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adds new window cracking and message formatting (#8132)
also adds some consistency of glass sound naming schemes and any glassbreak noises properly uses the list now in sound.dm
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@@ -178,7 +178,7 @@
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update_nearby_icons()
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step(src, get_dir(user, src))
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 75, 1)
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playsound(loc, 'sound/effects/glass_hit.ogg', 75, 1)
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..()
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return
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@@ -202,7 +202,7 @@
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if(src.density && istype(I, /obj/item) && !istype(I, /obj/item/card))
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var/aforce = I.force
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playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
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playsound(src.loc, 'sound/effects/glass_hit.ogg', 75, 1)
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visible_message("<span class='danger'>[src] was hit by [I].</span>")
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if(I.damtype == BRUTE || I.damtype == BURN)
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take_damage(aforce)
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