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Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request I was looking at sounds (as you do) and I noticed this  These sounds don't exist We have `portal_open_1`, not `portal_open1`. This wasn't caught on compile because they used `""` and not `''`. So I went through and audited a bunch of playsound uses that don't use `''`. Only one error, fortunately Likewise there was a ton of places running `get_sfx` pointlessly (because `playsound` does it for you) so I clened that up. However while auditing the portal stuff I noticed a few oddities, so I cleaned it up a bit. Also also I added the portal sounds to the wormholes event and gave it a free ™️ optimization because it was an in-world loop ## Changelog 🆑 Melbert sound: Portals made by portal guns now make sounds as expected sound: Wormholes from the wormhole event now make sounds when formed /🆑
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@@ -43,6 +43,6 @@
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/obj/item/circuit_component/bot/proc/on_attack_hand(atom/source, mob/user)
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SIGNAL_HANDLER
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source.balloon_alert(user, "pushed button")
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
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entity.set_output(user)
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signal.set_output(COMPONENT_SIGNAL)
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@@ -45,6 +45,6 @@
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/obj/item/circuit_component/compact_remote/proc/send_trigger(atom/source, mob/user)
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SIGNAL_HANDLER
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source.balloon_alert(user, "clicked primary button")
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
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entity.set_output(user)
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signal.set_output(COMPONENT_SIGNAL)
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@@ -53,7 +53,7 @@
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/obj/item/circuit_component/controller/proc/handle_trigger(atom/source, user, port_name, datum/port/output/port_signal)
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source.balloon_alert(user, "clicked [port_name] button")
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
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entity.set_output(user)
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port_signal.set_output(COMPONENT_SIGNAL)
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@@ -68,7 +68,7 @@
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/obj/item/circuit_component/wiremod_gun/proc/handle_shot(atom/source, mob/firer, atom/target, angle)
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SIGNAL_HANDLER
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playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
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playsound(source, SFX_TERMINAL_TYPE, 25, FALSE)
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shooter.set_output(firer)
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shot.set_output(target)
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signal.set_output(COMPONENT_SIGNAL)
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