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

## About The Pull Request

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

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

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
This commit is contained in:
norsvenska
2024-07-21 15:47:03 -04:00
committed by SkyratBot
parent 13c7e0d161
commit aefec7cb2b
211 changed files with 304 additions and 304 deletions
+1 -1
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@@ -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
+2 -2
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@@ -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"))
+2 -2
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@@ -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
+1 -1
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@@ -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.
@@ -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
*
@@ -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
+1 -1
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@@ -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()
+1 -1
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@@ -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
+1 -1
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@@ -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
+1 -1
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@@ -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)
+1 -1
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@@ -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)