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`.
This commit is contained in:
Penelope Haze
2025-01-29 17:46:03 +01:00
committed by GitHub
parent 76a58e71b9
commit d0a7f955f8
85 changed files with 125 additions and 125 deletions
@@ -145,7 +145,7 @@
if(prob(20))
user.Stun(40)
user.take_overall_damage(burn = shock_damage)
user.visible_message(span_danger("[user.name] is shocked by the [src.name]!"), \
user.visible_message(span_danger("[user.name] is shocked by \the [src]!"), \
span_userdanger("Energy pulse detected, system damaged!"), \
span_hear("You hear an electrical crack."))
+2 -2
View File
@@ -282,7 +282,7 @@
if(welded)
if(!item.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user.name] starts to cut the [name] free from the floor."), \
user.visible_message(span_notice("[user.name] starts to cut \the [src] free from the floor."), \
span_notice("You start to cut [src] free from the floor..."), \
span_hear("You hear welding."))
if(!item.use_tool(src, user, 20, 1, 50))
@@ -298,7 +298,7 @@
return TRUE
if(!item.tool_start_check(user, amount=1))
return TRUE
user.visible_message(span_notice("[user.name] starts to weld the [name] to the floor."), \
user.visible_message(span_notice("[user.name] starts to weld \the [src] to the floor."), \
span_notice("You start to weld [src] to the floor..."), \
span_hear("You hear welding."))
if(!item.use_tool(src, user, 20, 1, 50))
@@ -252,7 +252,7 @@ no power level overlay is currently in the overlays list.
check_power_level()
return TRUE
else
visible_message(span_danger("The [name] shuts down!"), span_hear("You hear something shutting down."))
visible_message(span_danger("\The [src] shuts down!"), span_hear("You hear something shutting down."))
turn_off()
investigate_log("ran out of power and DEACTIVATED.", INVESTIGATE_ENGINE)
power = 0
@@ -454,7 +454,7 @@
if(istype(stunned_human.glasses, /obj/item/clothing/glasses/meson))
var/obj/item/clothing/glasses/meson/check_meson = stunned_human.glasses
if(check_meson.vision_flags & SEE_TURFS)
to_chat(stunned_human, span_notice("You look directly into the [name], good thing you had your protective eyewear on!"))
to_chat(stunned_human, span_notice("You look directly into \the [src], good thing you had your protective eyewear on!"))
continue
apply_stun(stunned_mob)
@@ -462,8 +462,8 @@
/obj/singularity/proc/apply_stun(mob/living/carbon/stunned_mob)
stunned_mob.apply_effect(60, EFFECT_STUN)
stunned_mob.visible_message(
span_danger("[stunned_mob] stares blankly at the [name]!"),
span_userdanger("You look directly into the [name] and feel weak.")
span_danger("[stunned_mob] stares blankly at \the [src]!"),
span_userdanger("You look directly into \the [src] and feel weak.")
)
/obj/singularity/proc/emp_area()