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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" /🆑
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@@ -63,7 +63,7 @@ Existing Calls: `initialiseModules(),generate(),generateOneTurf()`
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### mapGeneratorModule
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Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in it's mother's map based on cluster variables.
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Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in its mother's map based on cluster variables.
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### sync(var/datum/map_generator/mum)
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@@ -77,7 +77,7 @@ Existing Calls: `mapGenerator/syncModules()`
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Example: `generate()`
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Desc: Calls place(T) on all turfs in it's mother's map
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Desc: Calls place(T) on all turfs in its mother's map
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Existing Calls: `mapGenerator/generate()`
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@@ -104,9 +104,9 @@ Existing Calls: `place()`
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Simple Workflow:
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1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
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* I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
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* A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
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* A mapGeneratorModule may have turfs AND atoms, so long as each is in its appropriate list
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2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
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@@ -149,15 +149,15 @@ Variable Breakdown (For Mappers):
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### mapGeneratorModule
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* mother - INTERNAL, do not touch
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* spawnableAtoms - A list of typepaths and their probability to spawn, eg: `spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)`
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* spawnableTurfs - A list of typepaths and their probability to spawn, eg: `spawnableTurfs = list(/turf/unsimulated/floor/grass = 100)`
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* 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
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* 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
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* clusterCheckFlags - A Bitfield that controls how the cluster checks work, All based on clusterMin and clusterMax guides
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* allowAtomsOnSpace - A Boolean for if we allow atoms to spawn on space tiles
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