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https://github.com/Aurorastation/Aurora.3.git
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Adds new ambience sounds. (#9672)
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@@ -295,9 +295,9 @@ var/datum/controller/subsystem/vote/SSvote
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if("crew_transfer")
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C << sound('sound/effects/vote.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if("gamemode")
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C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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C << sound('sound/ambience/vote_alarm.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if("custom")
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C << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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C << sound('sound/ambience/vote_alarm.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if(mode == "gamemode" && round_progressing)
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round_progressing = 0
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to_world("<font color='red'><b>Round start has been delayed.</b></font>")
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@@ -0,0 +1,178 @@
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// Ambience presets.
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// All you need to do to make an area play one of these is set their ambience var to one of these lists.
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// You can even combine them by adding them together, since they're just lists, however you'd have to do that in initialization.
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// For weird alien places like Srom.
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#define AMBIENCE_OTHERWORLDLY list(\
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'sound/ambience/otherworldly/otherworldly1.ogg',\
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'sound/ambience/otherworldly/otherworldly2.ogg',\
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'sound/ambience/otherworldly/otherworldly3.ogg'\
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)
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// Restricted, military, or mercenary aligned locations like the armory, the merc ship/base, BSD, etc.
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#define AMBIENCE_HIGHSEC list(\
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'sound/ambience/highsec/highsec1.ogg',\
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'sound/ambience/highsec/highsec2.ogg',\
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'sound/ambience/highsec/highsec3.ogg',\
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'sound/ambience/highsec/highsec4.ogg'\
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)
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// Ruined structures found on the surface or in the caves.
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#define AMBIENCE_RUINS list(\
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'sound/ambience/ruins/ruins1.ogg',\
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'sound/ambience/ruins/ruins2.ogg',\
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'sound/ambience/ruins/ruins3.ogg',\
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'sound/ambience/ruins/ruins4.ogg',\
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'sound/ambience/ruins/ruins5.ogg',\
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'sound/ambience/ruins/ruins6.ogg'\
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)
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// Similar to the above, but for more technology/signaling based ruins.
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#define AMBIENCE_TECH_RUINS list(\
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'sound/ambience/tech_ruins/tech_ruins1.ogg',\
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'sound/ambience/tech_ruins/tech_ruins2.ogg',\
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'sound/ambience/tech_ruins/tech_ruins3.ogg'\
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)
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// The actual chapel room, and maybe some other places of worship.
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#define AMBIENCE_CHAPEL list(\
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'sound/ambience/chapel/chapel1.ogg',\
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'sound/ambience/chapel/chapel2.ogg',\
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'sound/ambience/chapel/chapel3.ogg',\
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'sound/ambience/chapel/chapel4.ogg'\
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)
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// For peaceful, serene areas, distinct from the Chapel.
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#define AMBIENCE_HOLY list(\
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'sound/ambience/holy/holy1.ogg',\
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'sound/ambience/holy/holy2.ogg'\
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)
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// Generic sounds for less special rooms.
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#define AMBIENCE_GENERIC list(\
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'sound/ambience/generic/generic1.ogg',\
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'sound/ambience/generic/generic2.ogg',\
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'sound/ambience/generic/generic3.ogg',\
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'sound/ambience/generic/generic4.ogg',\
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'sound/ambience/generic/generic5.ogg',\
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'sound/ambience/generic/generic6.ogg',\
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'sound/ambience/generic/generic7.ogg',\
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'sound/ambience/generic/generic8.ogg'\
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)
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// Sounds of PA announcements, presumably involving shuttles?
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#define AMBIENCE_ARRIVALS list(\
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'sound/ambience/arrivals/arrivals1.ogg',\
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'sound/ambience/arrivals/arrivals2.ogg',\
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'sound/ambience/arrivals/arrivals3.ogg',\
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'sound/ambience/arrivals/arrivals4.ogg',\
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'sound/ambience/arrivals/arrivals5.ogg',\
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'sound/ambience/arrivals/arrivals6.ogg',\
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'sound/ambience/arrivals/arrivals7.ogg'\
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)
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// Sounds suitable for being inside dark, tight corridors in the underbelly of the station.
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#define AMBIENCE_MAINTENANCE list(\
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'sound/ambience/maintenance/maintenance1.ogg',\
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'sound/ambience/maintenance/maintenance2.ogg',\
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'sound/ambience/maintenance/maintenance3.ogg',\
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'sound/ambience/maintenance/maintenance4.ogg',\
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'sound/ambience/maintenance/maintenance5.ogg',\
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'sound/ambience/maintenance/maintenance6.ogg',\
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'sound/ambience/maintenance/maintenance7.ogg',\
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'sound/ambience/maintenance/maintenance8.ogg',\
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'sound/ambience/maintenance/maintenance9.ogg',\
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'sound/ambience/maintenance/maintenance10.ogg',\
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'sound/ambience/maintenance/maintenance11.ogg',\
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'sound/ambience/maintenance/maintenance12.ogg'\
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)
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// Life support machinery at work, keeping everyone breathing.
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#define AMBIENCE_ENGINEERING list(\
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'sound/ambience/engineering/engineering1.ogg',\
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'sound/ambience/engineering/engineering2.ogg',\
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'sound/ambience/engineering/engineering3.ogg'\
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)
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#define AMBIENCE_SINGULARITY list(\
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'sound/ambience/singularity/singularity1.ogg',\
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'sound/ambience/singularity/singularity2.ogg',\
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'sound/ambience/singularity/singularity3.ogg',\
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'sound/ambience/singularity/singularity4.ogg'\
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)
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//CHOMP Edit Sounds for atmos
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#define AMBIENCE_ATMOS list(\
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'sound/ambience/atmospherics/atmospherics1.ogg',\
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'sound/ambience/atmospherics/atmospherics2.ogg'\
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)
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// Creepy AI/borg stuff.
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#define AMBIENCE_AI list(\
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'sound/ambience/ai/ai1.ogg',\
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'sound/ambience/ai/ai2.ogg',\
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'sound/ambience/ai/ai3.ogg'\
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)
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// Peaceful sounds when floating in the void.
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#define AMBIENCE_SPACE list(\
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'sound/ambience/space/space_serithi.ogg',\
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'sound/ambience/space/space1.ogg'\
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)
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// Vaguely spooky sounds when around dead things.
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#define AMBIENCE_GHOSTLY list(\
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'sound/ambience/ghostly/ghostly1.ogg',\
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'sound/ambience/ghostly/ghostly2.ogg'\
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)
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// Concerning sounds, for when one discovers something horrible happened in a PoI.
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#define AMBIENCE_FOREBODING list(\
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'sound/ambience/foreboding/foreboding1.ogg',\
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'sound/ambience/foreboding/foreboding2.ogg'\
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)
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// If we ever add geothermal PoIs or other places that are really hot, this will do.
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#define AMBIENCE_LAVA list(\
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'sound/ambience/lava/lava1.ogg'\
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)
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// Cult-y ambience, for some PoIs, and maybe when the cultists darken the world with the ritual.
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#define AMBIENCE_UNHOLY list(\
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'sound/ambience/unholy/unholy1.ogg'\
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)
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#define AMBIENCE_ELEVATOR list(\
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'sound/ambience/elevator.ogg'\
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)
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//CHOMPedit: Exploration outpost ambience.
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#define AMBIENCE_EXPOUTPOST list(\
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'sound/ambience/expoutpost/expoutpost1.ogg',\
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'sound/ambience/expoutpost/expoutpost2.ogg',\
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'sound/ambience/expoutpost/expoutpost3.ogg',\
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'sound/ambience/expoutpost/expoutpost4.ogg'\
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)
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//CHOMP Edit Sounds for Substation rooms. Just electrical sounds, really.
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#define AMBIENCE_SUBSTATION list(\
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'sound/ambience/substation/substation1.ogg',\
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'sound/ambience/substation/substation2.ogg',\
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'sound/ambience/substation/substation3.ogg',\
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'sound/ambience/substation/substation4.ogg',\
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'sound/ambience/substation/substation5.ogg',\
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'sound/ambience/substation/substation6.ogg',\
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'sound/ambience/substation/substation7.ogg',\
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'sound/ambience/substation/substation8.ogg'\
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)
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//CHOMP Edit Sounds for hangars
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#define AMBIENCE_HANGAR list(\
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'sound/ambience/hangar/hangar1.ogg',\
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'sound/ambience/hangar/hangar2.ogg',\
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'sound/ambience/hangar/hangar3.ogg',\
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'sound/ambience/hangar/hangar4.ogg',\
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'sound/ambience/hangar/hangar5.ogg',\
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'sound/ambience/hangar/hangar6.ogg'\
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)
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+1
-14
@@ -39,20 +39,7 @@
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// var/list/lights // list of all lights on this area
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var/list/all_doors = list() //Added by Strumpetplaya - Alarm Change - Contains a list of doors adjacent to this area
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var/air_doors_activated = 0
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var/list/ambience = list(
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'sound/ambience/ambigen1.ogg',
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'sound/ambience/ambigen3.ogg',
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'sound/ambience/ambigen4.ogg',
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'sound/ambience/ambigen5.ogg',
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'sound/ambience/ambigen6.ogg',
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'sound/ambience/ambigen7.ogg',
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'sound/ambience/ambigen8.ogg',
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'sound/ambience/ambigen9.ogg',
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'sound/ambience/ambigen10.ogg',
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'sound/ambience/ambigen11.ogg',
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'sound/ambience/ambigen12.ogg',
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'sound/ambience/ambigen14.ogg'
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)
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var/list/ambience = list()
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var/list/forced_ambience = null
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var/loop_ambience = TRUE
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var/sound_env = STANDARD_STATION
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+11
-11
@@ -8,7 +8,7 @@
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#define AUDITORIUM 6
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#define CONCERT_HALL 7
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#define CAVE 8
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#define ARENA 9
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#define ARENA 9 // used for thunderdome and arena.
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#define HANGAR 10
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#define CARPETED_HALLWAY 11
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#define HALLWAY 12
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@@ -26,16 +26,16 @@
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#define DIZZY 24
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#define STANDARD_STATION STONEROOM
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#define LARGE_ENCLOSED HANGAR
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#define SMALL_ENCLOSED BATHROOM
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#define TUNNEL_ENCLOSED CAVE
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY
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#define MEDIUM_SOFTFLOOR LIVINGROOM
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#define SMALL_SOFTFLOOR ROOM
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#define ASTEROID CAVE
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#define SPACE UNDERWATER
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#define PSYCHOTIC PARKING_LOT
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#define STANDARD_STATION STONEROOM // default
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#define LARGE_ENCLOSED HANGAR // used for hangars, chapel
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#define SMALL_ENCLOSED BATHROOM // used for bathrooms, mostly.
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#define TUNNEL_ENCLOSED CAVE // maint tunnels and crawlspaces
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#define LARGE_SOFTFLOOR CARPETED_HALLWAY // used for library and theater
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#define MEDIUM_SOFTFLOOR LIVINGROOM // used for larger offices, usually with wooden floors
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#define SMALL_SOFTFLOOR ROOM // used for offices, dormitories and other small miscallaneous rooms
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#define ASTEROID CAVE // well, the asteroid
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#define SPACE UNDERWATER // space
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#define PSYCHOTIC PARKING_LOT // not actually used in areas, used in drug hallucinations.
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#define EQUIP_SOUND_VOLUME 30
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#define PICKUP_SOUND_VOLUME 15
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@@ -1,4 +1,5 @@
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/area/centcom/shared_dream
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name = "\improper The Shared Dream"
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icon_state = "dream"
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dynamic_lighting = 1
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ambience = AMBIENCE_OTHERWORLDLY
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dynamic_lighting = 1
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@@ -5,6 +5,7 @@
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requires_power = 0
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station_area = 1
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sound_env = SMALL_ENCLOSED
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ambience = AMBIENCE_ELEVATOR
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var/lift_floor_label = null
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var/lift_floor_name = null
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