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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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@@ -17,8 +17,8 @@
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can_embed = 0
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var/parry_chance = 40
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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/obj/item/material/sword/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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var/parry_bonus = 1
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@@ -21,7 +21,7 @@
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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var/wield_sound = "wield_generic"
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var/wield_sound = /decl/sound_category/generic_wield_sound
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var/unwield_sound = null
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var/base_icon
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var/base_name
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@@ -34,8 +34,8 @@
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slot_r_hand_str = 'icons/mob/items/weapons/righthand_twohanded.dmi'
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)
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drop_sound = 'sound/items/drop/sword.ogg'
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pickup_sound = "pickup_sword"
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equip_sound = "equip_sword"
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pickup_sound = /decl/sound_category/sword_pickup_sound
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equip_sound = /decl/sound_category/sword_equip_sound
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/material/twohanded/proc/wield()
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@@ -88,7 +88,7 @@
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/obj/item/material/twohanded/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(wielded && default_parry_check(user, attacker, damage_source) && prob(parry_chance))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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playsound(user.loc, "punchmiss", 50, 1)
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playsound(user.loc, /decl/sound_category/punchmiss_sound, 50, 1)
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return 1
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return 0
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