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Fix some announcement sounds (#57192)
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@@ -3,8 +3,10 @@
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return
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var/announcement
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if(!istype(sound, /sound))
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sound = SSstation.announcer.event_sounds[sound] || SSstation.announcer.get_rand_alert_sound()
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if(!sound)
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sound = SSstation.announcer.get_rand_alert_sound()
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else if(SSstation.announcer.event_sounds[sound])
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sound = SSstation.announcer.event_sounds[sound]
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if(type == "Priority")
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announcement += "<h1 class='alert'>Priority Announcement</h1>"
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@@ -30,7 +30,7 @@
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/proc/power_restore()
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priority_announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", ANNOUNCER_POWEROFF)
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priority_announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", ANNOUNCER_POWERON)
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for(var/obj/machinery/power/apc/C in GLOB.machines)
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if(C.cell && is_station_level(C.z))
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C.cell.charge = C.cell.maxcharge
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@@ -63,4 +63,3 @@
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S.output_attempt = TRUE
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S.update_appearance()
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S.power_change()
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@@ -560,7 +560,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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var/announce_command_report = TRUE
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switch(confirm)
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if("Yes")
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priority_announce(input, null, SSstation.announcer.get_rand_report_sound())
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priority_announce(input, null, SSstation.announcer.get_rand_report_sound(), has_important_message = TRUE)
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announce_command_report = FALSE
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if("Cancel")
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return
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