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
@@ -37,73 +37,73 @@
m_type = 2
if("scratch")
if(!src.restrained())
message = "<B>The [src.name]</B> scratches."
message = "<B>[src]</B> scratches."
m_type = 1
if("whimper")
if(!muzzled)
message = "<B>The [src.name]</B> whimpers."
message = "<B>[src]</B> whimpers."
m_type = 2
// if("roar")
// if(!muzzled)
// message = "<B>The [src.name]</B> roars." Commenting out since larva shouldn't roar /N
// message = "<B>[src]</B> roars." Commenting out since larva shouldn't roar /N
// m_type = 2
if("tail")
message = "<B>The [src.name]</B> waves its tail."
message = "<B>[src]</B> waves its tail."
m_type = 1
if("gasp")
message = "<B>The [src.name]</B> gasps."
message = "<B>[src]</B> gasps."
m_type = 2
if("shiver")
message = "<B>The [src.name]</B> shivers."
message = "<B>[src]</B> shivers."
m_type = 2
if("drool")
message = "<B>The [src.name]</B> drools."
message = "<B>[src]</B> drools."
m_type = 1
if("scretch")
if(!muzzled)
message = "<B>The [src.name]</B> scretches."
message = "<B>[src]</B> scretches."
m_type = 2
if("choke")
message = "<B>The [src.name]</B> chokes."
message = "<B>[src]</B> chokes."
m_type = 2
if("moan")
message = "<B>The [src.name]</B> moans!"
message = "<B>[src]</B> moans!"
m_type = 2
if("nod")
message = "<B>The [src.name]</B> nods its head."
message = "<B>[src]</B> nods its head."
m_type = 1
// if("sit")
// message = "<B>The [src.name]</B> sits down." //Larvan can't sit down, /N
// message = "<B>[src]</B> sits down." //Larvan can't sit down, /N
// m_type = 1
if("sway")
message = "<B>The [src.name]</B> sways around dizzily."
message = "<B>[src]</B> sways around dizzily."
m_type = 1
if("sulk")
message = "<B>The [src.name]</B> sulks down sadly."
message = "<B>[src]</B> sulks down sadly."
m_type = 1
if("twitch")
message = "<B>The [src.name]</B> twitches violently."
message = "<B>[src]</B> twitches violently."
m_type = 1
if("dance")
if(!src.restrained())
message = "<B>The [src.name]</B> dances around happily."
message = "<B>[src]</B> dances around happily."
m_type = 1
if("roll")
if(!src.restrained())
message = "<B>The [src.name]</B> rolls."
message = "<B>[src]</B> rolls."
m_type = 1
if("shake")
message = "<B>The [src.name]</B> shakes its head."
message = "<B>[src]</B> shakes its head."
m_type = 1
if("gnarl")
if(!muzzled)
message = "<B>The [src.name]</B> gnarls and shows its teeth.."
message = "<B>[src]</B> gnarls and shows its teeth.."
m_type = 2
if("jump")
message = "<B>The [src.name]</B> jumps!"
message = "<B>[src]</B> jumps!"
m_type = 1
if("hiss_")
message = "<B>The [src.name]</B> hisses softly."
message = "<B>[src]</B> hisses softly."
m_type = 1
if("collapse")
Paralyse(2)
+3 -3
View File
@@ -28,7 +28,7 @@
/obj/item/mmi/attackby(obj/item/O as obj, mob/user as mob, params)
if(istype(O, /obj/item/organ/internal/brain/crystal))
to_chat(user, "<span class='warning'> This brain is too malformed to be able to use with the [src].</span>")
to_chat(user, "<span class='warning'> This brain is too malformed to be able to use with [src].</span>")
return
if(istype(O, /obj/item/organ/internal/brain/golem))
to_chat(user, "<span class='warning'>You can't find a way to plug [O] into [src].</span>")
@@ -79,8 +79,8 @@
if(radio)
to_chat(user, "<span class='warning'>[src] already has a radio installed.</span>")
else
user.visible_message("<span class='notice'>[user] begins to install the [O] into [src]...</span>", \
"<span class='notice'>You start to install the [O] into [src]...</span>")
user.visible_message("<span class='notice'>[user] begins to install [O] into [src]...</span>", \
"<span class='notice'>You start to install [O] into [src]...</span>")
if(do_after(user, 20, target=src))
if(user.drop_item())
user.visible_message("<span class='notice'>[user] installs [O] in [src].</span>", \
+1 -1
View File
@@ -79,7 +79,7 @@
for(var/mob/M in viewers(user, null))
if(M.client)
M.show_message(text("<span class='warning'><B>[user] attacks [src]'s stomach wall with the [I.name]!</span>"), 2)
M.show_message(text("<span class='warning'><B>[user] attacks [src]'s stomach wall with [I]!</span>"), 2)
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(getBruteLoss() - 50))
@@ -57,7 +57,7 @@
if(M.powerlevel < 0)
M.powerlevel = 0
visible_message("<span class='danger'>The [M.name] has shocked [src]!</span>", "<span class='userdanger'>The [M.name] has shocked you!</span>")
visible_message("<span class='danger'>[M] has shocked [src]!</span>", "<span class='userdanger'>[M] has shocked you!</span>")
do_sparks(5, TRUE, src)
var/power = M.powerlevel + rand(0,3)
@@ -25,8 +25,8 @@ emp_act
reflected = is_type_in_list(P, safe_list) //And it's safe
if(reflected)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
visible_message("<span class='danger'>[P] gets reflected by [src]!</span>", \
"<span class='userdanger'>[P] gets reflected by [src]!</span>")
add_attack_logs(P.firer, src, "hit by [P.type] but got reflected")
P.reflect_back(src)
return -1
@@ -392,8 +392,8 @@
if(!(P.original == H && P.firer == H))
if(P.flag == "bullet" || P.flag == "bomb")
playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1)
H.visible_message("<span class='danger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>")
H.visible_message("<span class='danger'>[P] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>[P] sinks harmlessly in [H]'s sandy body!</span>")
return FALSE
return TRUE
@@ -425,8 +425,8 @@
/datum/species/golem/glass/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H)) //self-shots don't reflect
if(P.is_reflectable)
H.visible_message("<span class='danger'>The [P.name] gets reflected by [H]'s glass skin!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [H]'s glass skin!</span>")
H.visible_message("<span class='danger'>[P] gets reflected by [H]'s glass skin!</span>", \
"<span class='userdanger'>[P] gets reflected by [H]'s glass skin!</span>")
P.reflect_back(H)
@@ -93,7 +93,7 @@
H.equip_or_collect(internal_tank, slot_l_hand)
to_chat(H, "<span class='boldannounce'>Could not find an empty slot for internals! Please report this as a bug</span>")
H.internal = internal_tank
to_chat(H, "<span class='notice'>You are now running on nitrogen internals from the [internal_tank]. Your species finds oxygen toxic, so you must breathe nitrogen only.</span>")
to_chat(H, "<span class='notice'>You are now running on nitrogen internals from [internal_tank]. Your species finds oxygen toxic, so you must breathe nitrogen only.</span>")
H.update_action_buttons_icon()
/datum/species/vox/on_species_gain(mob/living/carbon/human/H)
+2 -2
View File
@@ -71,8 +71,8 @@
take_overall_damage(0, shock_damage, TRUE, used_weapon = "Electrocution")
if(shock_damage > 200)
visible_message(
"<span class='danger'>[src] was arc flashed by the [source]!</span>",
"<span class='userdanger'>The [source] arc flashes and electrocutes you!</span>",
"<span class='danger'>[src] was arc flashed by \the [source]!</span>",
"<span class='userdanger'>\The [source] arc flashes and electrocutes you!</span>",
"<span class='italics'>You hear a lightning-like crack!</span>")
playsound(loc, 'sound/effects/eleczap.ogg', 50, 1, -1)
explosion(loc, -1, 0, 2, 2)
@@ -719,7 +719,7 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
C.brute_damage = WC.brute
C.electronics_damage = WC.burn
to_chat(usr, "<span class='notice'>You install the [W.name].</span>")
to_chat(usr, "<span class='notice'>You install [W].</span>")
return
@@ -1408,7 +1408,7 @@ GLOBAL_LIST_INIT(robot_verbs_default, list(
/mob/living/silicon/robot/deathsquad/bullet_act(obj/item/projectile/P)
if(istype(P) && P.is_reflectable && P.starting)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", "<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
visible_message("<span class='danger'>[P] gets reflected by [src]!</span>", "<span class='userdanger'>[P] gets reflected by [src]!</span>")
P.reflect_back(src)
return -1
return ..(P)
@@ -135,7 +135,7 @@
emagged = 1
if(!open)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] the [src]'s controls!</span>")
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] [src]'s controls!</span>")
flick("mulebot-emagged", src)
playsound(loc, 'sound/effects/sparks1.ogg', 100, 0)
@@ -133,8 +133,8 @@
if(prob(reflectchance))
if((P.damage_type == BRUTE || P.damage_type == BURN))
adjustBruteLoss(P.damage * 0.5)
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
visible_message("<span class='danger'>[P] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>[P] gets reflected by [src]'s shell!</span>")
P.reflect_back(src, list(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3))
@@ -322,7 +322,7 @@
if(valid)
if(health <= 0)
to_chat(user, "<span class='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on [p_them()].</span>")
to_chat(user, "<span class='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put [item_to_add] on [p_them()].</span>") // :'(
else if(user)
user.visible_message("<span class='notice'>[user] puts [item_to_add] on [real_name]'s head. [src] looks at [user] and barks once.</span>",
"<span class='notice'>You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags [p_their()] tail once and barks.</span>",
@@ -79,12 +79,12 @@
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(5, 0, src.loc)
smoke.start()
visible_message("<span class='danger'>The [src] warps in!</span>")
visible_message("<span class='danger'>[src] warps in!</span>")
playsound(src.loc, 'sound/effects/empulse.ogg', 25, 1)
/mob/living/simple_animal/hostile/hivebot/tele/proc/warpbots()
icon_state = "def_radar"
visible_message("<span class='warning'>The [src] turns on!</span>")
visible_message("<span class='warning'>[src] turns on!</span>")
while(bot_amt > 0)
bot_amt--
switch(bot_type)
@@ -43,10 +43,10 @@
target = new_target
if(target != null)
if(istype(target, /obj/item/stack/ore) && loot.len < 10)
visible_message("<span class='notice'>The [name] looks at [target.name] with hungry eyes.</span>")
visible_message("<span class='notice'>[src] looks at [target.name] with hungry eyes.</span>")
else if(isliving(target))
Aggro()
visible_message("<span class='danger'>The [name] tries to flee from [target.name]!</span>")
visible_message("<span class='danger'>[src] tries to flee from [target.name]!</span>")
retreat_distance = 10
minimum_distance = 10
if(will_burrow)
@@ -69,7 +69,7 @@
/mob/living/simple_animal/hostile/asteroid/goldgrub/proc/Burrow()//Begin the chase to kill the goldgrub in time
if(!stat)
visible_message("<span class='danger'>The [name] buries into the ground, vanishing from sight!</span>")
visible_message("<span class='danger'>[src] buries into the ground, vanishing from sight!</span>")
qdel(src)
/mob/living/simple_animal/hostile/asteroid/goldgrub/bullet_act(obj/item/projectile/P)
@@ -48,7 +48,7 @@
if(!stat)
Aggro()
if(T.throwforce <= 20)
visible_message("<span class='notice'>The [T.name] [throw_message] [src.name]!</span>")
visible_message("<span class='notice'>[T] [throw_message] [src.name]!</span>")
return
..()
@@ -148,7 +148,7 @@
/mob/living/simple_animal/hostile/mushroom/proc/Bruise()
if(!bruised && !stat)
src.visible_message("<span class='notice'>The [src.name] was bruised!</span>")
src.visible_message("<span class='notice'>[src] was bruised!</span>")
bruised = 1
/mob/living/simple_animal/hostile/mushroom/attackby(obj/item/I as obj, mob/user as mob, params)
@@ -50,7 +50,7 @@
user.do_attack_animation(src)
if(O.force)
if(prob(melee_block_chance))
visible_message("<span class='boldwarning'>[src] blocks the [O] with its shield! </span>")
visible_message("<span class='boldwarning'>[src] blocks [O] with its shield! </span>")
else
var/damage = O.force
if(O.damtype == STAMINA)
@@ -59,11 +59,11 @@
visible_message("<span class='boldwarning'>[src] is unharmed by [O]!</span>")
return
adjustHealth(damage)
visible_message("<span class='boldwarning'>[src] has been attacked with the [O] by [user]. </span>")
visible_message("<span class='boldwarning'>[src] has been attacked with [O] by [user]. </span>")
playsound(loc, O.hitsound, 25, 1, -1)
else
to_chat(usr, "<span class='warning'>This weapon is ineffective, it does no damage.</span>")
visible_message("<span class='warning'>[user] gently taps [src] with the [O]. </span>")
visible_message("<span class='warning'>[user] gently taps [src] with [O]. </span>")
/mob/living/simple_animal/hostile/syndicate/melee/bullet_act(obj/item/projectile/Proj)
@@ -319,7 +319,7 @@ GLOBAL_LIST_EMPTY(ts_spiderling_list)
if(stat == DEAD) // Can't use if(.) for this due to the fact it can sometimes return FALSE even when mob is alive.
if(prob(2))
// 2% chance every cycle to decompose
visible_message("<span class='notice'>\The dead body of the [src] decomposes!</span>")
visible_message("<span class='notice'>The dead body of [src] decomposes!</span>")
gib()
else
if(degenerate)
@@ -30,38 +30,38 @@
return
return custom_emote(m_type, message)
if("bounce")
message = "<B>The [src.name]</B> bounces in place."
message = "<B>[src]</B> bounces in place."
m_type = 1
if("custom")
return custom_emote(m_type, message)
if("jiggle")
message = "<B>The [src.name]</B> jiggles!"
message = "<B>[src]</B> jiggles!"
m_type = 1
if("light")
message = "<B>The [src.name]</B> lights up for a bit, then stops."
message = "<B>[src]</B> lights up for a bit, then stops."
m_type = 1
if("moan")
message = "<B>The [src.name]</B> moans."
message = "<B>[src]</B> moans."
m_type = 2
if("shiver")
message = "<B>The [src.name]</B> shivers."
message = "<B>[src]</B> shivers."
m_type = 2
if("sway")
message = "<B>The [src.name]</B> sways around dizzily."
message = "<B>[src]</B> sways around dizzily."
m_type = 1
if("twitch")
message = "<B>The [src.name]</B> twitches."
message = "<B>[src]</B> twitches."
m_type = 1
if("vibrate")
message = "<B>The [src.name]</B> vibrates!"
message = "<B>[src]</B> vibrates!"
m_type = 1
if("noface") //mfw I have no face