Removes the the vast majority of 'The the' from the the code (#15597)

* The the

* Some more

* Review 1

* A couple more
This commit is contained in:
SabreML
2021-06-20 10:20:32 -04:00
committed by GitHub
parent fc3185dcb6
commit 0b375de42c
185 changed files with 500 additions and 510 deletions
+2 -2
View File
@@ -457,10 +457,10 @@ BLIND // can't see anything
if(istype(I, /obj/item/match) && src.loc == user)
var/obj/item/match/M = I
if(M.matchignite()) // Match isn't lit, but isn't burnt.
user.visible_message("<span class='warning'>[user] strikes a [M] on the bottom of [src], lighting it.</span>","<span class='warning'>You strike the [M] on the bottom of [src] to light it.</span>")
user.visible_message("<span class='warning'>[user] strikes a [M] on the bottom of [src], lighting it.</span>","<span class='warning'>You strike [M] on the bottom of [src] to light it.</span>")
playsound(user.loc, 'sound/goonstation/misc/matchstick_light.ogg', 50, 1)
else
user.visible_message("<span class='warning'>[user] crushes the [M] into the bottom of [src], extinguishing it.</span>","<span class='warning'>You crush the [M] into the bottom of [src], extinguishing it.</span>")
user.visible_message("<span class='warning'>[user] crushes [M] into the bottom of [src], extinguishing it.</span>","<span class='warning'>You crush [M] into the bottom of [src], extinguishing it.</span>")
M.dropped()
return
+2 -2
View File
@@ -29,13 +29,13 @@
if(istype(I, /obj/item/stack/sheet/mineral/diamond))
var/obj/item/stack/sheet/mineral/diamond/D = I
if(stud)
to_chat(usr, "<span class='notice'>The [src] already has a gem.</span>")
to_chat(usr, "<span class='notice'>[src] already has a gem.</span>")
else
if(D.amount >= 1)
D.use(1)
stud = 1
update_icon()
to_chat(usr, "<span class='notice'>You socket the diamond into the [src].</span>")
to_chat(usr, "<span class='notice'>You socket the diamond into [src].</span>")
// s'pensive
/obj/item/clothing/gloves/ring/silver
+2 -2
View File
@@ -129,7 +129,7 @@
/obj/item/clothing/mask/muzzle/safety/shock
name = "shock muzzle"
desc = "A muzzle designed to prevent biting. This one is fitted with a behavior correction system."
desc = "A muzzle designed to prevent biting. This one is fitted with a behavior correction system."
var/obj/item/assembly/trigger = null
origin_tech = "materials=1;engineering=1"
materials = list(MAT_METAL=500, MAT_GLASS=50)
@@ -147,7 +147,7 @@
trigger.master = src
trigger.holder = src
AddComponent(/datum/component/proximity_monitor)
to_chat(user, "<span class='notice'>You attach the [W] to [src].</span>")
to_chat(user, "<span class='notice'>You attach [W] to [src].</span>")
return TRUE
else if(istype(W, /obj/item/assembly))
to_chat(user, "<span class='notice'>That won't fit in [src]. Perhaps a signaler or voice analyzer would?</span>")
+3 -4
View File
@@ -213,21 +213,20 @@
return
var/mob/living/carbon/human/H = user
if(H.shoes != src)
to_chat(user, "You will have to put on the [src] before you can do that.")
to_chat(user, "<span class='warning>You will have to put on [src] before you can do that.</span>")
return
flags |= NOSLIP
magpulse = 1
flags &= ~NODROP //kinda hard to take off magclaws when you are gripping them tightly.
to_chat(user, "You dig your claws deeply into the flooring, bracing yourself.")
to_chat(user, "It would be hard to take off the [src] without relaxing your grip first.")
to_chat(user, "It would be hard to take off [src] without relaxing your grip first.")
//In case they somehow come off while enabled.
/obj/item/clothing/shoes/magboots/vox/dropped(mob/user as mob)
..()
if(src.magpulse)
user.visible_message("The [src] go limp as they are removed from [usr]'s feet.", "The [src] go limp as they are removed from your feet.")
user.visible_message("[src] go limp as they are removed from [usr]'s feet.", "[src] go limp as they are removed from your feet.")
flags &= ~NOSLIP
magpulse = 0
flags &= ~NODROP
+3 -3
View File
@@ -368,7 +368,7 @@
if(!active)
return FALSE
if(reaction_check(hitby))
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out jets of flame!</span>")
for(var/mob/living/carbon/C in range(6, owner))
if(C != owner)
C.fire_stacks += 8
@@ -405,7 +405,7 @@
if(!active)
return FALSE
if(reaction_check(hitby))
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out arcs of lightning!</span>")
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
for(var/mob/living/M in view(6, owner))
if(M == owner)
continue
@@ -451,7 +451,7 @@
new sparkle_path(get_turf(AM), get_dir(owner, AM))
if(isliving(AM))
var/mob/living/M = AM
to_chat(M, "<span class='userdanger'>You're thrown back by the [owner]'s reactive armor!</span>")
to_chat(M, "<span class='userdanger'>You're thrown back by [owner]'s reactive armor!</span>")
INVOKE_ASYNC(AM, /atom/movable/.proc/throw_at, throw_target, ((clamp((repulse_power - (clamp(dist_from_user - 2, 0, dist_from_user))), 3, repulse_power))), 1) //So stuff gets tossed around at the same time.
disable(rand(2, 5))
return TRUE
@@ -40,32 +40,32 @@
var/obj/item/gun/W = I
if(!can_holster(W))
to_chat(user, "<span class='warning'>This [W] won't fit in the [src]!</span>")
to_chat(user, "<span class='warning'>This [W.name] won't fit in [src]!</span>")
return
if(!user.canUnEquip(W, 0))
to_chat(user, "<span class='warning'>You can't let go of the [W]!</span>")
to_chat(user, "<span class='warning'>You can't let go of [W]!</span>")
return
holstered = W
user.unEquip(holstered)
holstered.loc = src
holstered.add_fingerprint(user)
user.visible_message("<span class='notice'>[user] holsters the [holstered].</span>", "<span class='notice'>You holster the [holstered].</span>")
user.visible_message("<span class='notice'>[user] holsters [holstered].</span>", "<span class='notice'>You holster [holstered].</span>")
/obj/item/clothing/accessory/holster/proc/unholster(mob/user as mob)
if(!holstered)
return
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
to_chat(user, "<span class='warning'>You need an empty hand to draw the [holstered]!</span>")
to_chat(user, "<span class='warning'>You need an empty hand to draw [holstered]!</span>")
else
if(user.a_intent == INTENT_HARM)
usr.visible_message("<span class='warning'>[user] draws the [holstered], ready to shoot!</span></span>", \
"<span class='warning'>You draw the [holstered], ready to shoot!</span>")
usr.visible_message("<span class='warning'>[user] draws [holstered], ready to shoot!</span></span>", \
"<span class='warning'>You draw [holstered], ready to shoot!</span>")
else
user.visible_message("<span class='notice'>[user] draws the [holstered], pointing it at the ground.</span>", \
"<span class='notice'>You draw the [holstered], pointing it at the ground.</span>")
user.visible_message("<span class='notice'>[user] draws [holstered], pointing it at the ground.</span>", \
"<span class='notice'>You draw [holstered], pointing it at the ground.</span>")
user.put_in_hands(holstered)
holstered.add_fingerprint(user)
holstered = null