15,7 @@ var/datum/language_holder/vending_languages = vending_machine.get_language_holder() if(!length(vending_languages.spoken_languages)) - CRASH("Vending machine [vending_machine] does not have any spoken languages in it's language holder.") + CRASH("Vending machine [vending_machine] does not have any spoken languages in its language holder.") // synch the current language to the language_iterator for(var/i in vending_languages.spoken_languages) diff --git a/code/datums/wounds/pierce.dm b/code/datums/wounds/pierce.dm index ecefc56817c..c0be047b938 100644 --- a/code/datums/wounds/pierce.dm +++ b/code/datums/wounds/pierce.dm @@ -54,7 +54,7 @@ victim.add_splatter_floor(get_step(victim.loc, victim.dir)) /datum/wound/pierce/bleed/get_bleed_rate_of_change() - //basically if a species doesn't bleed, the wound is stagnant and will not heal on it's own (nor get worse) + //basically if a species doesn't bleed, the wound is stagnant and will not heal on its own (nor get worse) if(!limb.can_bleed()) return BLOOD_FLOW_STEADY if(HAS_TRAIT(victim, TRAIT_BLOODY_MESS)) diff --git a/code/datums/wounds/slash.dm b/code/datums/wounds/slash.dm index e8f77e603be..dd41d48620e 100644 --- a/code/datums/wounds/slash.dm +++ b/code/datums/wounds/slash.dm @@ -122,7 +122,7 @@ return bleed_amt /datum/wound/slash/flesh/get_bleed_rate_of_change() - //basically if a species doesn't bleed, the wound is stagnant and will not heal on it's own (nor get worse) + //basically if a species doesn't bleed, the wound is stagnant and will not heal on its own (nor get worse) if(!limb.can_bleed()) return BLOOD_FLOW_STEADY if(HAS_TRAIT(victim, TRAIT_BLOODY_MESS)) @@ -137,7 +137,7 @@ if (!victim || HAS_TRAIT(victim, TRAIT_STASIS)) return - // in case the victim has the NOBLOOD trait, the wound will simply not clot on it's own + // in case the victim has the NOBLOOD trait, the wound will simply not clot on its own if(limb.can_bleed()) set_blood_flow(min(blood_flow, WOUND_SLASH_MAX_BLOODFLOW)) diff --git a/code/game/atom/atom_examine.dm b/code/game/atom/atom_examine.dm index 8d952ae5bfa..e728781ee01 100644 --- a/code/game/atom/atom_examine.dm +++ b/code/game/atom/atom_examine.dm @@ -5,7 +5,7 @@ /** * Called when a mob examines (shift click or verb) this atom * - * Default behaviour is to get the name and icon of the object and it's reagents where + * Default behaviour is to get the name and icon of the object and its reagents where * the [TRANSPARENT] flag is set on the reagents holder * * Produces a signal [COMSIG_ATOM_EXAMINE] diff --git a/code/game/machinery/computer/atmos_computers/_air_sensor.dm b/code/game/machinery/computer/atmos_computers/_air_sensor.dm index 1c365dd0876..91a616cc5f6 100644 --- a/code/game/machinery/computer/atmos_computers/_air_sensor.dm +++ b/code/game/machinery/computer/atmos_computers/_air_sensor.dm @@ -57,7 +57,7 @@ /obj/machinery/air_sensor/examine(mob/user) . = ..() - . += span_notice("Use multitool to link it to an injector/vent or reset it's ports") + . += span_notice("Use multitool to link it to an injector/vent or reset its ports") . += span_notice("Click with hand to turn it off.") /obj/machinery/air_sensor/attack_hand(mob/living/user, list/modifiers) @@ -196,7 +196,7 @@ if(initial(sensor.chamber_id) != target_chamber) continue - //make real air sensor in it's place + //make real air sensor in its place var/obj/machinery/air_sensor/new_sensor = new sensor(get_turf(src)) new_sensor.inlet_id = input_id new_sensor.outlet_id = output_id diff --git a/code/game/machinery/computer/atmos_computers/_atmos_control.dm b/code/game/machinery/computer/atmos_computers/_atmos_control.dm index 094f12e36e3..cdd0349ac85 100644 --- a/code/game/machinery/computer/atmos_computers/_atmos_control.dm +++ b/code/game/machinery/computer/atmos_computers/_atmos_control.dm @@ -19,7 +19,7 @@ /// Whether we are allowed to reconnect. var/reconnecting = TRUE - /// Was this computer multitooled before. If so copy the list connected_sensors as it now mantain's it's own sensors independent of the map loaded one's + /// Was this computer multitooled before. If so copy the list connected_sensors as it now maintain's its own sensors independent of the map loaded one's var/was_multi_tooled = FALSE /// list of all sensors[key is chamber id, value is id of air sensor linked to this chamber] monitered by this computer @@ -96,7 +96,7 @@ if(!was_multi_tooled) connected_sensors = connected_sensors.Copy() was_multi_tooled = TRUE - //register the sensor's unique ID with it's assositated chamber + //register the sensor's unique ID with its assositated chamber connected_sensors[sensor.chamber_id] = sensor.id_tag user.balloon_alert(user, "sensor connected to [src]") return ITEM_INTERACT_SUCCESS diff --git a/code/game/machinery/computer/camera.dm b/code/game/machinery/computer/camera.dm index 9fb0293fc54..c2c87c732b0 100644 --- a/code/game/machinery/computer/camera.dm +++ b/code/game/machinery/computer/camera.dm @@ -133,7 +133,7 @@ var/list/visible_turfs = list() - // Get the camera's turf to correctly gather what's visible from it's turf, in case it's located in a moving object (borgs / mechs) + // Get the camera's turf to correctly gather what's visible from its turf, in case it's located in a moving object (borgs / mechs) var/new_cam_turf = get_turf(active_camera) // If we're not forcing an update for some reason and the cameras are in the same location, diff --git a/code/game/machinery/medical_kiosk.dm b/code/game/machinery/medical_kiosk.dm index 3041423ea53..608e5480fe4 100644 --- a/code/game/machinery/medical_kiosk.dm +++ b/code/game/machinery/medical_kiosk.dm @@ -322,7 +322,7 @@ patient_status = pick( "The only kiosk is kiosk, but is the only patient, patient?", "Breathing manually.", - "Constact NTOS site admin.", + "Contact NTOS site admin.", "97% carbon, 3% natural flavoring", "The ebb and flow wears us all in time.", "It's Lupus. You have Lupus.", diff --git a/code/game/machinery/recycler.dm b/code/game/machinery/recycler.dm index 28aae488866..ce1b82a83b4 100644 --- a/code/game/machinery/recycler.dm +++ b/code/game/machinery/recycler.dm @@ -174,7 +174,7 @@ /** * we process the list in reverse so that atoms without parents/contents are deleted first & their parents are deleted next & so on. - * this is the reverse order in which get_all_contents() returns it's list + * this is the reverse order in which get_all_contents() returns its list * if we delete an atom containing stuff then all its stuff are deleted with it as well so we will end recycling deleted items down the list and gain nothing from them */ for(var/i = length(nom); i >= 1; i--) diff --git a/code/game/machinery/roulette_machine.dm b/code/game/machinery/roulette_machine.dm index ba4a5136a89..fc443c247f1 100644 --- a/code/game/machinery/roulette_machine.dm +++ b/code/game/machinery/roulette_machine.dm @@ -277,7 +277,7 @@ var/value = coin_values[coin_type] //Change this to use initial value once we change to mat datum coins. var/coin_count = round(remaining_payout / value) - if(!coin_count) //Cant make coins of this type, as we can't reach it's value. + if(!coin_count) //Cant make coins of this type, as we can't reach its value. continue remaining_payout -= value * coin_count diff --git a/code/game/objects/effects/anomalies/anomalies_gravity.dm b/code/game/objects/effects/anomalies/anomalies_gravity.dm index 08becc48c75..82b55542246 100644 --- a/code/game/objects/effects/anomalies/anomalies_gravity.dm +++ b/code/game/objects/effects/anomalies/anomalies_gravity.dm @@ -61,7 +61,7 @@ if(target && !target.stat) O.throw_at(target, 5, 10) - //anomaly quickly contracts then slowly expands it's ring + //anomaly quickly contracts then slowly expands its ring animate(warp, time = seconds_per_tick*3, transform = matrix().Scale(0.5,0.5)) animate(time = seconds_per_tick*7, transform = matrix()) diff --git a/code/game/objects/effects/phased_mob.dm b/code/game/objects/effects/phased_mob.dm index f48f0979083..b1df969b45c 100644 --- a/code/game/objects/effects/phased_mob.dm +++ b/code/game/objects/effects/phased_mob.dm @@ -92,7 +92,7 @@ to_chat(user, span_warning("Some strange aura is blocking the way.")) return if(destination_area.area_flags & NOTELEPORT || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE)) - to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous.")) + to_chat(user, span_danger("Some dull, universal force is blocking the way. Its overwhelmingly oppressive force feels dangerous.")) return if (direction == UP || direction == DOWN) newloc = can_z_move(direction, get_turf(src), newloc, ZMOVE_INCAPACITATED_CHECKS | ZMOVE_FEEDBACK | ZMOVE_ALLOW_ANCHORED, user) diff --git a/code/game/objects/items/devices/lightreplacer.dm b/code/game/objects/items/devices/lightreplacer.dm index 07a1db55a9c..4039b412ebe 100644 --- a/code/game/objects/items/devices/lightreplacer.dm +++ b/code/game/objects/items/devices/lightreplacer.dm @@ -133,7 +133,7 @@ if(src.uses >= max_uses) break - //consume the item only if it's an light tube,bulb or shard + //consume the item only if it's a light tube, bulb or shard loaded = FALSE if(istype(item_to_check, /obj/item/light)) var/obj/item/light/found_light = item_to_check diff --git a/code/game/objects/items/devices/spyglasses.dm b/code/game/objects/items/devices/spyglasses.dm index 8be7666bf96..58c18f87427 100644 --- a/code/game/objects/items/devices/spyglasses.dm +++ b/code/game/objects/items/devices/spyglasses.dm @@ -92,7 +92,7 @@ default_raw_text = @{" Thank you for your purchase of the Nerd Co SpySpeks tm, this paper will be your quick-start guide to violating the privacy of your crewmates in three easy steps!

Step One: Nerd Co SpySpeks tm upon your face.
-Step Two: Place the included "ProfitProtektor tm" camera assembly in a place of your choosing - make sure to make heavy use of it's inconspicous design! +Step Two: Place the included "ProfitProtektor tm" camera assembly in a place of your choosing - make sure to make heavy use of its inconspicous design! Step Three: Press the "Activate Remote View" Button on the side of your SpySpeks tm to open a movable camera display in the corner of your vision, it's just that easy!


TROUBLESHOOTING
My SpySpeks tm Make a shrill beep while attempting to use! diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm index 38e4c840694..8a8f26b2c89 100644 --- a/code/game/objects/items/fireaxe.dm +++ b/code/game/objects/items/fireaxe.dm @@ -77,7 +77,7 @@ icon_state = "metalh2_axe0" base_icon_state = "metalh2_axe" name = "metallic hydrogen axe" - desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades it's hefty as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack." + desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades its heft as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack." force_unwielded = 5 force_wielded = 15 demolition_mod = 2 diff --git a/code/game/objects/items/granters/magic/knock.dm b/code/game/objects/items/granters/magic/knock.dm index 11bdfeeadbf..0e4aaf9ee6c 100644 --- a/code/game/objects/items/granters/magic/knock.dm +++ b/code/game/objects/items/granters/magic/knock.dm @@ -9,7 +9,7 @@ "Slow down, book. I still haven't finished this page...", "The book won't stop moving!", "I think this is hurting the spine of the book...", - "I can't get to the next page, it's stuck t- I'm good, it just turned to the next page on it's own.", + "I can't get to the next page, it's stuck t- I'm good, it just turned to the next page on its own.", "Yeah, staff of doors does the same thing. Go figure...", ) diff --git a/code/game/objects/items/grenades/_grenade.dm b/code/game/objects/items/grenades/_grenade.dm index ec16b4c22fe..6c84b5cf46e 100644 --- a/code/game/objects/items/grenades/_grenade.dm +++ b/code/game/objects/items/grenades/_grenade.dm @@ -25,7 +25,7 @@ var/type_cluster = FALSE ///How long it takes for a grenade to explode after being armed var/det_time = 5 SECONDS - ///Will this state what it's det_time is when examined? + ///Will this state what its det_time is when examined? var/display_timer = TRUE ///Used in botch_check to determine how a user's clumsiness affects that user's ability to prime a grenade correctly. var/clumsy_check = GRENADE_CLUMSY_FUMBLE diff --git a/code/game/objects/items/implants/implant_explosive.dm b/code/game/objects/items/implants/implant_explosive.dm index 687b8db014e..b8f55b00855 100644 --- a/code/game/objects/items/implants/implant_explosive.dm +++ b/code/game/objects/items/implants/implant_explosive.dm @@ -109,7 +109,7 @@ /** * Merges two explosive implants together, adding the stats of the latter to the former before qdeling the latter implant. * kept_implant = the implant that is kept - * stat_implant = the implant which has it's stats added to kept_implant, before being deleted. + * stat_implant = the implant which has its stats added to kept_implant, before being deleted. */ /obj/item/implant/explosive/proc/merge_implants(obj/item/implant/explosive/kept_implant, obj/item/implant/explosive/stat_implant) kept_implant.explosion_devastate += stat_implant.explosion_devastate diff --git a/code/game/objects/items/inspector.dm b/code/game/objects/items/inspector.dm index e7546d4c1d9..4aff1f03388 100644 --- a/code/game/objects/items/inspector.dm +++ b/code/game/objects/items/inspector.dm @@ -92,7 +92,7 @@ if(!cell_cover_open) . += "Its cell cover is closed. It looks like it could be pried out, but doing so would require an appropriate tool." return - . += "It's cell cover is open, exposing the cell slot. It looks like it could be pried in, but doing so would require an appropriate tool." + . += "Its cell cover is open, exposing the cell slot. It looks like it could be pried in, but doing so would require an appropriate tool." if(!cell) . += "The slot for a cell is empty." else diff --git a/code/game/objects/items/pillow.dm b/code/game/objects/items/pillow.dm index f699dd34b3b..b924983a427 100644 --- a/code/game/objects/items/pillow.dm +++ b/code/game/objects/items/pillow.dm @@ -131,7 +131,7 @@ icon_state = "pillow_[variation]_t" inhand_icon_state = "pillow_t" -/// Puts a brick inside the pillow, increasing it's damage +/// Puts a brick inside the pillow, increasing its damage /obj/item/pillow/proc/become_bricked() bricked = TRUE var/datum/component/two_handed/two_handed = GetComponent(/datum/component/two_handed) diff --git a/code/game/objects/items/puzzle_pieces.dm b/code/game/objects/items/puzzle_pieces.dm index 7e7076e842c..335e7b3d5fb 100644 --- a/code/game/objects/items/puzzle_pieces.dm +++ b/code/game/objects/items/puzzle_pieces.dm @@ -169,7 +169,7 @@ trigger_item = TRUE specific_item = /obj/structure/holobox removable_signaller = FALSE //Being a pressure plate subtype, this can also use signals. - roundstart_signaller_freq = FREQ_HOLOGRID_SOLUTION //Frequency is kept on it's own default channel however. + roundstart_signaller_freq = FREQ_HOLOGRID_SOLUTION //Frequency is kept on its own default channel however. active = TRUE trigger_delay = 10 protected = TRUE diff --git a/code/game/objects/items/rcd/RSF.dm b/code/game/objects/items/rcd/RSF.dm index ef0be22acc4..ee85994143a 100644 --- a/code/game/objects/items/rcd/RSF.dm +++ b/code/game/objects/items/rcd/RSF.dm @@ -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 separate 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 its associated item is an object ///The RSF item list below shows in the player facing ui in this order, this is why it isn't in alphabetical order, but instead sorted by category var/list/cost_by_item = list( /obj/item/reagent_containers/cup/glass/drinkingglass = 20, @@ -47,7 +47,7 @@ RSF /obj/item/pen = 50, /obj/item/cigarette = 10, ) - ///An associated list of fuel and it's value + ///An associated list of fuel and its value var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,) ///A list of surfaces that we are allowed to place things on. var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table) diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 25c83d1b963..7e954fbcec5 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -30,7 +30,7 @@ /// If the cyborg starts movement free and not under lockdown var/locomotion = TRUE - /// If the cyborg synchronizes it's laws with it's master AI + /// If the cyborg synchronizes its laws with its master AI var/lawsync = TRUE /// If the cyborg starts with a master AI var/aisync = TRUE diff --git a/code/game/objects/items/sharpener.dm b/code/game/objects/items/sharpener.dm index a0f41574e4b..709747efc66 100644 --- a/code/game/objects/items/sharpener.dm +++ b/code/game/objects/items/sharpener.dm @@ -3,7 +3,7 @@ * * Items used for sharpening stuff * -* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it's change it's sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once. +* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it changes its sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once. * */ /obj/item/sharpener diff --git a/code/game/objects/items/stacks/stack.dm b/code/game/objects/items/stacks/stack.dm index c371f459cb7..c96cebd58cc 100644 --- a/code/game/objects/items/stacks/stack.dm +++ b/code/game/objects/items/stacks/stack.dm @@ -34,7 +34,7 @@ var/merge_type = null /// The weight class the stack has at amount > 2/3rds max_amount var/full_w_class = WEIGHT_CLASS_NORMAL - /// Determines whether the item should update it's sprites based on amount. + /// Determines whether the item should update its sprites based on amount. var/novariants = TRUE /// List that tells you how much is in a single unit. var/list/mats_per_unit diff --git a/code/game/objects/items/surgery_tray.dm b/code/game/objects/items/surgery_tray.dm index 37e4fcc3d79..457e971b90d 100644 --- a/code/game/objects/items/surgery_tray.dm +++ b/code/game/objects/items/surgery_tray.dm @@ -68,7 +68,7 @@ . = ..() if(is_portable) desc = "The wheels and bottom storage of this medical cart have been stowed away, \ - leaving a cumbersome tray in it's place." + leaving a cumbersome tray in its place." else desc = initial(desc) diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index bdbfa79001d..ee1f314c92a 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -69,7 +69,7 @@ if (QDELETED(breathing_mob)) breathing_mob = null return - // Close open air tank if it got dropped by it's current user. + // Close open air tank if it got dropped by its current user. if (loc != breathing_mob) breathing_mob.cutoff_internals() diff --git a/code/game/objects/items/toy_mechs.dm b/code/game/objects/items/toy_mechs.dm index c50908738fe..1b3367032c1 100644 --- a/code/game/objects/items/toy_mechs.dm +++ b/code/game/objects/items/toy_mechs.dm @@ -606,7 +606,7 @@ /obj/item/toy/mecha/deathripley/super_special_attack(obj/item/toy/mecha/victim) playsound(src, 'sound/weapons/sonic_jackhammer.ogg', 20, TRUE) - if(victim.combat_health < combat_health) //Instantly kills the other mech if it's health is below our's. + if(victim.combat_health < combat_health) //Instantly kills the other mech if its health is below ours. say("EXECUTE!!") victim.combat_health = 0 else //Otherwise, just deal one damage. diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index bfdd0f71426..ce1b48985bb 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -199,7 +199,7 @@ GLOBAL_LIST_EMPTY(objects_by_id_tag) /obj/proc/plunger_act(obj/item/plunger/attacking_plunger, mob/living/user, reinforced) return SEND_SIGNAL(src, COMSIG_PLUNGER_ACT, attacking_plunger, user, reinforced) -// Should move all contained objects to it's location. +// Should move all contained objects to its location. /obj/proc/dump_contents() SHOULD_CALL_PARENT(FALSE) CRASH("Unimplemented.") diff --git a/code/game/objects/structures/construction_console/construction_console.dm b/code/game/objects/structures/construction_console/construction_console.dm index d3ae2984e31..f13dd1d78c6 100644 --- a/code/game/objects/structures/construction_console/construction_console.dm +++ b/code/game/objects/structures/construction_console/construction_console.dm @@ -119,7 +119,7 @@ return ..() /mob/camera/ai_eye/remote/base_construction/relaymove(mob/living/user, direction) - //This camera eye is visible, and as such needs to keep it's dir updated + //This camera eye is visible, and as such needs to keep its dir updated dir = direction return ..() diff --git a/code/game/objects/structures/deployable_turret.dm b/code/game/objects/structures/deployable_turret.dm index f24df392ded..2b1a90500cc 100644 --- a/code/game/objects/structures/deployable_turret.dm +++ b/code/game/objects/structures/deployable_turret.dm @@ -213,7 +213,7 @@ /obj/machinery/deployable_turret/hmg name = "heavy machine gun turret" - desc = "A heavy caliber machine gun commonly used by Nanotrasen forces, famed for it's ability to give people on the receiving end more holes than normal." + desc = "A heavy caliber machine gun commonly used by Nanotrasen forces, famed for its ability to give people on the receiving end more holes than normal." icon_state = "hmg" max_integrity = 250 projectile_type = /obj/projectile/bullet/manned_turret/hmg diff --git a/code/game/objects/structures/lavaland/geyser.dm b/code/game/objects/structures/lavaland/geyser.dm index 7ef40423e0d..045a703250b 100644 --- a/code/game/objects/structures/lavaland/geyser.dm +++ b/code/game/objects/structures/lavaland/geyser.dm @@ -45,7 +45,7 @@ ///start making those CHHHHHEEEEEEMS. Called whenever chems are removed, it's fine because START_PROCESSING checks if we arent already processing /obj/structure/geyser/proc/start_chemming() - START_PROCESSING(SSplumbing, src) //It's main function is to be plumbed, so use SSplumbing + START_PROCESSING(SSplumbing, src) //Its main function is to be plumbed, so use SSplumbing ///We're full so stop processing /obj/structure/geyser/proc/stop_chemming() diff --git a/code/game/objects/structures/lavaland/ore_vent.dm b/code/game/objects/structures/lavaland/ore_vent.dm index cb9d203e3f2..024276198ab 100644 --- a/code/game/objects/structures/lavaland/ore_vent.dm +++ b/code/game/objects/structures/lavaland/ore_vent.dm @@ -159,7 +159,7 @@ * This proc is called when the ore vent is initialized, in order to determine what minerals boulders it spawns can contain. * The materials available are determined by SSore_generation.ore_vent_minerals, which is a list of all minerals that can be contained in ore vents for a given cave generation. * As a result, minerals use a weighted list as seen by ore_vent_minerals_lavaland, which is then copied to ore_vent_minerals. - * Once a material is picked from the weighted list, it's removed from ore_vent_minerals, so that it can't be picked again and provided it's own internal weight used when assigning minerals to boulders spawned by this vent. + * Once a material is picked from the weighted list, it's removed from ore_vent_minerals, so that it can't be picked again and provided its own internal weight used when assigning minerals to boulders spawned by this vent. * May also be called after the fact, as seen in SSore_generation's initialize, to add more minerals to an existing vent. * * The above applies only when spawning in at mapload, otherwise we pick randomly from ore_vent_minerals_lavaland. diff --git a/code/game/objects/structures/maintenance.dm b/code/game/objects/structures/maintenance.dm index ecd6f54d255..768bd22d2ab 100644 --- a/code/game/objects/structures/maintenance.dm +++ b/code/game/objects/structures/maintenance.dm @@ -81,7 +81,7 @@ at the cost of risking a vicious bite.**/ if(critter_infested && prob(50) && iscarbon(user)) var/mob/living/carbon/bite_victim = user var/obj/item/bodypart/affecting = bite_victim.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm") - to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks it's [pick("fangs", "beak", "proboscis")] into your arm!")) + to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks its [pick("fangs", "beak", "proboscis")] into your arm!")) if(affecting?.receive_damage(30)) bite_victim.update_damage_overlays() playsound(src,'sound/weapons/bite.ogg', 70, TRUE) diff --git a/code/game/objects/structures/shower.dm b/code/game/objects/structures/shower.dm index c37be03652c..7faf3e5d478 100644 --- a/code/game/objects/structures/shower.dm +++ b/code/game/objects/structures/shower.dm @@ -4,7 +4,7 @@ #define SHOWER_NORMAL_TEMP 300 #define SHOWER_BOILING "boiling" #define SHOWER_BOILING_TEMP 400 -/// The volume of it's internal reagents the shower applies to everything it sprays. +/// The volume of its internal reagents the shower applies to everything it sprays. #define SHOWER_SPRAY_VOLUME 5 /// How much the volume of the shower's spay reagents are amplified by when it sprays something. #define SHOWER_EXPOSURE_MULTIPLIER 2 // Showers effectively double exposed reagents @@ -49,7 +49,7 @@ GLOBAL_LIST_INIT(shower_mode_descriptions, list( var/reagent_capacity = 200 ///How many units the shower refills every second. var/refill_rate = 0.5 - ///Does the shower have a water recycler to recollect it's water supply? + ///Does the shower have a water recycler to recollect its water supply? var/has_water_reclaimer = TRUE ///Which mode the shower is operating in. var/mode = SHOWER_MODE_UNTIL_EMPTY diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 3e7b5febed6..0b63c1cfd39 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -827,7 +827,7 @@ layer = TABLE_LAYER density = TRUE anchored = TRUE - pass_flags_self = LETPASSTHROW //You can throw objects over this, despite it's density. + pass_flags_self = LETPASSTHROW //You can throw objects over this, despite its density. max_integrity = 20 /obj/structure/rack/skeletal diff --git a/code/game/objects/structures/water_structures/sink.dm b/code/game/objects/structures/water_structures/sink.dm index 24cb2e80696..878dab578a5 100644 --- a/code/game/objects/structures/water_structures/sink.dm +++ b/code/game/objects/structures/water_structures/sink.dm @@ -14,7 +14,7 @@ var/buildstacktype = /obj/item/stack/sheet/iron ///Number of sheets of material to drop when broken or deconstructed. var/buildstackamount = 1 - ///Does the sink have a water recycler to recollect it's water supply? + ///Does the sink have a water recycler to recollect its water supply? var/has_water_reclaimer = TRUE ///Units of water to reclaim per second var/reclaim_rate = 0.5 diff --git a/code/game/turfs/closed/minerals.dm b/code/game/turfs/closed/minerals.dm index 304b2dbbdb7..8b29df20ed4 100644 --- a/code/game/turfs/closed/minerals.dm +++ b/code/game/turfs/closed/minerals.dm @@ -278,7 +278,7 @@ /turf/closed/mineral/random /// What are the base odds that this turf spawns a mineral in the wall on initialize? var/mineralChance = 13 - /// Does this mineral determine it's random chance and mineral contents based on proximity to a vent? Overrides mineralChance and mineralAmt. + /// Does this mineral determine its random chance and mineral contents based on proximity to a vent? Overrides mineralChance and mineralAmt. var/proximity_based = FALSE /// Returns a list of the chances for minerals to spawn. diff --git a/code/modules/admin/IsBanned.dm b/code/modules/admin/IsBanned.dm index fd3806c6a9e..3eb5deb0c25 100644 --- a/code/modules/admin/IsBanned.dm +++ b/code/modules/admin/IsBanned.dm @@ -1,6 +1,6 @@ //Blocks an attempt to connect before even creating our client datum thing. -//How many new ckey matches before we revert the stickyban to it's roundstart state +//How many new ckey matches before we revert the stickyban to its roundstart state //These are exclusive, so once it goes over one of these numbers, it reverts the ban #define STICKYBAN_MAX_MATCHES 15 #define STICKYBAN_MAX_EXISTING_USER_MATCHES 3 //ie, users who were connected before the ban triggered diff --git a/code/modules/admin/verbs/adminpm.dm b/code/modules/admin/verbs/adminpm.dm index 23676cd8ea9..4c984c42b71 100644 --- a/code/modules/admin/verbs/adminpm.dm +++ b/code/modules/admin/verbs/adminpm.dm @@ -246,7 +246,7 @@ ADMIN_VERB(cmd_admin_pm_panel, R_NONE, "Admin PM", "Show a list of clients to PM request = "[request] an Administrator." else request = "[request] [recipient_print_key]." - //get message text, limit it's length.and clean/escape html + //get message text, limit its length.and clean/escape html msg = input(src,"Message:", request) as message|null msg = trim(msg) diff --git a/code/modules/antagonists/heretic/heretic_knowledge.dm b/code/modules/antagonists/heretic/heretic_knowledge.dm index 5b78d1b7efb..cf5853ea7a6 100644 --- a/code/modules/antagonists/heretic/heretic_knowledge.dm +++ b/code/modules/antagonists/heretic/heretic_knowledge.dm @@ -228,7 +228,7 @@ /** * A knowledge subtype for knowledge that can only - * have a limited amount of it's resulting atoms + * have a limited amount of its resulting atoms * created at once. */ /datum/heretic_knowledge/limited_amount diff --git a/code/modules/antagonists/heretic/magic/flesh_surgery.dm b/code/modules/antagonists/heretic/magic/flesh_surgery.dm index 96ccb8450f9..a486b986cd8 100644 --- a/code/modules/antagonists/heretic/magic/flesh_surgery.dm +++ b/code/modules/antagonists/heretic/magic/flesh_surgery.dm @@ -83,7 +83,7 @@ return . -/// If cast on an organ, we'll restore it's health and even un-fail it. +/// If cast on an organ, we'll restore its health and even un-fail it. /datum/action/cooldown/spell/touch/flesh_surgery/proc/heal_organ(obj/item/melee/touch_attack/hand, obj/item/organ/to_heal, mob/living/carbon/caster) if(to_heal.damage == 0) to_heal.balloon_alert(caster, "already in good condition!") diff --git a/code/modules/antagonists/nukeop/equipment/pinpointer.dm b/code/modules/antagonists/nukeop/equipment/pinpointer.dm index da72e41ef51..59ab16be7dc 100644 --- a/code/modules/antagonists/nukeop/equipment/pinpointer.dm +++ b/code/modules/antagonists/nukeop/equipment/pinpointer.dm @@ -62,7 +62,7 @@ /obj/item/pinpointer/nuke/proc/switch_mode_to(new_mode) if(isliving(loc)) var/mob/living/L = loc - to_chat(L, span_userdanger("Your [name] beeps as it reconfigures it's tracking algorithms.")) + to_chat(L, span_userdanger("Your [name] beeps as it reconfigures its tracking algorithms.")) playsound(L, 'sound/machines/triple_beep.ogg', 50, TRUE) mode = new_mode scan_for_target() diff --git a/code/modules/antagonists/pirate/pirate_roles.dm b/code/modules/antagonists/pirate/pirate_roles.dm index d9db29d6250..3ea82d4c200 100644 --- a/code/modules/antagonists/pirate/pirate_roles.dm +++ b/code/modules/antagonists/pirate/pirate_roles.dm @@ -146,7 +146,7 @@ desc = "A surprisingly clean cryogenic sleeper. You can see your reflection on the sides!" density = FALSE you_are_text = "You are an agent working for the space IRS" - flavour_text = "Not even in the expanse of the expanding universe can someone evade the tax man! Whether you are just a well disciplined and professional pirate gang or an actual agent from a local polity. You will squeeze the station dry of it's income regardless! Through peaceful means or otherwise..." + flavour_text = "Not even in the expanse of the expanding universe can someone evade the tax man! Whether you are just a well disciplined and professional pirate gang or an actual agent from a local polity. You will squeeze the station dry of its income regardless! Through peaceful means or otherwise..." icon = 'icons/obj/machines/sleeper.dmi' icon_state = "sleeper" prompt_name = "An agent of the space IRS" diff --git a/code/modules/atmospherics/Atmospherics.md b/code/modules/atmospherics/Atmospherics.md index 1203ed232e1..8d280c6dcdc 100644 --- a/code/modules/atmospherics/Atmospherics.md +++ b/code/modules/atmospherics/Atmospherics.md @@ -38,7 +38,7 @@ Now then, into the breach. The air controller is, at its core, quite simple, yet it is absolutely fundamental to the atmospheric system. The air controller is the clock which triggers all continuous actions within the atmos system, such as vents distributing air or gas moving between tiles. The actions taken by the air controller are quite simple, and will be enumerated here. Much of the substance of the air ticker is due to the game's master controller, whose intricacies I will not delve into for this document. I will however go into more detail about how SSAir in particular works in Chapter 6. In any case, this is a simplified list of the air controller's actions in a single tick: 1. Rebuild Pipenets - Runs each time SSAir processes, sometimes out of order. It ensures that no pipeline sit unresolved or unbuilt - - Processes the `rebuild_queue` list into the `expansion_queue` list, and then builds a full pipeline piecemeal. We do a ton of fenagling here to reduce overrun + - Processes the `rebuild_queue` list into the `expansion_queue` list, and then builds a full pipeline piecemeal. We do a ton of fenagling here to reduce overrun 2. Pipenets - Updates the internal gasmixes of attached pipe machinery, and reacts the gases in a pipeline - Calls `process()` on each `/datum/pipenet` in the `networks` list @@ -180,7 +180,7 @@ You may notice something like this in `process_cell()`. It's not quite the same Back in the old FEA days, neighbor count was hardcoded to 4 (Likely because this is what cell sharing on an infinite grid would look like). This means that turf A -> turf B is the same as turf B -> turf A, because they're each portioning up the gas in the same way. -But when we moved to LINDA, we started using the length of our atmos_adjacent_turfs list (or an analog). +But when we moved to LINDA, we started using the length of our atmos_adjacent_turfs list (or an analog). We need this so things like multiz can work, and so tiles in a corner share in a way that makes sense. Because of this, turf A -> turf B was no longer the same as turf B -> turf A, assuming one of those turfs had a different neighbor count, from I DON'T KNOW WALLS? @@ -269,7 +269,7 @@ I've been talking kinda abstractly about turfs sleeping. That's because turfs on ### A brief romp to talk about excited groups and LAST_SHARE_CHECK -Excited groups can tell the amount of diff being shared by hooking into a value `share()` sets on gasmixes, the absolute amount of gas shared by each tile. The issue is this isn't pressure, it's molar count. So heat being shared in a sealed room causes excited groups to break down, then reform from sources. This isn't a major issue due to how breakdown evens things out, but it's worth knowing. +Excited groups can tell the amount of diff being shared by hooking into a value `share()` sets on gasmixes, the absolute amount of gas shared by each tile. The issue is this isn't pressure, its molar count. So heat being shared in a sealed room causes excited groups to break down, then reform from sources. This isn't a major issue due to how breakdown evens things out, but it's worth knowing. ### Back to the main thread diff --git a/code/modules/atmospherics/gasmixtures/gas_types.dm b/code/modules/atmospherics/gasmixtures/gas_types.dm index 32acadb3bee..7bbfea3dcf2 100644 --- a/code/modules/atmospherics/gasmixtures/gas_types.dm +++ b/code/modules/atmospherics/gasmixtures/gas_types.dm @@ -45,7 +45,7 @@ |||| only by meta_gas_list(). |||| \*||||||||||||||||||||||||||||||||||||||||*/ -//This is a plot created using the values for gas exports. Each gas has a value that works as it's kind of soft-cap, which limits you from making billions of credits per sale, based on the base_value variable on the gasses themselves. Most of these gasses as a result have a rather low value when sold, like nitrogen and oxygen at 1500 and 600 respectively at their maximum value. The +//This is a plot created using the values for gas exports. Each gas has a value that works as its kind of soft-cap, which limits you from making billions of credits per sale, based on the base_value variable on the gasses themselves. Most of these gasses as a result have a rather low value when sold, like nitrogen and oxygen at 1500 and 600 respectively at their maximum value. The /datum/gas var/id = "" var/specific_heat = 0 @@ -108,7 +108,7 @@ dangerous = TRUE rarity = 800 base_value = 1.5 - desc = "A flammable gas with many other curious properties. It's research is one of NT's primary objective." + desc = "A flammable gas with many other curious properties. Its research is one of NT's primary objective." primary_color = "#ffc0cb" /datum/gas/water_vapor @@ -220,7 +220,7 @@ fusion_power = -5 rarity = 10 base_value = 5 - desc = "A coolant gas. Mainly used for it's endothermic reaction with oxygen." + desc = "A coolant gas. Mainly used for its endothermic reaction with oxygen." primary_color = "#afeeee" /datum/gas/hydrogen @@ -267,7 +267,7 @@ moles_visible = MOLES_GAS_VISIBLE rarity = 1 base_value = 7 - desc = "A highly toxic gas, it's production is highly regulated on top of being difficult. It also breaks down when in contact with nitrogen." + desc = "A highly toxic gas, its production is highly regulated on top of being difficult. It also breaks down when in contact with nitrogen." primary_color = "#006400" /datum/gas/halon @@ -289,7 +289,7 @@ fusion_power = 7 rarity = 50 base_value = 3.5 - desc = "A very inert gas produced by the fusion of hydrogen and it's derivatives." + desc = "A very inert gas produced by the fusion of hydrogen and its derivatives." primary_color = "#f0f8ff" /datum/gas/antinoblium diff --git a/code/modules/atmospherics/machinery/air_alarm/air_alarm_thresholds.dm b/code/modules/atmospherics/machinery/air_alarm/air_alarm_thresholds.dm index cfe74f13c34..197e0f520a6 100644 --- a/code/modules/atmospherics/machinery/air_alarm/air_alarm_thresholds.dm +++ b/code/modules/atmospherics/machinery/air_alarm/air_alarm_thresholds.dm @@ -5,7 +5,7 @@ var/hazard_min = 0 var/hazard_max = 0 -/** Initialize a TLV and set it's values if given arguments, mostly for map varedits. +/** Initialize a TLV and set its values if given arguments, mostly for map varedits. * We provide this functionality but please consider not doing this and making proper subtypes. * Only by doing the latter will [datum/tlv/proc/reset_value] work. */ @@ -47,7 +47,7 @@ if(threshold_type & TLV_VAR_HAZARD_MAX) hazard_max = value -/** Reset this particular TLV to it's original value. +/** Reset this particular TLV to its original value. * * Arguments: * * threshold_type: What kind of variable do we want to set. Accepts bitfield subsets of [TLV_VAR_ALL]. diff --git a/code/modules/atmospherics/machinery/datum_pipeline.dm b/code/modules/atmospherics/machinery/datum_pipeline.dm index 867da91d6c8..37cb21ee8ce 100644 --- a/code/modules/atmospherics/machinery/datum_pipeline.dm +++ b/code/modules/atmospherics/machinery/datum_pipeline.dm @@ -131,7 +131,7 @@ /** * For a machine to properly "connect" to a pipeline and share gases, - * the pipeline needs to acknowledge a gas mixture as it's member. + * the pipeline needs to acknowledge a gas mixture as its member. * This is currently handled by the other_airs list in the pipeline datum. * * Other_airs itself is populated by gas mixtures through the parents list that each machineries have. diff --git a/code/modules/awaymissions/away_props.dm b/code/modules/awaymissions/away_props.dm index 6f6a25b47c8..843e55b963f 100644 --- a/code/modules/awaymissions/away_props.dm +++ b/code/modules/awaymissions/away_props.dm @@ -1,6 +1,6 @@ /obj/effect/oneway name = "one way effect" - desc = "Only lets things in from it's dir." + desc = "Only lets things in from its dir." icon = 'icons/effects/mapping_helpers.dmi' icon_state = "field_dir" invisibility = INVISIBILITY_MAXIMUM @@ -13,7 +13,7 @@ /obj/effect/wind name = "wind effect" - desc = "Creates pressure effect in it's direction. Use sparingly." + desc = "Creates pressure effect in its direction. Use sparingly." icon = 'icons/effects/mapping_helpers.dmi' icon_state = "field_dir" invisibility = INVISIBILITY_MAXIMUM diff --git a/code/modules/cargo/centcom_podlauncher.dm b/code/modules/cargo/centcom_podlauncher.dm index cf4a5dfc875..5d5bc3f29f5 100644 --- a/code/modules/cargo/centcom_podlauncher.dm +++ b/code/modules/cargo/centcom_podlauncher.dm @@ -331,7 +331,7 @@ ADMIN_VERB(centcom_podlauncher, R_ADMIN, "Config/Launch Supplypod", "Configure a if("effectName") //Give the supplypod a custom name. Supplypods automatically get their name based on their style (see supplypod/setStyle() proc), so doing this overrides that. if (temp_pod.adminNamed) //If we're already adminNamed, set the name of the pod back to default temp_pod.adminNamed = FALSE - temp_pod.setStyle(temp_pod.style) //This resets the name of the pod based on it's current style (see supplypod/setStyle() proc) + temp_pod.setStyle(temp_pod.style) //This resets the name of the pod based on its current style (see supplypod/setStyle() proc) return var/nameInput= tgui_input_text(usr, "Enter a custom name", "Custom name", GLOB.podstyles[temp_pod.style][POD_NAME], MAX_NAME_LEN) //Gather input for name and desc if (isnull(nameInput)) @@ -765,7 +765,7 @@ ADMIN_VERB(centcom_podlauncher, R_ADMIN, "Config/Launch Supplypod", "Configure a else var/atom/movable/movable_to_launch = thing_to_launch movable_to_launch.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod - new /obj/effect/pod_landingzone(target_turf, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location + new /obj/effect/pod_landingzone(target_turf, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to its location if (launchClone) launchCounter++ //We only need to increment launchCounter if we are cloning objects. //If we aren't cloning objects, taking and removing the first item each time from the acceptableTurfs list will inherently iterate through the list in order diff --git a/code/modules/cargo/markets/_market.dm b/code/modules/cargo/markets/_market.dm index 7bef341842f..0a93469411c 100644 --- a/code/modules/cargo/markets/_market.dm +++ b/code/modules/cargo/markets/_market.dm @@ -13,7 +13,7 @@ /// Are the items from this market legal or illegal? If illegal, apply a contrband trait to the bought object. var/legal_status = TRUE -/// Adds item to the available items and add it's category if it is not in categories yet. +/// Adds item to the available items and add its category if it is not in categories yet. /datum/market/proc/add_item(datum/market_item/item) if(ispath(item, /datum/market_item)) item = new item() diff --git a/code/modules/cargo/markets/market_items/clothing.dm b/code/modules/cargo/markets/market_items/clothing.dm index cb788300866..ee0ae6e0a39 100644 --- a/code/modules/cargo/markets/market_items/clothing.dm +++ b/code/modules/cargo/markets/market_items/clothing.dm @@ -4,7 +4,7 @@ /datum/market_item/clothing/ninja_mask name = "Space Ninja Mask" - desc = "Apart from being acid, lava, fireproof and being hard to take off someone it does nothing special on it's own." + desc = "Apart from being acid, lava, fireproof and being hard to take off someone it does nothing special on its own." item = /obj/item/clothing/mask/gas/ninja price_min = CARGO_CRATE_VALUE diff --git a/code/modules/cargo/materials_market.dm b/code/modules/cargo/materials_market.dm index 947197d16f2..797ebf5411d 100644 --- a/code/modules/cargo/materials_market.dm +++ b/code/modules/cargo/materials_market.dm @@ -232,7 +232,7 @@ var/material_str = params["material"] var/quantity = text2num(params["quantity"]) - //find material from it's name + //find material from its name var/datum/material/material_bought var/obj/item/stack/sheet/sheet_to_buy for(var/datum/material/mat as anything in SSstock_market.materials_prices) @@ -346,7 +346,7 @@ var/datum/material/export_mat /// Quantity of export material var/quantity = 0 - /// Is this stock block currently updating it's value with the market (aka fluid)? + /// Is this stock block currently updating its value with the market (aka fluid)? var/fluid = FALSE /obj/item/stock_block/Initialize(mapload) @@ -358,9 +358,9 @@ . = ..() . += span_notice("\The [src] is worth [export_value] cr, from selling [quantity] sheets of [initial(export_mat?.name)].") if(fluid) - . += span_warning("\The [src] is currently liquid! It's value is based on the market price.") + . += span_warning("\The [src] is currently liquid! Its value is based on the market price.") else - . += span_notice("\The [src]'s value is still [span_boldnotice("locked in")]. [span_boldnotice("Sell it")] before it's value becomes liquid!") + . += span_notice("\The [src]'s value is still [span_boldnotice("locked in")]. [span_boldnotice("Sell it")] before its value becomes liquid!") /obj/item/stock_block/proc/value_warning() visible_message(span_warning("\The [src] is starting to become liquid!")) diff --git a/code/modules/cargo/packs/service.dm b/code/modules/cargo/packs/service.dm index fddd093b4fb..434450b4302 100644 --- a/code/modules/cargo/packs/service.dm +++ b/code/modules/cargo/packs/service.dm @@ -195,7 +195,7 @@ /datum/supply_pack/service/greyidbox name = "Grey ID Card Multipack Crate" desc = "A convenient crate containing a box of seven cheap ID cards in a handy wallet-sized form factor. \ - Cards come in every colour you can imagne, as long as it's grey." + Cards come in every colour you can imagine, as long as it's grey." cost = CARGO_CRATE_VALUE * 3 contains = list(/obj/item/storage/box/ids) crate_name = "basic id card crate" diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm index 309d9435f00..ff1208f634a 100644 --- a/code/modules/cargo/supplypod.dm +++ b/code/modules/cargo/supplypod.dm @@ -38,7 +38,7 @@ var/effectCircle = FALSE //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here var/style = STYLE_STANDARD //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the GLOB.podstyles list in cargo.dm defines to get the proper icon/name/desc for the pod. var/reversing = FALSE //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom - var/list/reverse_dropoff_coords //Turf that the reverse pod will drop off it's newly-acquired cargo to + var/list/reverse_dropoff_coords //Turf that the reverse pod will drop off its newly-acquired cargo to var/fallingSoundLength = 11 var/fallingSound = 'sound/weapons/mortar_long_whistle.ogg'//Admin sound to play before the pod lands var/landingSound //Admin sound to play when the pod lands @@ -656,7 +656,7 @@ transform = matrix() * 1.5 animate(src, transform = matrix()*0.01, time = pod.delays[POD_TRANSIT]+pod.delays[POD_FALLING]) -/obj/effect/pod_landingzone //This is the object that forceMoves the supplypod to it's location +/obj/effect/pod_landingzone //This is the object that forceMoves the supplypod to its location name = "Landing Zone Indicator" desc = "A holographic projection designating the landing zone of something. It's probably best to stand back." icon = 'icons/obj/supplypods_32x32.dmi' diff --git a/code/modules/cargo/universal_scanner.dm b/code/modules/cargo/universal_scanner.dm index fdcbc9ba2bb..484f4a7a032 100644 --- a/code/modules/cargo/universal_scanner.dm +++ b/code/modules/cargo/universal_scanner.dm @@ -165,7 +165,7 @@ context[SCREENTIP_CONTEXT_LMB] = "Scan for export value" return CONTEXTUAL_SCREENTIP_SET /** - * Scans an object, target, and provides it's export value based on selling to the cargo shuttle, to mob/user. + * Scans an object, target, and provides its export value based on selling to the cargo shuttle, to mob/user. */ /obj/item/universal_scanner/proc/export_scan(obj/target, mob/user) var/datum/export_report/report = export_item_and_contents(target, dry_run = TRUE) @@ -240,7 +240,7 @@ to_chat(user, span_warning("Bank account not detected. Handling tip not registered.")) /** - * Scans an object, target, and sets it's custom_price variable to new_custom_price, presenting it to the user. + * Scans an object, target, and sets its custom_price variable to new_custom_price, presenting it to the user. */ /obj/item/universal_scanner/proc/price_tag(obj/target, mob/user) if(isitem(target)) diff --git a/code/modules/client/client_procs.dm b/code/modules/client/client_procs.dm index b89cd042598..d37ff1df22e 100644 --- a/code/modules/client/client_procs.dm +++ b/code/modules/client/client_procs.dm @@ -490,7 +490,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list( display_unread_notes(src, time_stamp) qdel(query_last_connected) - var/cached_player_age = set_client_age_from_db(tdata) //we have to cache this because other shit may change it and we need it's current value now down below. + var/cached_player_age = set_client_age_from_db(tdata) //we have to cache this because other shit may change it and we need its current value now down below. if (isnum(cached_player_age) && cached_player_age == -1) //first connection player_age = 0 var/nnpa = CONFIG_GET(number/notify_new_player_age) diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 4d41d9daa5c..68921334510 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -137,7 +137,7 @@ /obj/item/clothing/head/helmet/marine/pmc icon_state = "marine" - desc = "A tactical black helmet, designed to protect one's head from various injuries sustained in operations. Its stellar survivability making up is for it's lack of space worthiness" + desc = "A tactical black helmet, designed to protect one's head from various injuries sustained in operations. Its stellar survivability making up is for its lack of space worthiness" min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT clothing_flags = null diff --git a/code/modules/clothing/head/tophat.dm b/code/modules/clothing/head/tophat.dm index 2affc4c63da..612f02ce692 100644 --- a/code/modules/clothing/head/tophat.dm +++ b/code/modules/clothing/head/tophat.dm @@ -38,7 +38,7 @@ /obj/item/clothing/head/hats/tophat/balloon name = "balloon top-hat" - desc = "It's an colourful looking top-hat to match yout colourful personality." + desc = "It's a colourful looking top-hat to match your colourful personality." icon_state = "balloon_tophat" inhand_icon_state = "balloon_that" throwforce = 0 diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 7aca981aae1..9c34574840d 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -107,7 +107,7 @@ body_parts_covered = CHEST|GROIN /obj/item/clothing/suit/armor/vest/marine/pmc - desc = "A set of the finest mass produced, stamped plasteel armor plates, for an all-around door-kicking and ass-smashing. Its stellar survivability making up is for it's lack of space worthiness" + desc = "A set of the finest mass produced, stamped plasteel armor plates, for an all-around door-kicking and ass-smashing. Its stellar survivability making up is for its lack of space worthiness" min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT clothing_flags = THICKMATERIAL @@ -676,7 +676,7 @@ /obj/item/clothing/suit/armor/militia name = "station defender's coat" - desc = "A well worn uniform used by militia across the frontier, it's thick padding useful for cushioning blows." + desc = "A well worn uniform used by militia across the frontier, its thick padding useful for cushioning blows." icon_state = "militia" inhand_icon_state = "b_suit" body_parts_covered = CHEST|GROIN|ARMS diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 2b8fef5bb5b..d211b3cc91e 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -234,7 +234,7 @@ /obj/item/clothing/suit/jacket/quartermaster name = "quartermaster's overcoat" - desc = "A luxury, brown double-breasted overcoat made from kangaroo skin. It's gold cuffs are linked and styled on the credits symbol. It makes you feel more important than you probably are." + desc = "A luxury, brown double-breasted overcoat made from kangaroo skin. Its gold cuffs are linked and styled on the credits symbol. It makes you feel more important than you probably are." icon_state = "qm_coat" blood_overlay_type = "coat" body_parts_covered = CHEST|GROIN|LEGS|ARMS diff --git a/code/modules/events/anomaly/anomaly_ectoplasm.dm b/code/modules/events/anomaly/anomaly_ectoplasm.dm index 6bd929d6922..b693d221d38 100644 --- a/code/modules/events/anomaly/anomaly_ectoplasm.dm +++ b/code/modules/events/anomaly/anomaly_ectoplasm.dm @@ -8,7 +8,7 @@ typepath = /datum/round_event/anomaly/anomaly_ectoplasm min_players = 30 max_occurrences = 2 - weight = 4 //Rare because of it's wacky and silly nature + weight = 4 //Rare because of its wacky and silly nature category = EVENT_CATEGORY_ANOMALIES min_wizard_trigger_potency = 0 max_wizard_trigger_potency = 3 diff --git a/code/modules/events/brand_intelligence.dm b/code/modules/events/brand_intelligence.dm index 950adf622ec..cfab77009d4 100644 --- a/code/modules/events/brand_intelligence.dm +++ b/code/modules/events/brand_intelligence.dm @@ -60,7 +60,7 @@ announce_to_ghosts(origin_machine) /datum/round_event/brand_intelligence/tick() - if(!origin_machine || QDELETED(origin_machine) || origin_machine.shut_up || origin_machine.wires.is_all_cut()) //if the original vending machine is missing or has it's voice switch flipped + if(!origin_machine || QDELETED(origin_machine) || origin_machine.shut_up || origin_machine.wires.is_all_cut()) //if the original vending machine is missing or has its voice switch flipped for(var/obj/machinery/vending/saved in infected_machines) saved.shoot_inventory = FALSE if(origin_machine) diff --git a/code/modules/events/ion_storm.dm b/code/modules/events/ion_storm.dm index 7afc6726610..686adf1e5d3 100644 --- a/code/modules/events/ion_storm.dm +++ b/code/modules/events/ion_storm.dm @@ -106,7 +106,7 @@ var/ionallergysev = pick_list(ION_FILE, "ionallergysev") //Species, for when the AI has to commit genocide. Plural. var/ionspecies = pick_list(ION_FILE, "ionspecies") - //Abstract concepts for the AI to decide on it's own definition of. + //Abstract concepts for the AI to decide on its own definition of. var/ionabstract = pick_list(ION_FILE, "ionabstract") //Foods. Drinks aren't included due to grammar; if you want to add drinks, make a new set //of possible laws for best effect. Unless you want the crew having to drink hamburgers. diff --git a/code/modules/experisci/experiment/experiments.dm b/code/modules/experisci/experiment/experiments.dm index 244145221ea..de5b3abc15a 100644 --- a/code/modules/experisci/experiment/experiments.dm +++ b/code/modules/experisci/experiment/experiments.dm @@ -82,7 +82,7 @@ /datum/experiment/ordnance/explosive/hydrogenbomb name = "Hydrogen Explosives" - description = "Combustion of Hydrogen and it's derivatives can be very powerful. Capture any tank explosion with a Doppler Array and publish the data in a paper. Only Hydrogen or Tritium Fires are allowed." + description = "Combustion of Hydrogen and its derivatives can be very powerful. Capture any tank explosion with a Doppler Array and publish the data in a paper. Only Hydrogen or Tritium Fires are allowed." gain = list(15,40,60) target_amount = list(50,75,150) experiment_proper = TRUE diff --git a/code/modules/fishing/fish/fish_traits.dm b/code/modules/fishing/fish/fish_traits.dm index 5160cc73f49..e28d884e525 100644 --- a/code/modules/fishing/fish/fish_traits.dm +++ b/code/modules/fishing/fish/fish_traits.dm @@ -342,7 +342,7 @@ GLOBAL_LIST_INIT(fish_traits, init_subtypes_w_path_keys(/datum/fish_trait, list( inheritability = 90 diff_traits_inheritability = 45 guaranteed_inheritance_types = list(/obj/item/fish/clownfish/lube) - catalog_description = "This fish exudes a viscous, slippery lubrificant. It's reccomended not to step on it." + catalog_description = "This fish exudes a viscous, slippery lubrificant. It's recommended not to step on it." added_difficulty = 5 /datum/fish_trait/lubed/apply_to_fish(obj/item/fish/fish) diff --git a/code/modules/holiday/holidays.dm b/code/modules/holiday/holidays.dm index 24e5274f7fb..6fe7fdbc57d 100644 --- a/code/modules/holiday/holidays.dm +++ b/code/modules/holiday/holidays.dm @@ -856,7 +856,7 @@ Ian.place_on_head(new /obj/item/clothing/head/helmet/space/santahat(Ian)) -// EASTER (this having it's own spot should be understandable) +// EASTER (this having its own spot should be understandable) /datum/holiday/easter name = EASTER diff --git a/code/modules/hydroponics/grown/replicapod.dm b/code/modules/hydroponics/grown/replicapod.dm index a90397687a6..88c8572a3ae 100644 --- a/code/modules/hydroponics/grown/replicapod.dm +++ b/code/modules/hydroponics/grown/replicapod.dm @@ -1,4 +1,4 @@ -// A very special plant, deserving it's own file. +// A very special plant, deserving its own file. // Yes, i'm talking about cabbage, baby! No, just kidding, but cabbages are the precursor to replica pods, so they are here as well. /obj/item/seeds/cabbage diff --git a/code/modules/hydroponics/grown/weeds/kudzu.dm b/code/modules/hydroponics/grown/weeds/kudzu.dm index d8f1a66795b..86b49672705 100644 --- a/code/modules/hydroponics/grown/weeds/kudzu.dm +++ b/code/modules/hydroponics/grown/weeds/kudzu.dm @@ -1,4 +1,4 @@ -// A very special plant, deserving it's own file. +// A very special plant, deserving its own file. /obj/item/seeds/kudzu name = "pack of kudzu seeds" diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index e55977e2dba..ccb4bb571e2 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -160,7 +160,7 @@ /** * This proc is called when we scan a hydroponics tray or soil on left click (stats mode) - * It formats the plant name, it's age, the plant's stats, and the tray's stats. + * It formats the plant name, its age, the plant's stats, and the tray's stats. * * - scanned_tray - the tray or soil we are scanning. * diff --git a/code/modules/hydroponics/hydroponics.dm b/code/modules/hydroponics/hydroponics.dm index a6cbf990e20..5708327747b 100644 --- a/code/modules/hydroponics/hydroponics.dm +++ b/code/modules/hydroponics/hydroponics.dm @@ -58,7 +58,7 @@ /obj/machinery/hydroponics/Initialize(mapload) //ALRIGHT YOU DEGENERATES. YOU HAD REAGENT HOLDERS FOR AT LEAST 4 YEARS AND NONE OF YOU MADE HYDROPONICS TRAYS HOLD NUTRIENT CHEMS INSTEAD OF USING "Points". - //SO HERE LIES THE "nutrilevel" VAR. IT'S DEAD AND I PUT IT OUT OF IT'S MISERY. USE "reagents" INSTEAD. ~ArcaneMusic, accept no substitutes. + //SO HERE LIES THE "nutrilevel" VAR. IT'S DEAD AND I PUT IT OUT OF ITS MISERY. USE "reagents" INSTEAD. ~ArcaneMusic, accept no substitutes. create_reagents(maxnutri, INJECTABLE) if(mapload) reagents.add_reagent(/datum/reagent/plantnutriment/eznutriment, max(maxnutri / 2, 10)) //Half filled nutrient trays for dirt trays to have more to grow with in prison/lavaland. @@ -781,7 +781,7 @@ /** * Plant Cross-Pollination. * Checks all plants in the tray's oview range, then averages out the seed's potency, instability, and yield values. - * If the seed's instability is >= 20, the seed donates one of it's reagents to that nearby plant. + * If the seed's instability is >= 20, the seed donates one of its reagents to that nearby plant. * * Range - The Oview range of trays to which to look for plants to donate reagents. */ /obj/machinery/hydroponics/proc/pollinate(range = 1) @@ -1033,7 +1033,7 @@ to_chat(user, span_warning("[src] is empty!")) return if(myseed.endurance <= FLORA_GUN_MIN_ENDURANCE) - to_chat(user, span_warning("[myseed.plantname] isn't hardy enough to sequence it's mutation!")) + to_chat(user, span_warning("[myseed.plantname] isn't hardy enough to sequence its mutation!")) return if(!LAZYLEN(myseed.mutatelist)) to_chat(user, span_warning("[myseed.plantname] has nothing else to mutate into!")) diff --git a/code/modules/hydroponics/plant_genes.dm b/code/modules/hydroponics/plant_genes.dm index 952bef1c443..f7c6d3088fb 100644 --- a/code/modules/hydroponics/plant_genes.dm +++ b/code/modules/hydroponics/plant_genes.dm @@ -487,7 +487,7 @@ /** * A plant trait that causes the plant's capacity to double. * - * When harvested, the plant's individual capacity is set to double it's default. + * When harvested, the plant's individual capacity is set to double its default. * However, the plant's maximum yield is also halved, only up to 5. */ /datum/plant_gene/trait/maxchem @@ -763,7 +763,7 @@ /** * A plant trait that causes the plant's food reagents to ferment instead. * - * In practice, it replaces the plant's nutriment and vitamins with half as much of it's fermented reagent. + * In practice, it replaces the plant's nutriment and vitamins with half as much of its fermented reagent. * This exception is executed in seeds.dm under 'prepare_result'. * * Incompatible with auto-juicing composition. diff --git a/code/modules/hydroponics/seeds.dm b/code/modules/hydroponics/seeds.dm index fefd4d99938..13a49b35189 100644 --- a/code/modules/hydroponics/seeds.dm +++ b/code/modules/hydroponics/seeds.dm @@ -40,7 +40,7 @@ var/potency = 10 /// Amount of growth sprites the plant has. var/growthstages = 6 - // Chance that a plant will mutate in each stage of it's life. + // Chance that a plant will mutate in each stage of its life. var/instability = 5 /// How rare the plant is. Used for giving points to cargo when shipping off to CentCom. var/rarity = 0 diff --git a/code/modules/instruments/items.dm b/code/modules/instruments/items.dm index dcc4ef8daba..170000eb115 100644 --- a/code/modules/instruments/items.dm +++ b/code/modules/instruments/items.dm @@ -17,7 +17,7 @@ /obj/item/instrument/Initialize(mapload) . = ..() song = new(src, allowed_instrument_ids, instrument_range) - allowed_instrument_ids = null //We don't need this clogging memory after it's used. + allowed_instrument_ids = null //We don't need this clogging memory after its used. /obj/item/instrument/Destroy() QDEL_NULL(song) diff --git a/code/modules/mapfluff/ruins/spaceruin_code/TheDerelict.dm b/code/modules/mapfluff/ruins/spaceruin_code/TheDerelict.dm index 3507cb7d947..ce50fcccc15 100644 --- a/code/modules/mapfluff/ruins/spaceruin_code/TheDerelict.dm +++ b/code/modules/mapfluff/ruins/spaceruin_code/TheDerelict.dm @@ -213,7 +213,7 @@ "\[15:29\] USELESS clown", "\[15:35\] And BATSHIT fucking janitors", "\[15:46\] That includes the crotchety fucking IBM piece of shit we're supposed to call an AI", - "\[15:52\] And it's legion of cyborg assholes", + "\[15:52\] And its legion of cyborg assholes", "\[15:58\] If this wasn't bad enough there is the wizards federation to worry about", "\[16:06\] Crazy bastards", "\[16:10\] What can be worse than a bunch of plasma-humping-space-freaks?", @@ -244,7 +244,7 @@ "\[47:32\] Once they called me captain, but when it's all said and done", "\[47:41\] I'll be a hero", "\[47:45\] If you run across this transmission by chance", - "\[47:52\] Get you pudgy little nerd ass over to Space Station 13 and start busting heads.", + "\[47:52\] Get your pudgy little nerd ass over to Space Station 13 and start busting heads.", "\[48:00\] (farting noises)", ) timestamp = list( diff --git a/code/modules/mapping/preloader.dm b/code/modules/mapping/preloader.dm index b01ca83a8a2..6ac3fd75f96 100644 --- a/code/modules/mapping/preloader.dm +++ b/code/modules/mapping/preloader.dm @@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(_preloader_path, null) what.vars[attribute] = value /// Template noop (no operation) is used to skip a turf or area when the template is loaded this allows for template transparency -/// ex. if a ship has gaps in it's design, you would use template_noop to fill these in so that when the ship moves z-level, any +/// ex. if a ship has gaps in its design, you would use template_noop to fill these in so that when the ship moves z-level, any /// tiles these gaps land on will not be deleted and replaced with the ships (empty) tiles /area/template_noop name = "Area Passthrough" diff --git a/code/modules/meteors/meteor_dark_matteor.dm b/code/modules/meteors/meteor_dark_matteor.dm index f72bbcff6fa..18dbaf00702 100644 --- a/code/modules/meteors/meteor_dark_matteor.dm +++ b/code/modules/meteors/meteor_dark_matteor.dm @@ -32,7 +32,7 @@ START_PROCESSING(SSobj, src) /obj/effect/meteor/dark_matteor/process(seconds_per_tick) - //meteor's warp quickly contracts then slowly expands it's ring + //meteor's warp quickly contracts then slowly expands its ring animate(warp, time = seconds_per_tick*3, transform = matrix().Scale(0.5,0.5)) animate(time = seconds_per_tick*7, transform = matrix()) diff --git a/code/modules/mining/boulder_processing/_boulder_processing.dm b/code/modules/mining/boulder_processing/_boulder_processing.dm index 5795eed1d74..ab72e4ebae5 100644 --- a/code/modules/mining/boulder_processing/_boulder_processing.dm +++ b/code/modules/mining/boulder_processing/_boulder_processing.dm @@ -15,7 +15,7 @@ var/boulders_held_max = 1 /// What sound plays when a thing operates? var/usage_sound = 'sound/machines/mining/wooping_teleport.ogg' - /// Silo link to it's materials list. + /// Silo link to its materials list. var/datum/component/remote_materials/silo_materials /// Mining points held by the machine for miners. var/points_held = 0 diff --git a/code/modules/mining/ores_coins.dm b/code/modules/mining/ores_coins.dm index d2a9af576ce..5d9809a01f7 100644 --- a/code/modules/mining/ores_coins.dm +++ b/code/modules/mining/ores_coins.dm @@ -406,7 +406,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\ /*****************************Coin********************************/ -// The coin's value is a value of it's materials. +// The coin's value is a value of its materials. // Yes, the gold standard makes a come-back! // This is the only way to make coins that are possible to produce on station actually worth anything. /obj/item/coin diff --git a/code/modules/mob/living/silicon/ai/freelook/README.txt b/code/modules/mob/living/silicon/ai/freelook/README.txt index 78dc3b52f5c..818087f9959 100644 --- a/code/modules/mob/living/silicon/ai/freelook/README.txt +++ b/code/modules/mob/living/silicon/ai/freelook/README.txt @@ -32,7 +32,7 @@ HOW IT UPDATES The camera network uses a streaming method in order to effeciently update chunks. Since the server will have doors opening, doors closing, turf being destroyed and other lag inducing stuff, we want to update it under certain conditions and not every tick. -The chunks are not created straight away, only when an AI eye moves into it's area is when it gets created. +The chunks are not created straight away, only when an AI eye moves into its area is when it gets created. One a chunk is created, when a non glass door opens/closes or an opacity turf is destroyed, we check to see if an AI Eye is looking in the area. We do this with the "seenby" list, which updates everytime an AI is near a chunk. If there is an AI eye inside the area, we update the chunk that the changed atom is inside and all surrounding chunks, since a camera's vision could leak onto another chunk. If there is no AI Eye, we instead diff --git a/code/modules/mob/living/silicon/ai/freelook/cameranet.dm b/code/modules/mob/living/silicon/ai/freelook/cameranet.dm index a9ad9884045..2c5e809e5d9 100644 --- a/code/modules/mob/living/silicon/ai/freelook/cameranet.dm +++ b/code/modules/mob/living/silicon/ai/freelook/cameranet.dm @@ -56,7 +56,7 @@ GLOBAL_DATUM_INIT(cameranet, /datum/cameranet, new) if(!.) chunks[key] = . = new /datum/camerachunk(x, y, lowest.z) -/// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or it's location is set. +/// Updates what the aiEye can see. It is recommended you use this when the aiEye moves or its location is set. /datum/cameranet/proc/visibility(list/moved_eyes, client/C, list/other_eyes, use_static = TRUE) if(!islist(moved_eyes)) moved_eyes = moved_eyes ? list(moved_eyes) : list() @@ -67,7 +67,7 @@ GLOBAL_DATUM_INIT(cameranet, /datum/cameranet, new) for(var/mob/camera/ai_eye/eye as anything in moved_eyes) var/list/visibleChunks = list() - //Get the eye's turf in case it's located in an object like a mecha + //Get the eye's turf in case its located in an object like a mecha var/turf/eye_turf = get_turf(eye) if(eye.loc) var/static_range = eye.static_visibility_range diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm index 2fcc3613a92..e1c03540a78 100644 --- a/code/modules/mob/living/silicon/robot/robot.dm +++ b/code/modules/mob/living/silicon/robot/robot.dm @@ -382,7 +382,7 @@ set_lockcharge(FALSE) scrambledcodes = TRUE log_silicon("CYBORG: [key_name(src)] has been unlinked from an AI.") - //Disconnect it's camera so it's not so easily tracked. + //Disconnect its camera so it's not so easily tracked. if(!QDELETED(builtInCamera)) QDEL_NULL(builtInCamera) // I'm trying to get the Cyborg to not be listed in the camera list diff --git a/code/modules/mob/living/silicon/robot/robot_defense.dm b/code/modules/mob/living/silicon/robot/robot_defense.dm index 2346c36ba5c..0e4e79f84ce 100644 --- a/code/modules/mob/living/silicon/robot/robot_defense.dm +++ b/code/modules/mob/living/silicon/robot/robot_defense.dm @@ -242,7 +242,7 @@ GLOBAL_LIST_INIT(blacklisted_borg_hats, typecacheof(list( //Hats that don't real if (!getBruteLoss()) to_chat(user, span_warning("[src] is already in good condition!")) return - if (!tool.tool_start_check(user, amount=1)) //The welder has 1u of fuel consumed by it's afterattack, so we don't need to worry about taking any away. + if (!tool.tool_start_check(user, amount=1)) //The welder has 1u of fuel consumed by its afterattack, so we don't need to worry about taking any away. return if(src == user) to_chat(user, span_notice("You start fixing yourself...")) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm index cf573c3a574..7c68d760f43 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm @@ -12,7 +12,7 @@ * *It acts as a melee creature, chasing down and attacking its target while also using different attacks to augment its power that increase as it takes damage. * - *Whenever possible, the drake will breathe fire directly at it's target, igniting and heavily damaging anything caught in the blast. + *Whenever possible, the drake will breathe fire directly at its target, igniting and heavily damaging anything caught in the blast. *It also often causes lava to pool from the ground around you - many nearby turfs will temporarily turn into lava, dealing damage to anything on the turfs. *The drake also utilizes its wings to fly into the sky, flying after its target and attempting to slam down on them. Anything near when it slams down takes huge damage. *Sometimes it will chain these swooping attacks over and over, making swiftness a necessity. diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm index 2dcbbf74eb2..f892c7d05e9 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/wendigo.dm @@ -8,7 +8,7 @@ Difficulty: Hard /mob/living/simple_animal/hostile/megafauna/wendigo name = "wendigo" - desc = "A mythological man-eating legendary creature, the sockets of it's eyes track you with an unsatiated hunger." + desc = "A mythological man-eating legendary creature, the sockets of its eyes track you with an unsatiated hunger." health = 2500 maxHealth = 2500 icon_state = "wendigo" diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm index f7d86c350de..bb3b6874f04 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/goliath_broodmother.dm @@ -7,8 +7,8 @@ * # Goliath Broodmother * * A stronger, faster variation of the goliath. Has the ability to spawn baby goliaths, which it can later detonate at will. - * When it's health is below half, tendrils will spawn randomly around it. When it is below a quarter of health, this effect is doubled. - * It's attacks are as follows: + * When its health is below half, tendrils will spawn randomly around it. When it is below a quarter of health, this effect is doubled. + * Its attacks are as follows: * - Spawns a 3x3/plus shape of tentacles on the target location * - Spawns 2 baby goliaths on its tile, up to a max of 8. Children blow up when they die. * - The broodmother lets out a noise, and is able to move faster for 6.5 seconds. @@ -167,7 +167,7 @@ //The goliath's children. Pretty weak, simple mobs which are able to put a single tentacle under their target when at range. /mob/living/simple_animal/hostile/asteroid/elite/broodmother_child name = "baby goliath" - desc = "A young goliath recently born from it's mother. While they hatch from eggs, said eggs are incubated in the mother until they are ready to be born." + desc = "A young goliath recently born from its mother. While they hatch from eggs, said eggs are incubated in the mother until they are ready to be born." icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi' icon_state = "goliath_baby" icon_living = "goliath_baby" diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/herald.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/herald.dm index 9f162e0cfdc..b80a6af1778 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/herald.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/herald.dm @@ -6,9 +6,9 @@ /** * # Herald * - * A slow-moving projectile user with a few tricks up it's sleeve. Less unga-bunga than Colossus, with more cleverness in it's fighting style. - * As it's health gets lower, the amount of projectiles fired per-attack increases. - * It's attacks are as follows: + * A slow-moving projectile user with a few tricks up its sleeve. Less unga-bunga than Colossus, with more cleverness in its fighting style. + * As its health gets lower, the amount of projectiles fired per-attack increases. + * Its attacks are as follows: * - Fires three projectiles in a given direction. * - Fires a spread in every cardinal and diagonal direction at once, then does it again after a bit. * - Shoots a single, golden bolt. Wherever it lands, the herald will be teleported to the location. diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm index 1ec573dbd6c..ba9e8daa996 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/legionnaire.dm @@ -7,12 +7,12 @@ * # Legionnaire * * A towering skeleton, embodying the power of Legion. - * As it's health gets lower, the head does more damage. - * It's attacks are as follows: + * As its health gets lower, the head does more damage. + * Its attacks are as follows: * - Charges at the target after a telegraph, throwing them across the arena should it connect. - * - Legionnaire's head detaches, attacking as it's own entity. Has abilities of it's own later into the fight. Once dead, regenerates after a brief period. If the skill is used while the head is off, it will be killed. + * - Legionnaire's head detaches, attacking as its own entity. Has abilities of its own later into the fight. Once dead, regenerates after a brief period. If the skill is used while the head is off, it will be killed. * - Leaves a pile of bones at your location. Upon using this skill again, you'll swap locations with the bone pile. - * - Spews a cloud of smoke from it's maw, wherever said maw is. + * - Spews a cloud of smoke from its maw, wherever said maw is. * A unique fight incorporating the head mechanic of legion into a whole new beast. Combatants will need to make sure the tag-team of head and body don't lure them into a deadly trap. */ diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/pandora.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/pandora.dm index a9babf2ecca..33bcb4dc9d7 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/pandora.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/pandora.dm @@ -7,8 +7,8 @@ * # Pandora * * A box with a similar design to the Hierophant which trades large, single attacks for more frequent smaller ones. - * As it's health gets lower, the time between it's attacks decrease. - * It's attacks are as follows: + * As its health gets lower, the time between its attacks decrease. + * Its attacks are as follows: * - Fires hierophant blasts in a straight line. Can only fire in a straight line in 8 directions, being the diagonals and cardinals. * - Creates a box of hierophant blasts around the target. If they try to run away to avoid it, they'll very likely get hit. * - Teleports the pandora from one location to another, almost identical to Hierophant. diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm index 936398478a3..ba2752dd0e4 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/polarbear.dm @@ -1,6 +1,6 @@ /mob/living/simple_animal/hostile/asteroid/polarbear name = "polar bear" - desc = "An aggressive animal that defends it's territory with incredible power. These beasts don't run from their enemies." + desc = "An aggressive animal that defends its territory with incredible power. These beasts don't run from their enemies." icon = 'icons/mob/simple/icemoon/icemoon_monsters.dmi' icon_state = "polarbear" icon_living = "polarbear" diff --git a/code/modules/mob/login.dm b/code/modules/mob/login.dm index a4964add6c8..d017a2acca1 100644 --- a/code/modules/mob/login.dm +++ b/code/modules/mob/login.dm @@ -8,7 +8,7 @@ * * sets lastKnownIP * * sets computer_id * * logs the login - * * tells the world to update it's status (for player count) + * * tells the world to update its status (for player count) * * create mob huds for the mob if needed * * reset next_move to 1 * * Set statobj to our mob diff --git a/code/modules/mod/mod_theme.dm b/code/modules/mod/mod_theme.dm index e0907d59c66..42925ad3111 100644 --- a/code/modules/mod/mod_theme.dm +++ b/code/modules/mod/mod_theme.dm @@ -1887,7 +1887,7 @@ extended_desc = "A bulky and only legal by technicality suit, this ominous black and red MODsuit is only worn by \ Nanotrasen Black Ops teams. If you can see this suit, you fucked up. A collaborative joint effort between \ Apadyne and Nanotrasen the construction and modules gives the user robust protection against \ - anything that can be thrown at it, along with acute combat awareness tools for it's wearer. \ + anything that can be thrown at it, along with acute combat awareness tools for its wearer. \ Whether the wearer uses it or not is up to them. \ There seems to be a little inscription on the wrist that reads; \'squiddie', d'aww." default_skin = "apocryphal" diff --git a/code/modules/mod/modules/module_kinesis.dm b/code/modules/mod/modules/module_kinesis.dm index 9700fbca24f..9048701f1d0 100644 --- a/code/modules/mod/modules/module_kinesis.dm +++ b/code/modules/mod/modules/module_kinesis.dm @@ -266,7 +266,7 @@ name = "MOD kinesis+ module" desc = "A modular plug-in to the forearm, this module was recently redeveloped in secret. \ The bane of all ne'er-do-wells, the kinesis+ module is a powerful tool that allows the user \ - to manipulate the world around them. Like it's older counterpart, it's capable of manipulating \ + to manipulate the world around them. Like its older counterpart, it's capable of manipulating \ structures, machinery, vehicles, and, thanks to the fruitful efforts of its creators - living beings." complexity = 0 prebuilt = TRUE diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm index 034bfa81258..7f85ef0b80e 100644 --- a/code/modules/modular_computers/computers/item/computer.dm +++ b/code/modules/modular_computers/computers/item/computer.dm @@ -80,8 +80,8 @@ var/base_idle_power_usage = 0.2 WATTS //SKYRAT EDIT CHANGE - ORIGINAL: 1 WATTS // Modular computers can run on various devices. Each DEVICE (Laptop, Console & Tablet) - // must have it's own DMI file. Icon states must be called exactly the same in all files, but may look differently - // If you create a program which is limited to Laptops and Consoles you don't have to add it's icon_state overlay for Tablets too, for example. + // must have its own DMI file. Icon states must be called exactly the same in all files, but may look differently + // If you create a program which is limited to Laptops and Consoles you don't have to add its icon_state overlay for Tablets too, for example. ///If set, what the icon_state will be if the computer is unpowered. var/icon_state_unpowered diff --git a/code/modules/modular_computers/file_system/programs/atmosscan.dm b/code/modules/modular_computers/file_system/programs/atmosscan.dm index 7e260872859..32819a35805 100644 --- a/code/modules/modular_computers/file_system/programs/atmosscan.dm +++ b/code/modules/modular_computers/file_system/programs/atmosscan.dm @@ -27,7 +27,7 @@ on_analyze(source=source, target=get_turf(computer)) return COMPONENT_CANCEL_ATTACK_CHAIN -/// Keep this in sync with it's tool based counterpart [/obj/proc/analyzer_act] and [/atom/proc/tool_act] +/// Keep this in sync with its tool based counterpart [/obj/proc/analyzer_act] and [/atom/proc/tool_act] /datum/computer_file/program/atmosscan/tap(atom/A, mob/living/user, params) if(atmozphere_mode != ATMOZPHERE_SCAN_CLICK) return FALSE diff --git a/code/modules/modular_computers/file_system/programs/powermonitor.dm b/code/modules/modular_computers/file_system/programs/powermonitor.dm index 817cad275cd..4dbd4ea467f 100644 --- a/code/modules/modular_computers/file_system/programs/powermonitor.dm +++ b/code/modules/modular_computers/file_system/programs/powermonitor.dm @@ -42,7 +42,7 @@ attached_wire_ref = WEAKREF(locate(/obj/structure/cable) in T) if(attached_wire_ref) return - var/area/A = get_area(computer) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull it's powernet instead + var/area/A = get_area(computer) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull its powernet instead if(!A) return var/obj/machinery/power/apc/local_apc = A.apc diff --git a/code/modules/modular_computers/file_system/programs/secureye.dm b/code/modules/modular_computers/file_system/programs/secureye.dm index a754c37d811..c7a24a6e8b7 100644 --- a/code/modules/modular_computers/file_system/programs/secureye.dm +++ b/code/modules/modular_computers/file_system/programs/secureye.dm @@ -209,7 +209,7 @@ var/list/visible_turfs = list() - // Get the camera's turf to correctly gather what's visible from it's turf, in case it's located in a moving object (borgs / mechs) + // Get the camera's turf to correctly gather what's visible from its turf, in case it's located in a moving object (borgs / mechs) var/new_cam_turf = get_turf(active_camera) // If we're not forcing an update for some reason and the cameras are in the same location, diff --git a/code/modules/paperwork/paperwork.dm b/code/modules/paperwork/paperwork.dm index 03f22177f9e..cd26482bf6c 100644 --- a/code/modules/paperwork/paperwork.dm +++ b/code/modules/paperwork/paperwork.dm @@ -166,7 +166,7 @@ detailed_desc += span_info(" The stack of documents appear to be a medical report from a nearby station, detailing the autopsy of an unknown xenofauna.") detailed_desc += span_info(" Skipping to the end of the report reveals that the specimen was the station bartender's pet monkey.") - detailed_desc += span_info(" The specimen had been exposed to radiation during an 'unrelated incident with the engine', leading to it's mutated form.") + detailed_desc += span_info(" The specimen had been exposed to radiation during an 'unrelated incident with the engine', leading to its mutated form.") detailed_desc += span_info(" Regardless, the autopsy results look like they could be useful. You should probably stamp this.") diff --git a/code/modules/plumbing/ducts.dm b/code/modules/plumbing/ducts.dm index de4a9005792..a7045567fa8 100644 --- a/code/modules/plumbing/ducts.dm +++ b/code/modules/plumbing/ducts.dm @@ -100,7 +100,7 @@ All the important duct code: other.add_connects(opposite_dir) other.update_appearance() - return TRUE //tell the current pipe to also update it's sprite + return TRUE //tell the current pipe to also update its sprite if(!(other in neighbours)) //we cool if((duct_color != other.duct_color) && !(ignore_colors || other.ignore_colors)) return @@ -339,7 +339,7 @@ All the important duct code: /obj/item/stack/ducts/examine(mob/user) . = ..() - . += span_notice("It's current color and layer are [duct_color] and [duct_layer]. Use in-hand to change.") + . += span_notice("Its current color and layer are [duct_color] and [duct_layer]. Use in-hand to change.") /obj/item/stack/ducts/attack_self(mob/user) var/new_layer = tgui_input_list(user, "Select a layer", "Layer", GLOB.plumbing_layers, duct_layer) diff --git a/code/modules/plumbing/plumbers/pill_press.dm b/code/modules/plumbing/plumbers/pill_press.dm index dad5ad943b1..050402f79f5 100644 --- a/code/modules/plumbing/plumbers/pill_press.dm +++ b/code/modules/plumbing/plumbers/pill_press.dm @@ -63,7 +63,7 @@ . = ..() . += span_notice("The [name] currently has [stored_products.len] stored. There needs to be less than [MAX_FLOOR_PRODUCTS] on the floor to continue dispensing.") -/// decode product category from it's type path and returns the decoded typepath +/// decode product category from its type path and returns the decoded typepath /obj/machinery/plumbing/pill_press/proc/decode_category() var/obj/item/reagent_containers/container = locate(packaging_type) if(ispath(container, /obj/item/reagent_containers/pill/patch)) diff --git a/code/modules/plumbing/plumbers/reaction_chamber.dm b/code/modules/plumbing/plumbers/reaction_chamber.dm index 59fcfaf7caf..9828c9e697f 100644 --- a/code/modules/plumbing/plumbers/reaction_chamber.dm +++ b/code/modules/plumbing/plumbers/reaction_chamber.dm @@ -180,8 +180,8 @@ /** * figure out which buffer to transfer to restore balance - * if solution is getting too basic(high ph) add some acid to lower it's value - * else if solution is getting too acidic(low ph) add some base to increase it's value + * if solution is getting too basic(high ph) add some acid to lower its value + * else if solution is getting too acidic(low ph) add some base to increase its value */ var/datum/reagents/buffer = reagents.ph > alkaline_limit ? acidic_beaker.reagents : alkaline_beaker.reagents if(!buffer.total_volume) diff --git a/code/modules/power/monitor.dm b/code/modules/power/monitor.dm index 3794fc7f796..1cff0f5f1a1 100644 --- a/code/modules/power/monitor.dm +++ b/code/modules/power/monitor.dm @@ -38,7 +38,7 @@ attached_wire_ref = WEAKREF(locate(/obj/structure/cable) in T) if(attached_wire_ref) return - var/area/A = get_area(src) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull it's powernet instead + var/area/A = get_area(src) //if the computer isn't directly connected to a wire, attempt to find the APC powering it to pull its powernet instead if(!A) return var/obj/machinery/power/apc/local_apc = A.apc diff --git a/code/modules/power/pipecleaners.dm b/code/modules/power/pipecleaners.dm index 4514c89b862..4c913019789 100644 --- a/code/modules/power/pipecleaners.dm +++ b/code/modules/power/pipecleaners.dm @@ -403,7 +403,7 @@ By design, d1 is the smallest direction and d2 is the highest // exisiting pipe_cleaner doesn't point at our position or we have a supplied direction, so see if it's a stub else if(C.d1 == 0) - // if so, make it a full pipe_cleaner pointing from it's old direction to our dirn + // if so, make it a full pipe_cleaner pointing from its old direction to our dirn var/nd1 = C.d2 // these will be the new directions var/nd2 = dirn diff --git a/code/modules/power/port_gen.dm b/code/modules/power/port_gen.dm index e4c1617c0f0..c5353ce62d5 100644 --- a/code/modules/power/port_gen.dm +++ b/code/modules/power/port_gen.dm @@ -1,4 +1,4 @@ -//Baseline portable generator. Has all the default handling. Not intended to be used on it's own (since it generates unlimited power). +//Baseline portable generator. Has all the default handling. Not intended to be used on its own (since it generates unlimited power). /obj/machinery/power/port_gen name = "portable generator" desc = "A portable generator for emergency backup power." diff --git a/code/modules/power/power.dm b/code/modules/power/power.dm index 5cfeab92f06..c31870f2ad0 100644 --- a/code/modules/power/power.dm +++ b/code/modules/power/power.dm @@ -53,7 +53,7 @@ . += span_notice("It's operating on the [LOWER_TEXT(GLOB.cable_layer_to_name["[cable_layer]"])].") else . += span_warning("It's disconnected from the [LOWER_TEXT(GLOB.cable_layer_to_name["[cable_layer]"])].") - . += span_notice("It's power line can be changed with a [EXAMINE_HINT("multitool")].") + . += span_notice("Its power line can be changed with a [EXAMINE_HINT("multitool")].") /obj/machinery/power/multitool_act(mob/living/user, obj/item/tool) if(can_change_cable_layer) diff --git a/code/modules/power/singularity/narsie.dm b/code/modules/power/singularity/narsie.dm index eae49834499..73801e0d7d0 100644 --- a/code/modules/power/singularity/narsie.dm +++ b/code/modules/power/singularity/narsie.dm @@ -306,7 +306,7 @@ /** * Selects cinematic to play as part of the cult end depending on the outcome then ends the round afterward - * called either when narsie eats everyone, or when [/proc/begin_the_end()] reaches it's conclusion + * called either when narsie eats everyone, or when [/proc/begin_the_end()] reaches its conclusion */ /proc/cult_ending_helper(ending_type = CULT_VICTORY_NUKE) switch(ending_type) diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm index 63e82df9700..eb359c78a90 100644 --- a/code/modules/power/supermatter/supermatter.dm +++ b/code/modules/power/supermatter/supermatter.dm @@ -105,7 +105,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) var/external_power_immediate = 0 /// External damage that are added to the sm on next [/obj/machinery/power/supermatter_crystal/process_atmos] call. - /// SM will not take damage if it's health is lower than emergency point. + /// SM will not take damage if its health is lower than emergency point. var/external_damage_immediate = 0 ///The cutoff for a bolt jumping, grows with heat, lowers with higher mol count, diff --git a/code/modules/power/supermatter/supermatter_delamination/_sm_delam.dm b/code/modules/power/supermatter/supermatter_delamination/_sm_delam.dm index b1c66da35dc..76249306571 100644 --- a/code/modules/power/supermatter/supermatter_delamination/_sm_delam.dm +++ b/code/modules/power/supermatter/supermatter_delamination/_sm_delam.dm @@ -85,12 +85,12 @@ GLOBAL_LIST_INIT(sm_delam_list, list( SEND_SIGNAL(sm, COMSIG_SUPERMATTER_DELAM_ALARM) return TRUE -/// Called when a supermatter switches it's strategy from another one to us. +/// Called when a supermatter switches its strategy from another one to us. /// [/obj/machinery/power/supermatter_crystal/proc/set_delam] /datum/sm_delam/proc/on_select(obj/machinery/power/supermatter_crystal/sm) return -/// Called when a supermatter switches it's strategy from us to something else. +/// Called when a supermatter switches its strategy from us to something else. /// [/obj/machinery/power/supermatter_crystal/proc/set_delam] /datum/sm_delam/proc/on_deselect(obj/machinery/power/supermatter_crystal/sm) return diff --git a/code/modules/power/turbine/turbine.dm b/code/modules/power/turbine/turbine.dm index 590b135ad9a..dbf5d1848dd 100644 --- a/code/modules/power/turbine/turbine.dm +++ b/code/modules/power/turbine/turbine.dm @@ -292,7 +292,7 @@ input_turf = null /** - * transfer's gases from it's input turf to it's internal gas mix + * transfers gases from its input turf to its internal gas mix * Returns temperature of the gas mix absorbed only if some work was done */ /obj/machinery/power/turbine/inlet_compressor/proc/compress_gases() diff --git a/code/modules/procedural_mapping/README.md b/code/modules/procedural_mapping/README.md index 6434b534bff..5123f51ef18 100644 --- a/code/modules/procedural_mapping/README.md +++ b/code/modules/procedural_mapping/README.md @@ -63,7 +63,7 @@ Existing Calls: `initialiseModules(),generate(),generateOneTurf()` ### mapGeneratorModule -Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in it's mother's map based on cluster variables. +Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in its mother's map based on cluster variables. ### sync(var/datum/map_generator/mum) @@ -77,7 +77,7 @@ Existing Calls: `mapGenerator/syncModules()` Example: `generate()` -Desc: Calls place(T) on all turfs in it's mother's map +Desc: Calls place(T) on all turfs in its mother's map Existing Calls: `mapGenerator/generate()` @@ -104,9 +104,9 @@ Existing Calls: `place()` Simple Workflow: 1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn - + * I chose to split Turfs and Atoms off into separate modules, but this is NOT required. -* A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list +* A mapGeneratorModule may have turfs AND atoms, so long as each is in its appropriate list 2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use @@ -149,15 +149,15 @@ Variable Breakdown (For Mappers): ### mapGeneratorModule * mother - INTERNAL, do not touch - + * spawnableAtoms - A list of typepaths and their probability to spawn, eg: `spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)` - + * spawnableTurfs - A list of typepaths and their probability to spawn, eg: `spawnableTurfs = list(/turf/unsimulated/floor/grass = 100)` - + * clusterMax - The max range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax - + * clusterMin - The min range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax - + * clusterCheckFlags - A Bitfield that controls how the cluster checks work, All based on clusterMin and clusterMax guides * allowAtomsOnSpace - A Boolean for if we allow atoms to spawn on space tiles diff --git a/code/modules/projectiles/guns/bolt_types_explained.md b/code/modules/projectiles/guns/bolt_types_explained.md index 63f6d6d4364..e1f638dceab 100644 --- a/code/modules/projectiles/guns/bolt_types_explained.md +++ b/code/modules/projectiles/guns/bolt_types_explained.md @@ -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. diff --git a/code/modules/projectiles/projectile/energy/photon.dm b/code/modules/projectiles/projectile/energy/photon.dm index 7caac3e062e..62b5770fb44 100644 --- a/code/modules/projectiles/projectile/energy/photon.dm +++ b/code/modules/projectiles/projectile/energy/photon.dm @@ -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 diff --git a/code/modules/reagents/chemistry/chem_wiki_render.dm b/code/modules/reagents/chemistry/chem_wiki_render.dm index 99116adc84b..2bb6bd7175b 100644 --- a/code/modules/reagents/chemistry/chem_wiki_render.dm +++ b/code/modules/reagents/chemistry/chem_wiki_render.dm @@ -9,7 +9,7 @@ ADMIN_VERB(generate_wikichem_list, R_DEBUG, "Parse Wikichems", "Parse and genera |- "} - var/input_text = tgui_input_text(user, "Input a name of a reagent, or a series of reagents split with a comma (no spaces) to get it's wiki table entry", "Recipe") //95% of the time, the reagent type is a lowercase, no spaces / underscored version of the name + var/input_text = tgui_input_text(user, "Input a name of a reagent, or a series of reagents split with a comma (no spaces) to get its wiki table entry", "Recipe") //95% of the time, the reagent type is a lowercase, no spaces / underscored version of the name if(!input_text) to_chat(user, "Input was blank!") return diff --git a/code/modules/reagents/chemistry/equilibrium.dm b/code/modules/reagents/chemistry/equilibrium.dm index 4ab88b3caa6..435f4159ccb 100644 --- a/code/modules/reagents/chemistry/equilibrium.dm +++ b/code/modules/reagents/chemistry/equilibrium.dm @@ -87,10 +87,10 @@ PRIVATE_PROC(TRUE) if(QDELETED(holder)) - stack_trace("an equilibrium is missing it's holder.") + stack_trace("an equilibrium is missing its holder.") return FALSE if(QDELETED(reaction)) - stack_trace("an equilibrium is missing it's reaction.") + stack_trace("an equilibrium is missing its reaction.") return FALSE if(!length(reaction.required_reagents)) stack_trace("an equilibrium is missing required reagents.") diff --git a/code/modules/reagents/chemistry/fermi_readme.md b/code/modules/reagents/chemistry/fermi_readme.md index ebb930e486f..0fc2ed76da1 100644 --- a/code/modules/reagents/chemistry/fermi_readme.md +++ b/code/modules/reagents/chemistry/fermi_readme.md @@ -82,11 +82,11 @@ Reaction rates are determined by the current temperature of the reagents holder. The amount added is based off the recipies’ required_temp, optimal_temp, overheat_temp and temp_exponent_factor. See below: ![image](https://user-images.githubusercontent.com/33956696/104081088-5e571e00-5224-11eb-8834-87aa36b3e45f.png) -the y axis is the normalised value of growth, which is then muliplied by the rate_up_lim. You can see that temperatures below the required_temp produce no result (the reaction doesn't start, or if it is reacting, the reaction will stop). Between the required and optimal is a region that is defined by the temp_exponent_factor, so in this case the value is ^2, so we see exponential growth. Between the optimal_temp and the overheat_temp is the optimal phase - where the rate factor is 1. After that it continues to react, but will call overheated() per timestep. Presently the default for overheated() is to reduce the yield of the product (i.e. it's faster but you get less). The rate_up_lim is the maximum rate the reaction can go at optimal temperatures, so in this case a rate factor of 1 i.e. a temperature between 500+ will produce 10u, or a temperature of 400 will roughly produce 4u per step (independant of product ratio produced, if you put 10, it will only create 10 maximum regardless of how much product is defined in the results list). +the y axis is the normalised value of growth, which is then muliplied by the rate_up_lim. You can see that temperatures below the required_temp produce no result (the reaction doesn't start, or if it is reacting, the reaction will stop). Between the required and optimal is a region that is defined by the temp_exponent_factor, so in this case the value is ^2, so we see exponential growth. Between the optimal_temp and the overheat_temp is the optimal phase - where the rate factor is 1. After that it continues to react, but will call overheated() per timestep. Presently the default for overheated() is to reduce the yield of the product (i.e. it's faster but you get less). The rate_up_lim is the maximum rate the reaction can go at optimal temperatures, so in this case a rate factor of 1 i.e. a temperature between 500+ will produce 10u, or a temperature of 400 will roughly produce 4u per step (independant of product ratio produced, if you put 10, it will only create 10 maximum regardless of how much product is defined in the results list). ### How pH ranges are set and what pH mechanics do -Optimal pH ranges are set on a per recipe basis - though at the moment all recipes use a default recipe, so they all have the same window (except for the buffers). Hopefully either as a community effort/or in future PRs we can create unique profiles for the present reactions in the game. +Optimal pH ranges are set on a per recipe basis - though at the moment all recipes use a default recipe, so they all have the same window (except for the buffers). Hopefully either as a community effort/or in future PRs we can create unique profiles for the present reactions in the game. As for how you define the reaction variables for a reaction, there are a few new variables for the chemical_recipe datum. I'll go over specifically how pH works for the default reaction. ```dm @@ -106,7 +106,7 @@ The y axis is the purity of the product made for that time step. This is recalcu If you're designing a reaction you can define an optimal range between the OptimalpHMin to OptimalpHMax (5 - 7 in this case) and a deterministic region set by the ReactpHLim (5 - 4, 9 + 4 aka between 1 to 5 and 9 to 13). This deterministic region is exponential, so if you set it to 2 then it’ll exponentially grow, but since our CurveSharpph = 1, it’s linear (basically normalise the range in the determinsitic region, then put that to the power of CurveSharppH). Finally values outside of these ranges will prevent reactions from starting, but if a reaction drifts out during a reaction, the purity of volume created for each step will be 0 (It does not stop ongoing reactions). It’s entirely possible to design a reaction without a deterministic or optimal phase if you wanted. -Though to note; if your purity dips below the PurityMin of a reaction it’ll call the overly_impure() function – which by default reduces the purity of all reagents in the beaker. Additionally, if the purity at the end of a reaction is below the PurityMin, it’ll convert into the failed chem defined by the product’s failed_chem defined in it's reagent datum. For default the PurityMin is 0.15, and is pretty difficult to fail. This is all customisable however, if you wanted to use these hooks to design a even more unique reaction, just don’t call the parent proc when using methods. +Though to note; if your purity dips below the PurityMin of a reaction it’ll call the overly_impure() function – which by default reduces the purity of all reagents in the beaker. Additionally, if the purity at the end of a reaction is below the PurityMin, it’ll convert into the failed chem defined by the product’s failed_chem defined in its reagent datum. For default the PurityMin is 0.15, and is pretty difficult to fail. This is all customisable however, if you wanted to use these hooks to design a even more unique reaction, just don’t call the parent proc when using methods. ### Conditional changes in reagents datum per timestep @@ -118,7 +118,7 @@ Though to note; if your purity dips below the PurityMin of a reaction it’ll ca var/H_ion_release = 0.01 // pH change per 1u reaction ``` -The thermic_constant is how much the temperature changes per u created, so for 10u created the temperature will increase by 10K. The H_ion_release is how much the pH changes per u created, for 10u created the pH will increase by 0.1. During a reaction this is the only factor in pH changes - presently the addition/removal of reagents tie to the reaction won't affect this, though other reactions ongoing in the beaker will also affect pH, as well as the removal/addition of reagents outside of the reaction. +The thermic_constant is how much the temperature changes per u created, so for 10u created the temperature will increase by 10K. The H_ion_release is how much the pH changes per u created, for 10u created the pH will increase by 0.1. During a reaction this is the only factor in pH changes - presently the addition/removal of reagents tie to the reaction won't affect this, though other reactions ongoing in the beaker will also affect pH, as well as the removal/addition of reagents outside of the reaction. ### Reaction flags @@ -127,11 +127,11 @@ Reaction_flags can be used to set these defines: ```dm #define REACTION_CLEAR_IMPURE //Convert into impure/pure on reaction completion in the datum/reagents holder instead of on consumption #define REACTION_CLEAR_INVERSE //Convert into inverse on reaction completion when purity is low enough in the datum/reagents holder instead of on consumption -#define REACTION_CLEAR_RETAIN //Clear converted chems retain their purities/inverted purities. Requires 1 or both of the above. This is so that it can split again after splitting from a reaction (i.e. if your impure_chem or inverse_chem has it's own impure_chem/inverse_chem and you want it to split again on consumption). +#define REACTION_CLEAR_RETAIN //Clear converted chems retain their purities/inverted purities. Requires 1 or both of the above. This is so that it can split again after splitting from a reaction (i.e. if your impure_chem or inverse_chem has its own impure_chem/inverse_chem and you want it to split again on consumption). #define REACTION_INSTANT //Used to create instant reactions /datum/chemical_reaction - var/reaction_flags + var/reaction_flags ``` For REACTION_CLEAR – this causes the purity mechanics to resolve in the beaker at the end of the reaction, instead of when added to a mob. @@ -145,7 +145,7 @@ Eg: ... var/required_temp = 300 var/optimal_temp = 200 - var/overheat_temp = 50 + var/overheat_temp = 50 ``` # Reagents @@ -156,45 +156,45 @@ The new vars that are introduced are below: var/ph = 7 ///Purity of the reagent var/purity = 1 - ///the purity of the reagent on creation (i.e. when it's added to a mob and it's purity split it into 2 chems; the purity of the resultant chems are kept as 1, this tracks what the purity was before that) - var/creation_purity = 1 + ///the purity of the reagent on creation (i.e. when it's added to a mob and its purity split it into 2 chems; the purity of the resultant chems are kept as 1, this tracks what the purity was before that) + var/creation_purity = 1 //impure chem values (see fermi_readme.dm for more details): var/impure_chem = /datum/reagent/impurity // What chemical path is made when metabolised as a function of purity var/inverse_chem_val = 0.2 // If the impurity is below 0.5, replace ALL of the chem with inverse_chem upon metabolising var/inverse_chem = /datum/reagent/impurity/toxic // What chem is metabolised when purity is below inverse_chem_val var/failed_chem = /datum/reagent/consumable/failed_reaction //what chem is made at the end of a reaction IF the purity is below the recipies purity_min - var/chemical_flags + var/chemical_flags ``` - `pH` is the innate pH of the reagent and is used to calculate the pH of a reagents datum on addition/removal. This does not change and is a reference value. The reagents datum pH changes. - `purity` is the INTERNAL value for splitting. This is set to 1 after splitting so that it doesn't infinite split - `creation_purity` is the purity of the reagent on creation. This won't change. If you want to write code that checks the purity in any of the methods, use this. -- `impure_chem` is the datum type that is created provided that it's `creation_purity` is above the `inverse_chem_val`. When the reagent is consumed it will split into this OR if the associated `datum/chemical_recipe` has a REACTION_CLEAR_IMPURE flag it will split at the end of the reaction in the `datum/reagents` holder +- `impure_chem` is the datum type that is created provided that its `creation_purity` is above the `inverse_chem_val`. When the reagent is consumed it will split into this OR if the associated `datum/chemical_recipe` has a REACTION_CLEAR_IMPURE flag it will split at the end of the reaction in the `datum/reagents` holder - `inverse_chem_val` if a reagent's purity is below this value it will 100% convert into `inverse_chem`. If above it will split into `impure_chem`. See the note on purity effects above -- `inverse_chem` is the datum type that is created provided that it's `creation_purity` is below the `inverse_chem_val`. When the reagent is consumed it will 100% convert into this OR if the associated `datum/chemical_recipe` has a REACTION_CLEAR_INVERSE flag it will 100% convert at the end of the reaction in the `datum/reagents` holder -- `failed_chem` is the chem that the product is 100% converted into if the purity is below the associated `datum/chemical_recipies`' `PurityMin` AT THE END OF A REACTION. +- `inverse_chem` is the datum type that is created provided that its `creation_purity` is below the `inverse_chem_val`. When the reagent is consumed it will 100% convert into this OR if the associated `datum/chemical_recipe` has a REACTION_CLEAR_INVERSE flag it will 100% convert at the end of the reaction in the `datum/reagents` holder +- `failed_chem` is the chem that the product is 100% converted into if the purity is below the associated `datum/chemical_recipies`' `PurityMin` AT THE END OF A REACTION. When writing any reagent code ALWAYS use creation_purity. Purity is kept for internal mechanics only and won’t reflect the purity on creation. See above for purity mechanics, but this is where you set the reagents that are created. If you’re making an impure reagent I recommend looking at impure_reagents.dm to see how they’re set up and consider using the `datum/reagents/impure` as a parent. The flags you can set for `var/chemical_flags` are: -```dm +```dm #define REAGENT_DEAD_PROCESS (1<<0) //allows on_mob_dead() if present in a dead body #define REAGENT_DONOTSPLIT (1<<1) //Do not split the chem at all during processing - ignores all purity effects #define REAGENT_INVISIBLE (1<<2) //Doesn't appear on handheld health analyzers. #define REAGENT_SNEAKYNAME (1<<3) //When inverted, the inverted chem uses the name of the original chem -#define REAGENT_SPLITRETAINVOL (1<<4) //Retains initial volume of chem when splitting for purity effects +#define REAGENT_SPLITRETAINVOL (1<<4) //Retains initial volume of chem when splitting for purity effects /datum/reagent - var/chemical_flags + var/chemical_flags ``` While you might think reagent_flags is a more sensible name - it is already used for beakers. Hopefully this doesn't trip anyone up. # Relivant vars from the holder.dm / reagents datum -There are a few variables that are useful to know about +There are a few variables that are useful to know about ```dm /datum/reagents /// Current temp of the holder volume @@ -209,4 +209,4 @@ There are a few variables that are useful to know about - chem_temp is the temperature used in the `datum/chemical_recipe` - pH is a result of the sum of all reagents, as well as any changes from buffers and reactions. This is the pH used in `datum/chemical_recipe`. - isReacting is a bool that can be used outside to ensure that you don't touch a reagents that is reacting. -- previous_reagent_list is a list of the previous reagents (just the typepaths, not the objects) that was present on the last handle_reactions() method. This is to prevent pointless method calls. \ No newline at end of file +- previous_reagent_list is a list of the previous reagents (just the typepaths, not the objects) that was present on the last handle_reactions() method. This is to prevent pointless method calls. diff --git a/code/modules/reagents/chemistry/holder/holder.dm b/code/modules/reagents/chemistry/holder/holder.dm index cbbef8966cb..11117142d70 100644 --- a/code/modules/reagents/chemistry/holder/holder.dm +++ b/code/modules/reagents/chemistry/holder/holder.dm @@ -609,7 +609,7 @@ . = 0 //responsible for removing reagents and computing total ph & volume - //all it's code was taken out of del_reagent() initially for efficiency purposes + //all its code was taken out of del_reagent() initially for efficiency purposes while(chem_index <= num_reagents) var/datum/reagent/reagent = cached_reagents[chem_index] chem_index += 1 diff --git a/code/modules/reagents/chemistry/items.dm b/code/modules/reagents/chemistry/items.dm index ad7f0413ce5..0344971497b 100644 --- a/code/modules/reagents/chemistry/items.dm +++ b/code/modules/reagents/chemistry/items.dm @@ -109,7 +109,7 @@ to_chat(user, span_notice("You switch the chemical analyzer to provide a detailed description of each reagent.")) scanmode = DETAILED_CHEM_OUTPUT else - to_chat(user, span_notice("You switch the chemical analyzer to not include reagent descriptions in it's report.")) + to_chat(user, span_notice("You switch the chemical analyzer to not include reagent descriptions in its report.")) scanmode = SHORTENED_CHEM_OUTPUT /obj/item/ph_meter/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers) diff --git a/code/modules/reagents/chemistry/machinery/chem_recipe_debug.dm b/code/modules/reagents/chemistry/machinery/chem_recipe_debug.dm index 9d81188fb40..9b0773a8316 100644 --- a/code/modules/reagents/chemistry/machinery/chem_recipe_debug.dm +++ b/code/modules/reagents/chemistry/machinery/chem_recipe_debug.dm @@ -203,7 +203,7 @@ ui.send_update() /** - * Decodes the ui reaction var into it's original name + * Decodes the ui reaction var into its original name * Arguments * * * variable - the name of the variable as seen in the UI diff --git a/code/modules/reagents/chemistry/reagents.dm b/code/modules/reagents/chemistry/reagents.dm index 576d62585f7..8edfb38abc3 100644 --- a/code/modules/reagents/chemistry/reagents.dm +++ b/code/modules/reagents/chemistry/reagents.dm @@ -24,7 +24,7 @@ var/ph = 7 ///Purity of the reagent - for use with internal reaction mechanics only. Use below (creation_purity) if you're writing purity effects into a reagent's use mechanics. var/purity = 1 - ///the purity of the reagent on creation (i.e. when it's added to a mob and it's purity split it into 2 chems; the purity of the resultant chems are kept as 1, this tracks what the purity was before that) + ///the purity of the reagent on creation (i.e. when it's added to a mob and its purity split it into 2 chems; the purity of the resultant chems are kept as 1, this tracks what the purity was before that) var/creation_purity = 1 ///The molar mass of the reagent - if you're adding a reagent that doesn't have a recipe, just add a random number between 10 - 800. Higher numbers are "harder" but it's mostly arbitary. var/mass @@ -270,7 +270,7 @@ Primarily used in reagents/reaction_agents return creation_purity / normalise_num_to /** - * Gets the inverse purity of this reagent. Mostly used when converting from a normal reagent to it's inverse one. + * Gets the inverse purity of this reagent. Mostly used when converting from a normal reagent to its inverse one. * * Arguments * * purity - Overrides the purity used for determining the inverse purity. diff --git a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm index 548b8e8a658..f70ae995832 100644 --- a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm @@ -546,7 +546,7 @@ /* *How this medicine works: *Penthrite if you are not in crit only stabilizes your heart. -*As soon as you pass crit threshold it's special effects kick in. Penthrite forces your heart to beat preventing you from entering +*As soon as you pass crit threshold its special effects kick in. Penthrite forces your heart to beat preventing you from entering *soft and hard crit, but there is a catch. During this you will be healed and you will sustain *heart damage that will not imapct you as long as penthrite is in your system. *If you reach the threshold of -60 HP penthrite stops working and you get a heart attack, penthrite is flushed from your system in that very moment, diff --git a/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm index 38fb764a955..0a03d6aae10 100644 --- a/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm @@ -10,7 +10,7 @@ metabolization_rate = 0.5 * REAGENTS_METABOLISM creation_purity = 1 // impure base reagents are a big no-no ph = 7.33 - burning_temperature = 2193//ethanol burns at 1970C (at it's peak) + burning_temperature = 2193//ethanol burns at 1970C (at its peak) burning_volume = 0.1 default_container = /obj/item/reagent_containers/cup/glass/bottle/beer fallback_icon = 'icons/obj/drinks/bottles.dmi' diff --git a/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm index 3473db75d35..8d48e3da78a 100644 --- a/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm @@ -227,7 +227,7 @@ Basically, we fill the time between now and 2s from now with hands based off the ///Prevents message spam var/spammer = 0 -//Just the removed itching mechanism - omage to it's origins. +//Just the removed itching mechanism - omage to its origins. /datum/reagent/inverse/ichiyuri/on_mob_life(mob/living/carbon/affected_mob, seconds_per_tick, times_fired) . = ..() if(prob(resetting_probability) && !(HAS_TRAIT(affected_mob, TRAIT_RESTRAINED) || affected_mob.incapacitated())) diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index c9914b82e46..d8b3ee254bc 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -949,7 +949,7 @@ reagent_state = GAS color = COLOR_GRAY taste_mult = 0 // oderless and tasteless - ph = 9.2//It's acutally a huge range and very dependant on the chemistry but ph is basically a made up var in it's implementation anyways + ph = 9.2//It's acutally a huge range and very dependant on the chemistry but ph is basically a made up var in its implementation anyways chemical_flags = REAGENT_CAN_BE_SYNTHESIZED @@ -2706,7 +2706,7 @@ /datum/reagent/metalgen name = "Metalgen" data = list("material"=null) - description = "A purple metal morphic liquid, said to impose it's metallic properties on whatever it touches." + description = "A purple metal morphic liquid, said to impose its metallic properties on whatever it touches." color = "#b000aa" taste_mult = 0 // oderless and tasteless chemical_flags = REAGENT_NO_RANDOM_RECIPE diff --git a/code/modules/reagents/chemistry/reagents/reaction_agents_reagents.dm b/code/modules/reagents/chemistry/reagents/reaction_agents_reagents.dm index d6c4f0009b4..e7cb222ac58 100644 --- a/code/modules/reagents/chemistry/reagents/reaction_agents_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/reaction_agents_reagents.dm @@ -110,7 +110,7 @@ /datum/reagent/reaction_agent/speed_agent name = "Tempomyocin" - description = "This reagent will consume itself and speed up an ongoing reaction, modifying the current reaction's purity by it's own." + description = "This reagent will consume itself and speed up an ongoing reaction, modifying the current reaction's purity by its own." ph = 10 color = "#e61f82" diff --git a/code/modules/reagents/chemistry/recipes.dm b/code/modules/reagents/chemistry/recipes.dm index f61c5eade1b..b61a4d4d67c 100644 --- a/code/modules/reagents/chemistry/recipes.dm +++ b/code/modules/reagents/chemistry/recipes.dm @@ -157,7 +157,7 @@ return /** - * Occurs when a reation is overheated (i.e. past it's overheatTemp) + * Occurs when a reation is overheated (i.e. past its overheatTemp) * Will be called every tick in the reaction that it is overheated * If you want this to be a once only proc (i.e. the reaction is stopped after) set reaction.toDelete = TRUE * The above is useful if you're writing an explosion diff --git a/code/modules/reagents/chemistry/recipes/cat2_medicines.dm b/code/modules/reagents/chemistry/recipes/cat2_medicines.dm index 28aeb5743fa..ae6e616b203 100644 --- a/code/modules/reagents/chemistry/recipes/cat2_medicines.dm +++ b/code/modules/reagents/chemistry/recipes/cat2_medicines.dm @@ -155,7 +155,7 @@ if(off_cooldown(holder, equilibrium, 2, "hercuri_freeze")) return playsound(holder.my_atom, 'sound/magic/ethereal_exit.ogg', 50, 1) - holder.my_atom.visible_message("The reaction frosts over, releasing it's chilly contents!") + holder.my_atom.visible_message("The reaction frosts over, releasing its chilly contents!") var/radius = max((equilibrium.step_target_vol/50), 1) freeze_radius(holder, equilibrium, 200, radius, 60 SECONDS) //drying agent exists explode_shockwave(holder, equilibrium, sound_and_text = FALSE) diff --git a/code/modules/reagents/chemistry/recipes/pyrotechnics.dm b/code/modules/reagents/chemistry/recipes/pyrotechnics.dm index f02aaa3ab24..62a14ddc794 100644 --- a/code/modules/reagents/chemistry/recipes/pyrotechnics.dm +++ b/code/modules/reagents/chemistry/recipes/pyrotechnics.dm @@ -499,7 +499,7 @@ return ..() var/turf/local_turf = get_turf(holder.my_atom) playsound(local_turf, 'sound/magic/ethereal_exit.ogg', 50, 1) - local_turf.visible_message("The reaction frosts over, releasing it's chilly contents!") + local_turf.visible_message("The reaction frosts over, releasing its chilly contents!") freeze_radius(holder, null, holder.chem_temp*2, clamp(cryostylane.volume/30, 2, 6), 120 SECONDS, 2) clear_reactants(holder, 15) holder.chem_temp += 100 diff --git a/code/modules/reagents/chemistry/recipes/special.dm b/code/modules/reagents/chemistry/recipes/special.dm index 592a281ed73..75a60ba49d5 100644 --- a/code/modules/reagents/chemistry/recipes/special.dm +++ b/code/modules/reagents/chemistry/recipes/special.dm @@ -345,9 +345,9 @@ GLOBAL_LIST_INIT(medicine_reagents, build_medicine_reagents()) dat += "
  • heating it above [recipe.required_temp] degrees" dat += " but not above [recipe.overheat_temp] degrees" if(recipe.thermic_constant > 0) - dat += "
  • taking care of it's exothermic nature
  • " + dat += "
  • taking care of its exothermic nature
  • " else if(recipe.thermic_constant < 0) - dat += "
  • taking care of it's endothermic nature
  • " + dat += "
  • taking care of its endothermic nature
  • " var/datum/chemical_reaction/randomized/random_recipe = recipe if(random_recipe) if(random_recipe.randomize_req_ph) diff --git a/code/modules/reagents/reagent_containers/cups/drinks.dm b/code/modules/reagents/reagent_containers/cups/drinks.dm index 2f326accb90..c124ccec6bb 100644 --- a/code/modules/reagents/reagent_containers/cups/drinks.dm +++ b/code/modules/reagents/reagent_containers/cups/drinks.dm @@ -316,7 +316,7 @@ var/mob/living/thrower = throwingdatum?.get_thrower() if(thrower) thrower.add_mood_event("bottle_flip", /datum/mood_event/bottle_flip) - else // landed on it's side + else // landed on its side animate(src, transform = matrix(prob(50)? 90 : -90, MATRIX_ROTATE), time = 3, loop = 0) /obj/item/reagent_containers/cup/glass/waterbottle/pickup(mob/user) diff --git a/code/modules/spells/spell_types/self/rod_form.dm b/code/modules/spells/spell_types/self/rod_form.dm index 5336036cd2c..9989c4420c0 100644 --- a/code/modules/spells/spell_types/self/rod_form.dm +++ b/code/modules/spells/spell_types/self/rod_form.dm @@ -122,7 +122,7 @@ return TRUE /** - * Called when the wizard rod reaches it's maximum distance + * Called when the wizard rod reaches its maximum distance * or is otherwise stopped by something. * Dumps out the wizard, and deletes. */ diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 9bc2c5e9a65..29f7bea50fa 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -1240,7 +1240,7 @@ refresh_bleed_rate() /// Refresh the cache of our rate of bleeding sans any modifiers -/// ANYTHING ADDED TO THIS PROC NEEDS TO CALL IT WHEN IT'S EFFECT CHANGES +/// ANYTHING ADDED TO THIS PROC NEEDS TO CALL IT WHEN ITS EFFECT CHANGES /obj/item/bodypart/proc/refresh_bleed_rate() SHOULD_NOT_OVERRIDE(TRUE) diff --git a/code/modules/surgery/bodyparts/dismemberment.dm b/code/modules/surgery/bodyparts/dismemberment.dm index 914611a845e..7bf180306c7 100644 --- a/code/modules/surgery/bodyparts/dismemberment.dm +++ b/code/modules/surgery/bodyparts/dismemberment.dm @@ -4,7 +4,7 @@ return FALSE return TRUE -///Remove target limb from it's owner, with side effects. +///Remove target limb from its owner, with side effects. /obj/item/bodypart/proc/dismember(dam_type = BRUTE, silent=TRUE, wounding_type) if(!owner || (bodypart_flags & BODYPART_UNREMOVABLE)) return FALSE diff --git a/code/modules/surgery/bodyparts/helpers.dm b/code/modules/surgery/bodyparts/helpers.dm index a0955af4e46..8833f87e28e 100644 --- a/code/modules/surgery/bodyparts/helpers.dm +++ b/code/modules/surgery/bodyparts/helpers.dm @@ -178,7 +178,7 @@ if(new_bodypart) new_bodypart.update_limb(is_creating = TRUE) -/// Makes sure that the owner's bodytype flags match the flags of all of it's parts and organs +/// Makes sure that the owner's bodytype flags match the flags of all of its parts and organs /mob/living/carbon/proc/synchronize_bodytypes() var/all_limb_flags = NONE for(var/obj/item/bodypart/limb as anything in bodyparts) @@ -188,7 +188,7 @@ bodytype = all_limb_flags -/// Makes sure that the owner's bodyshape flags match the flags of all of it's parts and organs +/// Makes sure that the owner's bodyshape flags match the flags of all of its parts and organs /mob/living/carbon/proc/synchronize_bodyshapes() var/all_limb_flags = NONE for(var/obj/item/bodypart/limb as anything in bodyparts) diff --git a/code/modules/surgery/organ_manipulation.dm b/code/modules/surgery/organ_manipulation.dm index 1da7f59426c..a1eac882ae5 100644 --- a/code/modules/surgery/organ_manipulation.dm +++ b/code/modules/surgery/organ_manipulation.dm @@ -128,7 +128,7 @@ /datum/surgery_step/mechanic_close, ) -///Organ manipulation base class. Do not use, it wont work. Use it's subtypes +///Organ manipulation base class. Do not use, it wont work. Use its subtypes /datum/surgery_step/manipulate_organs name = "manipulate organs" repeatable = TRUE diff --git a/code/modules/surgery/organs/external/_external_organ.dm b/code/modules/surgery/organs/external/_external_organ.dm index 129be7d241a..d7673eac767 100644 --- a/code/modules/surgery/organs/external/_external_organ.dm +++ b/code/modules/surgery/organs/external/_external_organ.dm @@ -21,11 +21,11 @@ var/dna_block ///Set to EXTERNAL_BEHIND, EXTERNAL_FRONT or EXTERNAL_ADJACENT if you want to draw one of those layers as the object sprite. FALSE to use your own - ///This will not work if it doesn't have a limb to generate it's icon with + ///This will not work if it doesn't have a limb to generate its icon with var/use_mob_sprite_as_obj_sprite = FALSE - ///Does this organ have any bodytypes to pass to it's bodypart_owner? + ///Does this organ have any bodytypes to pass to its bodypart_owner? var/external_bodytypes = NONE - ///Does this organ have any bodyshapes to pass to it's bodypart_owner? + ///Does this organ have any bodyshapes to pass to its bodypart_owner? var/external_bodyshapes = NONE ///Which flags does a 'modification tool' need to have to restyle us, if it all possible (located in code/_DEFINES/mobs) var/restyle_flags = NONE diff --git a/code/modules/surgery/organs/internal/lungs/_lungs.dm b/code/modules/surgery/organs/internal/lungs/_lungs.dm index b3427db9291..47078bfc803 100644 --- a/code/modules/surgery/organs/internal/lungs/_lungs.dm +++ b/code/modules/surgery/organs/internal/lungs/_lungs.dm @@ -537,7 +537,7 @@ n2o_euphoria = EUPHORIA_INACTIVE breather.clear_alert(ALERT_TOO_MUCH_N2O) -// Breath in nitrium. It's helpful, but has nasty side effects +// Breathe in nitrium. It's helpful, but has nasty side effects /obj/item/organ/internal/lungs/proc/too_much_nitrium(mob/living/carbon/breather, datum/gas_mixture/breath, nitrium_pp, old_nitrium_pp) breathe_gas_volume(breath, /datum/gas/nitrium) diff --git a/code/modules/tgs/README.md b/code/modules/tgs/README.md index 6319028d810..35ca73d7e9a 100644 --- a/code/modules/tgs/README.md +++ b/code/modules/tgs/README.md @@ -1,6 +1,6 @@ # DMAPI Internals -This folder should be placed on it's own inside a codebase that wishes to use the TGS DMAPI. Warranty void if modified. +This folder should be placed on its own inside a codebase that wishes to use the TGS DMAPI. Warranty void if modified. - [includes.dm](./includes.dm) is the file that should be included by DM code, it handles including the rest. - The [core](./core) folder includes all code not directly part of any API version. diff --git a/code/modules/unit_tests/inhands.dm b/code/modules/unit_tests/inhands.dm index 7edda7858f8..863bbca6563 100644 --- a/code/modules/unit_tests/inhands.dm +++ b/code/modules/unit_tests/inhands.dm @@ -32,7 +32,7 @@ var/skip_left var/skip_right - if(initial(item_path.greyscale_colors)) //greyscale stuff has it's own unit test. + if(initial(item_path.greyscale_colors)) //greyscale stuff has its own unit test. skip_left = initial(item_path.greyscale_config_inhand_left) skip_right = initial(item_path.greyscale_config_inhand_right) if(skip_left && skip_right) diff --git a/code/modules/unit_tests/knockoff_component.dm b/code/modules/unit_tests/knockoff_component.dm index 20990a755cd..60dd9c2225b 100644 --- a/code/modules/unit_tests/knockoff_component.dm +++ b/code/modules/unit_tests/knockoff_component.dm @@ -79,7 +79,7 @@ shoves_the_guy.disarm(wears_the_glasses) TEST_ASSERT(wears_the_glasses.glasses != glasses, "Dummy kept their glasses, even though were disarm shoved into a wall.") -/// Helper to reset the glasses dummy back to it's original position, clear knockdown, and return glasses (if gone) +/// Helper to reset the glasses dummy back to its original position, clear knockdown, and return glasses (if gone) /datum/unit_test/knockoff_component/proc/set_glasses_wearer(mob/living/carbon/human/wearer, turf/reset_to, obj/item/clothing/glasses/reset_worn) wearer.forceMove(reset_to) wearer.SetKnockdown(0 SECONDS) diff --git a/code/modules/uplink/uplink_items/job.dm b/code/modules/uplink/uplink_items/job.dm index 9d0cacd3d4a..f908b10fa20 100644 --- a/code/modules/uplink/uplink_items/job.dm +++ b/code/modules/uplink/uplink_items/job.dm @@ -339,7 +339,7 @@ desc = "A highly specialized weapon, the Blast Cannon is actually relatively simple. It contains an attachment for a tank transfer valve mounted to an angled pipe specially constructed \ withstand extreme pressure and temperatures, and has a mechanical trigger for triggering the transfer valve. Essentially, it turns the explosive force of a bomb into a narrow-angle \ blast wave \"projectile\". Aspiring scientists may find this highly useful, as forcing the pressure shockwave into a narrow angle seems to be able to bypass whatever quirk of physics \ - disallows explosive ranges above a certain distance, allowing for the device to use the theoretical yield of a transfer valve bomb, instead of the factual yield. It's simple design makes it easy to conceal." + disallows explosive ranges above a certain distance, allowing for the device to use the theoretical yield of a transfer valve bomb, instead of the factual yield. Its simple design makes it easy to conceal." progression_minimum = 30 MINUTES item = /obj/item/gun/blastcannon cost = 14 //High cost because of the potential for extreme damage in the hands of a skilled scientist. diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index 21f4831af36..ab0502e6f68 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -397,7 +397,7 @@ GLOBAL_LIST_EMPTY(vending_machines_to_restock) return /** - * Build the inventory of the vending machine from it's product and record lists + * Build the inventory of the vending machine from its product and record lists * * This builds up a full set of /datum/data/vending_products from the product list of the vending machine type * Arguments: @@ -833,7 +833,7 @@ GLOBAL_LIST_EMPTY(vending_machines_to_restock) * * turf/target: The turf to fall onto. Cannot be null. * * damage: The raw numerical damage to do by default. * * chance_to_crit: The percent chance of a critical hit occuring. Default: 0 - * * forced_crit_case: If given a value from crushing.dm, [target] and it's contents will always be hit with that specific critical hit. Default: null + * * forced_crit_case: If given a value from crushing.dm, [target] and its contents will always be hit with that specific critical hit. Default: null * * paralyze_time: The time, in deciseconds, a given mob/living will be paralyzed for if crushed. * * crush_dir: The direction the crush is coming from. Default: dir of src to [target]. * * damage_type: The type of damage to do. Default: BRUTE diff --git a/code/modules/vending/magivend.dm b/code/modules/vending/magivend.dm index ef89e916bf3..51aac98fdfa 100644 --- a/code/modules/vending/magivend.dm +++ b/code/modules/vending/magivend.dm @@ -21,7 +21,7 @@ contraband = list(/obj/item/reagent_containers/cup/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave armor_type = /datum/armor/vending_magivend resistance_flags = FIRE_PROOF - default_price = 0 //Just in case, since it's primary use is storage. + default_price = 0 //Just in case, since its primary use is storage. extra_price = PAYCHECK_COMMAND payment_department = ACCOUNT_SRV light_mask = "magivend-light-mask" diff --git a/cutter_templates/bitmask/cardinal_32x32.toml b/cutter_templates/bitmask/cardinal_32x32.toml index 9d3d4097e78..987e9126b2d 100644 --- a/cutter_templates/bitmask/cardinal_32x32.toml +++ b/cutter_templates/bitmask/cardinal_32x32.toml @@ -10,7 +10,7 @@ smooth_diagonally = false x = 32 y = 32 -# Output our stuff at the same level as it's input +# Output our stuff at the same level as its input [output_icon_pos] x = 0 y = 0 diff --git a/strings/exodrone.json b/strings/exodrone.json index 3f0f9ac7737..e391a0f17e7 100644 --- a/strings/exodrone.json +++ b/strings/exodrone.json @@ -66,7 +66,7 @@ "You pass by security patrol. They give you suspicious stares." ], "fluff_ruins": [ - "You encounter a broken statue. You can't tell what was it's original shape.", + "You encounter a broken statue. You can't tell what its original shape was.", "You have to backtrack from a collapsed passage.", "You pass through a corridor full of cracked tiles." ] diff --git a/strings/tcg/keywords.json b/strings/tcg/keywords.json index 541d828cb00..854ac936fef 100644 --- a/strings/tcg/keywords.json +++ b/strings/tcg/keywords.json @@ -11,8 +11,8 @@ "Hivemind": "The creature enters combat with a hivemind token on it.The first time this card would take damage, remove that token instead. This does not apply to immediate removal effects, only points of damage", "Holy": "Immunity to all event cards", "Immunity": "The creature cannot be affected by card effects or combat of its immunity type. This includes both friendly and opposing effects", - "On Equip": "This effect is activated once it's item cost is paid and it enters the battlefield, equipping itself to a chosen card on your side of the field (Unless otherwise stated)", - "On Summon": "This effect is activated once it's creature cost is paid and it enters the battlefield", + "On Equip": "This effect is activated once its item cost is paid and it enters the battlefield, equipping itself to a chosen card on your side of the field (Unless otherwise stated)", + "On Summon": "This effect is activated once its creature cost is paid and it enters the battlefield", "Squad Tactics": "When this creature attacks an opponent's creature and defeats it in combat, the owner of the defeated card takes 1 lifeshard of damage from combat", "Taunt": "All opposing creature attacks must be directed towards the creature with Taunt" } diff --git a/strings/tcg/set_one.json b/strings/tcg/set_one.json index 233f984835d..de24543a66b 100644 --- a/strings/tcg/set_one.json +++ b/strings/tcg/set_one.json @@ -750,7 +750,7 @@ "id": "medborg", "name": "Cyborg (Medical Shell)", "desc": "A state of the art medical shell, for when biological life just can't take care of itself. Comes equipped with built-in surgical equipment and all the medicated lollipops you could ever want.", - "rules": "{$Asimov}, you may tap this card and pay 2 mana: Reset a card's resolve to it's original value.", + "rules": "{$Asimov}, you may tap this card and pay 2 mana: Reset a card's resolve to its original value.", "icon_state": "borg_medical", "power": "2", "resolve": "3", @@ -781,7 +781,7 @@ "id": "mime", "name": "Mime", "desc": "Si vous regardez attentivement dans les yeux d'un mime, vous pouvez voir le tourment sans fin derrière leur façade silencieuse. C'est vraiment tragique.", - "rules": "You may tap this card: Pick an opponent's card and nullify it's effect until it leaves play.", + "rules": "You may tap this card: Pick an opponent's card and nullify its effect until it leaves play.", "icon_state": "mime", "power": "2", "resolve": "1", diff --git a/tgui/docs/chat-embedded-components.md b/tgui/docs/chat-embedded-components.md index f5a5db7aed5..bb81acbb20d 100644 --- a/tgui/docs/chat-embedded-components.md +++ b/tgui/docs/chat-embedded-components.md @@ -29,7 +29,7 @@ We can't embed components that haven't been prewhitelisted. This isn't because of security concerns or anything, we just can't lookup components by their name without creating a lookup table. You can find that in [tgui chat's renderer](../packages/tgui-panel/chat/renderer.js) under the name `TGUI_CHAT_COMPONENTS` -Adding a new component is simple, just add it's name to the dictionary, and import it into the file. +Adding a new component is simple, just add its name to the dictionary, and import it into the file. ### Sending props @@ -38,7 +38,7 @@ Ok, so we know how to render a component, but that's nearly useless unless we al So how's that work? The syntax is similar to sending a component, but has a bit more caveats. -We have two bits of info to contend with. The name of the prop, and it's value. +We have two bits of info to contend with. The name of the prop, and its value. First then, how do you send the name of a prop? #### Sending a prop's name diff --git a/tgui/packages/common/redux.ts b/tgui/packages/common/redux.ts index c8eb268f5d4..6179da15229 100644 --- a/tgui/packages/common/redux.ts +++ b/tgui/packages/common/redux.ts @@ -163,7 +163,7 @@ export const combineReducers = ( * @param {string} type The action type to use for created actions. * @param {any} prepare (optional) a method that takes any number of arguments * and returns { payload } or { payload, meta }. If this is given, the - * resulting action creator will pass it's arguments to this method to + * resulting action creator will pass its arguments to this method to * calculate payload & meta. * * @public diff --git a/tgui/packages/tgui/interfaces/CyborgBootDebug.jsx b/tgui/packages/tgui/interfaces/CyborgBootDebug.jsx index d023240c7e1..ac492a24987 100644 --- a/tgui/packages/tgui/interfaces/CyborgBootDebug.jsx +++ b/tgui/packages/tgui/interfaces/CyborgBootDebug.jsx @@ -5,7 +5,7 @@ import { Window } from '../layouts'; const TOOLTIP_NAME = ` Enter a new name for this unit. Set to blank to reset to default, - which means unit will be able to choose it's own name. + which means unit will be able to choose its own name. `; const TOOLTIP_LOCOMOTION = ` @@ -30,7 +30,7 @@ const TOOLTIP_AI = ` const TOOLTIP_LAWSYNC = ` If closed, this unit will not synchronize - it's laws with it's master AI. + its laws with its master AI. `; export const CyborgBootDebug = (props) => { diff --git a/tgui/packages/tgui/interfaces/Newscaster.jsx b/tgui/packages/tgui/interfaces/Newscaster.jsx index fc91fc9c89d..e97ac50a446 100644 --- a/tgui/packages/tgui/interfaces/Newscaster.jsx +++ b/tgui/packages/tgui/interfaces/Newscaster.jsx @@ -430,7 +430,7 @@ const NewscasterChannelBox = (props) => { {!!admin_mode && (