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Fix various issues with names in string interpolation (#89246)
## About The Pull Request Commit messages should be descriptive of all changes. The "incorrect `\The` macro capitalization" was intentional when it was added, but as far as I know TG says "the supermatter" rather than "The Supermatter," so it's incorrect now. This is completely untested. I don't even know how you'd go about testing this, it's just a fuckton of strings. Someday I want to extract them and run NLP on it to catch grammar problems... ## Why It's Good For The Game Basic grammar pass for name strings. Should make `\the` work better and avoid cases like `the John Smith`.
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@@ -145,7 +145,7 @@
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if(prob(20))
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user.Stun(40)
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user.take_overall_damage(burn = shock_damage)
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user.visible_message(span_danger("[user.name] is shocked by the [src.name]!"), \
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user.visible_message(span_danger("[user.name] is shocked by \the [src]!"), \
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span_userdanger("Energy pulse detected, system damaged!"), \
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span_hear("You hear an electrical crack."))
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@@ -282,7 +282,7 @@
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if(welded)
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if(!item.tool_start_check(user, amount=1))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \
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user.visible_message(span_notice("[user.name] starts to cut \the [src] free from the floor."), \
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span_notice("You start to cut [src] free from the floor..."), \
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span_hear("You hear welding."))
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if(!item.use_tool(src, user, 20, 1, 50))
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@@ -298,7 +298,7 @@
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return TRUE
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if(!item.tool_start_check(user, amount=1))
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return TRUE
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user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \
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user.visible_message(span_notice("[user.name] starts to weld \the [src] to the floor."), \
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span_notice("You start to weld [src] to the floor..."), \
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span_hear("You hear welding."))
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if(!item.use_tool(src, user, 20, 1, 50))
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@@ -252,7 +252,7 @@ no power level overlay is currently in the overlays list.
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check_power_level()
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return TRUE
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else
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visible_message(span_danger("The [name] shuts down!"), span_hear("You hear something shutting down."))
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visible_message(span_danger("\The [src] shuts down!"), span_hear("You hear something shutting down."))
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turn_off()
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investigate_log("ran out of power and DEACTIVATED.", INVESTIGATE_ENGINE)
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power = 0
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@@ -454,7 +454,7 @@
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if(istype(stunned_human.glasses, /obj/item/clothing/glasses/meson))
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var/obj/item/clothing/glasses/meson/check_meson = stunned_human.glasses
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if(check_meson.vision_flags & SEE_TURFS)
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to_chat(stunned_human, span_notice("You look directly into the [name], good thing you had your protective eyewear on!"))
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to_chat(stunned_human, span_notice("You look directly into \the [src], good thing you had your protective eyewear on!"))
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continue
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apply_stun(stunned_mob)
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@@ -462,8 +462,8 @@
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/obj/singularity/proc/apply_stun(mob/living/carbon/stunned_mob)
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stunned_mob.apply_effect(60, EFFECT_STUN)
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stunned_mob.visible_message(
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span_danger("[stunned_mob] stares blankly at the [name]!"),
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span_userdanger("You look directly into the [name] and feel weak.")
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span_danger("[stunned_mob] stares blankly at \the [src]!"),
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span_userdanger("You look directly into \the [src] and feel weak.")
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)
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/obj/singularity/proc/emp_area()
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