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https://github.com/Aurorastation/Aurora.3.git
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sfad (#18021)
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@@ -471,15 +471,16 @@
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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playsound(src.loc, 'sound/weapons/bladeslice.ogg', 50, 1)
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if(11 to 50)
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playsound(src.loc, "sound/weapons/punch[rand(1, 4)].ogg", 75, 1)
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var/sound_to_play = pick(list('sound/weapons/punch1.ogg', 'sound/weapons/punch2.ogg', 'sound/weapons/punch3.ogg', 'sound/weapons/punch4.ogg'))
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playsound(src.loc, sound_to_play, 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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playsound(src.loc, 'sound/weapons/heavysmash.ogg', 100, 1)
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else
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playsound(src.loc, /singleton/sound_category/swing_hit_sound, 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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playsound(src.loc, 'sound/weapons/smash.ogg', 75, 1)
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return TRUE
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@@ -631,15 +632,15 @@
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if(!isSynthetic())
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switch(damage)
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if(-INFINITY to 10)
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playsound(src.loc, "sound/weapons/bladeslice.ogg", 50, 1)
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playsound(src.loc, 'sound/weapons/bladeslice.ogg', 50, 1)
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if(11 to 50)
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playsound(src.loc, /singleton/sound_category/punch_sound, 75, 1)
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if(51 to INFINITY)
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playsound(src.loc, "sound/weapons/heavysmash.ogg", 100, 1)
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playsound(src.loc, 'sound/weapons/heavysmash.ogg', 100, 1)
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else
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playsound(src.loc, /singleton/sound_category/swing_hit_sound, 75, 1)
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else
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playsound(src.loc, "sound/weapons/smash.ogg", 75, 1)
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playsound(src.loc, 'sound/weapons/smash.ogg', 75, 1)
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// Stats.
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SSstatistics.IncrementSimpleStat("openturf_human_falls")
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@@ -667,7 +668,7 @@
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health -= (damage * brute_dam_coeff)
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playsound(loc, "sound/effects/clang.ogg", 75, 1)
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playsound(loc, 'sound/effects/clang.ogg', 75, 1)
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/**
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* Used to handle damage dealing for objects post fall. Why is it separated from
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@@ -744,7 +745,8 @@
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else
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admin_attack_log((ismob(src) ? src : null), L, "fell onto", "was fallen on by", "fell ontop of")
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playsound(L.loc, "sound/waepons/genhit[rand(1, 3)].ogg", 75, 1)
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var/sound_to_play = pick(list('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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playsound(L.loc, sound_to_play, 75, 1)
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return L
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