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Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702)
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+9
-9
@@ -86,32 +86,32 @@ obj/item/check_airflow_movable(n)
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*/
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atom/movable/proc/airflow_hit(atom/A)
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/atom/movable/proc/airflow_hit(atom/A)
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airflow_speed = 0
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airflow_dest = null
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mob/airflow_hit(atom/A)
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/mob/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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playsound(src.loc, 'sound/weapons/smash.ogg', 25, 1, -1)
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var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
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Weaken(weak_amt)
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. = ..()
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obj/airflow_hit(atom/A)
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/obj/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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playsound(src.loc, 'sound/weapons/smash.ogg', 25, 1, -1)
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. = ..()
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obj/item/airflow_hit(atom/A)
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/obj/item/airflow_hit(atom/A)
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airflow_speed = 0
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airflow_dest = null
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mob/living/carbon/human/airflow_hit(atom/A)
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/mob/living/carbon/human/airflow_hit(atom/A)
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// for(var/mob/M in hearers(src))
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// M.show_message("<span class='danger'>[src] slams into [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "punch", 25, 1, -1)
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playsound(src.loc, /decl/sound_category/punch_sound, 25, 1, -1)
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if (prob(33))
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loc:add_blood(src)
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bloody_body(src)
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@@ -133,7 +133,7 @@ mob/living/carbon/human/airflow_hit(atom/A)
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Stun(round(airflow_speed * vsc.airflow_stun/2))
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. = ..()
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zone/proc/movables(list/origins)
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/zone/proc/movables(list/origins)
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. = list()
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if (!origins?.len)
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return
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