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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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@@ -60,13 +60,13 @@
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playsound(loc, 'sound/effects/glass_hit.ogg', 100, 1)
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if(health < maxhealth / 4 && initialhealth >= maxhealth / 4)
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visible_message(SPAN_DANGER("[src] looks like it's about to shatter!"))
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playsound(loc, "glasscrack", 100, 1)
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playsound(loc, /decl/sound_category/glasscrack_sound, 100, 1)
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else if(health < maxhealth / 2 && initialhealth >= maxhealth / 2)
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visible_message(SPAN_WARNING("[src] looks seriously damaged!"))
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playsound(loc, "glasscrack", 100, 1)
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playsound(loc, /decl/sound_category/glasscrack_sound, 100, 1)
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else if(health < maxhealth * 3/4 && initialhealth >= maxhealth * 3/4)
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visible_message(SPAN_WARNING("Cracks begin to appear in [src]!"))
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playsound(loc, "glasscrack", 100, 1)
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playsound(loc, /decl/sound_category/glasscrack_sound, 100, 1)
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return
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/obj/structure/window/proc/apply_silicate(var/amount)
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@@ -87,7 +87,7 @@
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add_overlay(img)
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/obj/structure/window/proc/shatter(var/display_message = 1)
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playsound(src, "glass_break", 70, 1)
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playsound(src, /decl/sound_category/glass_break_sound, 70, 1)
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if(display_message)
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visible_message(SPAN_WARNING("\The [src] shatters!"))
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if(dir == SOUTHWEST)
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