Spelling and Grammar Fixes (#86022)

## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
This commit is contained in:
klorpa
2024-08-23 14:49:46 -05:00
committed by GitHub
parent 9a8c99cf8f
commit e1bf793264
108 changed files with 249 additions and 249 deletions
+1 -1
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@@ -575,7 +575,7 @@ ADMIN_VERB(cmd_controller_view_ui, R_SERVER|R_DEBUG, "Controller Overview", "Vie
//Anti-tick-contention heuristics:
if (init_stage == INITSTAGE_MAX)
//if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
//if there are multiple sleeping procs running before us hogging the cpu, we have to run later.
// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
if (starting_tick_usage > TICK_LIMIT_MC) //if there isn't enough time to bother doing anything this tick, sleep a bit.
sleep_delta *= 2
+2 -2
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@@ -19,7 +19,7 @@
/// Time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/wait = 20
/// Priority Weight: When mutiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
/// Priority Weight: When multiple subsystems need to run in the same tick, higher priority subsystems will be given a higher share of the tick before MC_TICK_CHECK triggers a sleep, higher priority subsystems also run before lower priority subsystems
var/priority = FIRE_PRIORITY_DEFAULT
/// [Subsystem Flags][SS_NO_INIT] to control binary behavior. Flags must be set at compile time or before preinit finishes to take full effect. (You can also restart the mc to force them to process again)
@@ -272,7 +272,7 @@
/datum/controller/subsystem/proc/OnConfigLoad()
/**
* Used to initialize the subsystem. This is expected to be overriden by subtypes.
* Used to initialize the subsystem. This is expected to be overridden by subtypes.
*/
/datum/controller/subsystem/Initialize()
return SS_INIT_NONE
+3 -3
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@@ -75,7 +75,7 @@ SUBSYSTEM_DEF(atoms)
rustg_file_write(json_encode(mapload_init_times), "[GLOB.log_directory]/init_times.json")
#endif
/// Actually creates the list of atoms. Exists soley so a runtime in the creation logic doesn't cause initalized to totally break
/// Actually creates the list of atoms. Exists solely so a runtime in the creation logic doesn't cause initialized to totally break
/datum/controller/subsystem/atoms/proc/CreateAtoms(list/atoms, list/atoms_to_return = null, mapload_source = null)
if (atoms_to_return)
LAZYINITLIST(created_atoms)
@@ -137,8 +137,8 @@ SUBSYSTEM_DEF(atoms)
return null
return initialized_state[state_length][1]
/// Use this to set initialized to prevent error states where the old initialized is overriden, and we end up losing all context
/// Accepts a state and a source, the most recent state is used, sources exist to prevent overriding old values accidentially
/// Use this to set initialized to prevent error states where the old initialized is overridden, and we end up losing all context
/// Accepts a state and a source, the most recent state is used, sources exist to prevent overriding old values accidentally
/datum/controller/subsystem/atoms/proc/set_tracked_initalized(state, source)
if(!length(initialized_state))
base_initialized = initialized
@@ -140,10 +140,10 @@ SUBSYSTEM_DEF(dynamic)
/// The maximum amount of time for antag random events to be hijacked.
var/random_event_hijack_maximum = 18 MINUTES
/// What is the lower bound of when the roundstart annoucement is sent out?
/// What is the lower bound of when the roundstart announcement is sent out?
var/waittime_l = 600
/// What is the higher bound of when the roundstart annoucement is sent out?
/// What is the higher bound of when the roundstart announcement is sent out?
var/waittime_h = 1800
/// A number between 0 and 100. The maximum amount of threat allowed to generate.
+3 -3
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@@ -35,7 +35,7 @@ SUBSYSTEM_DEF(materials)
///A list of dimensional themes used by the dimensional anomaly and other things, most of which require materials to function.
var/list/datum/dimension_theme/dimensional_themes
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropriate vars (See these variables for more info)
/datum/controller/subsystem/materials/proc/InitializeMaterials()
materials = list()
materials_by_type = list()
@@ -53,7 +53,7 @@ SUBSYSTEM_DEF(materials)
/** Creates and caches a material datum.
*
* Arugments:
* Arguments:
* - [arguments][/list]: The arguments to use to create the material datum
* - The first element is the type of material to initialize.
*/
@@ -134,7 +134,7 @@ SUBSYSTEM_DEF(materials)
value = arguments[key]
if(!(istext(key) || isnum(key)))
key = REF(key)
key = "[key]" // Key is stringified so numbers dont break things
key = "[key]" // Key is stringified so numbers don't break things
if(!isnull(value))
if(!(istext(value) || isnum(value)))
value = REF(value)
+1 -1
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@@ -17,7 +17,7 @@ SUBSYSTEM_DEF(overlays)
/// Don't have access to that type tho, so this is the best you're gonna get
/proc/overlays2text(list/overlays)
var/list/unique_overlays = list()
// As anything because we're basically doing type coerrsion, rather then actually filtering for mutable apperances
// As anything because we're basically doing type coercion, rather then actually filtering for mutable appearances
for(var/mutable_appearance/overlay as anything in overlays)
var/key = "[overlay.icon]-[overlay.icon_state]-[overlay.dir]"
unique_overlays[key] += 1
+1 -1
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@@ -158,7 +158,7 @@ SUBSYSTEM_DEF(pathfinder)
/// Takes a set of pathfind info, returns the first valid pathmap that would work if one exists
/// Optionally takes a max age to accept (defaults to 0 seconds) and a minimum acceptable range
/// If include_building is true and we can only find a building path, ew'll use that instead. tho we will wait for it to finish first
/// If include_building is true and we can only find a building path, we'll use that instead. tho we will wait for it to finish first
/datum/controller/subsystem/pathfinder/proc/get_valid_map(datum/can_pass_info/pass_info, turf/target, simulated_only = TRUE, turf/exclude, age = MAP_REUSE_INSTANT, min_range = -INFINITY, include_building = FALSE)
// Walk all the maps that match our caller's turf OR our target's
// Then hold onto em. If their cache time is short we can reuse/expand them, if not we'll have to make a new one
@@ -104,7 +104,7 @@ SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
moth_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
pod_hair_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair)[DEFAULT_SPRITE_LIST]
/// This proc just intializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
/// This proc just initializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
/datum/controller/subsystem/accessories/proc/init_hair_gradients()
hair_gradients_list = list()
facial_hair_gradients_list = list()
+2 -2
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@@ -524,7 +524,7 @@ SUBSYSTEM_DEF(timer)
2 = timeToRun,
3 = wait,
4 = flags,
5 = callBack, /* Safe to hold this directly becasue it's never del'd */
5 = callBack, /* Safe to hold this directly because it's never del'd */
6 = "[callBack.object]",
7 = text_ref(callBack.object),
8 = getcallingtype(),
@@ -539,7 +539,7 @@ SUBSYSTEM_DEF(timer)
2 = timeToRun,
3 = wait,
4 = flags,
5 = callBack, /* Safe to hold this directly becasue it's never del'd */
5 = callBack, /* Safe to hold this directly because it's never del'd */
6 = "[callBack.object]",
7 = getcallingtype(),
8 = callBack.delegate,
+8 -8
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@@ -8,15 +8,15 @@
* plus TICK_BYOND_RESERVE from the tick and uses up to that amount of time (minus the percentage of the tick used by the time it executes subsystems)
* on subsystems running cool things like atmospherics or Life or SSInput or whatever.
*
* Without this subsystem, verbs are likely to cause overtime if the MC uses all of the time it has alloted for itself in the tick, and SendMaps
* Without this subsystem, verbs are likely to cause overtime if the MC uses all of the time it has allotted for itself in the tick, and SendMaps
* uses as much as its expected to, and an expensive verb ends up executing that tick. This is because the MC is completely blind to the cost of
* verbs, it can't account for it at all. The only chance for verbs to not cause overtime in a tick where the MC used as much of the tick
* as it alloted itself and where SendMaps costed as much as it was expected to is if the verb(s) take less than TICK_BYOND_RESERVE percent of
* the tick, which isnt much. Not to mention if SendMaps takes more than 30% of the tick and the MC forces itself to take at least 70% of the
* as it allotted itself and where SendMaps costed as much as it was expected to is if the verb(s) take less than TICK_BYOND_RESERVE percent of
* the tick, which isn't much. Not to mention if SendMaps takes more than 30% of the tick and the MC forces itself to take at least 70% of the
* normal tick duration which causes ticks to naturally overrun even in the absence of verbs.
*
* With this subsystem, the MC can account for the cost of verbs and thus stop major overruns of ticks. This means that the most important subsystems
* like SSinput can start at the same time they were supposed to, leading to a smoother experience for the player since ticks arent riddled with
* like SSinput can start at the same time they were supposed to, leading to a smoother experience for the player since ticks aren't riddled with
* minor hangs over and over again.
*/
SUBSYSTEM_DEF(verb_manager)
@@ -36,17 +36,17 @@ SUBSYSTEM_DEF(verb_manager)
///if TRUE we treat usr's with holders just like usr's without holders. otherwise they always execute immediately
var/can_queue_admin_verbs = FALSE
///if this is true all verbs immediately execute and dont queue. in case the mc is fucked or something
///if this is true all verbs immediately execute and don't queue. in case the mc is fucked or something
var/FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs = FALSE
///used for subtypes to determine if they use their own stats for the stat entry
var/use_default_stats = TRUE
///if TRUE this will... message admins every time a verb is queued to this subsystem for the next tick with stats.
///for obvious reasons dont make this be TRUE on the code level this is for admins to turn on
///for obvious reasons don't make this be TRUE on the code level this is for admins to turn on
var/message_admins_on_queue = FALSE
///always queue if possible. overides can_queue_admin_verbs but not FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs
///always queue if possible. overrides can_queue_admin_verbs but not FOR_ADMINS_IF_VERBS_FUCKED_immediately_execute_all_verbs
var/always_queue = FALSE
/**
@@ -87,7 +87,7 @@ SUBSYSTEM_DEF(verb_manager)
#else
if(QDELETED(usr) || isnull(usr.client))
stack_trace("_queue_verb() returned false because it wasnt called from player input!")
stack_trace("_queue_verb() returned false because it wasn't called from player input!")
return FALSE
#endif