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@@ -1,28 +1,36 @@
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var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
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var/static/regex/weaken_words = regex("drop|fall|trip")
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var/static/regex/weaken_words = regex("drop|fall|trip|weaken")
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var/static/regex/sleep_words = regex("sleep|slumber")
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var/static/regex/vomit_words = regex("vomit|throw up")
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var/static/regex/silence_words = regex("shut up|silence|ssh|quiet|hush")
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var/static/regex/hallucinate_words = regex("see the truth|hallucinate")
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var/static/regex/wakeup_words = regex("wake up|awaken")
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var/static/regex/heal_words = regex("live|heal|survive|mend|heroes never die")
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var/static/regex/hurt_words = regex("die|suffer")
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var/static/regex/bleed_words = regex("bleed")
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var/static/regex/hurt_words = regex("die|suffer|hurt|pain")
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var/static/regex/bleed_words = regex("bleed|there will be blood")
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var/static/regex/burn_words = regex("burn|ignite")
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var/static/regex/repulse_words = regex("shoo|go away|leave me alone|begone|flee|fus ro dah")
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var/static/regex/hot_words = regex("heat|hot|hell")
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var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
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var/static/regex/repulse_words = regex("shoo|go away|leave me alone|begone|flee|fus ro dah|get away|repulse")
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var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
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var/static/regex/whoareyou_words = regex("who are you|say your name|state your name|identify")
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var/static/regex/saymyname_words = regex("say my name")
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var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
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var/static/regex/knockknock_words = regex("knock knock")
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var/static/regex/statelaws_words = regex("state laws|state your laws")
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var/static/regex/move_words = regex("move")
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var/static/regex/walk_words = regex("walk|slow down")
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var/static/regex/move_words = regex("move|walk")
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var/static/regex/left_words = regex("left|west|port")
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var/static/regex/right_words = regex("right|east|starboard")
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var/static/regex/up_words = regex("up|north|fore")
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var/static/regex/down_words = regex("down|south|aft")
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var/static/regex/walk_words = regex("slow down")
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var/static/regex/run_words = regex("run")
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var/static/regex/helpintent_words = regex("help")
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var/static/regex/helpintent_words = regex("help|hug")
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var/static/regex/disarmintent_words = regex("disarm")
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var/static/regex/grabintent_words = regex("grab")
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var/static/regex/harmintent_words = regex("harm|fight")
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var/static/regex/harmintent_words = regex("harm|fight|punch")
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var/static/regex/throwmode_words = regex("throw|catch")
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var/static/regex/flip_words = regex("flip|rotate|revolve|roll|somersault")
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var/static/regex/speak_words = regex("speak|say something")
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var/static/regex/rest_words = regex("rest")
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var/static/regex/getup_words = regex("get up")
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var/static/regex/sit_words = regex("sit")
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@@ -33,7 +41,7 @@ var/static/regex/salute_words = regex("salute")
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var/static/regex/deathgasp_words = regex("play dead")
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var/static/regex/clap_words = regex("clap|applaud")
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var/static/regex/honk_words = regex("ho+nk") //hooooooonk
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var/static/regex/multispin_words = regex("like a record baby")
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var/static/regex/multispin_words = regex("like a record baby|right round")
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/obj/item/organ/vocal_cords //organs that are activated through speech with the :x channel
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name = "vocal cords"
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@@ -160,6 +168,9 @@ var/static/regex/multispin_words = regex("like a record baby")
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var/list/specific_listeners = list()
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var/found_string = null
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//Get the proper job titles
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message = get_full_job_name(message)
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for(var/V in listeners)
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var/mob/living/L = V
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if(L.mind && L.mind.devilinfo && findtext(message, L.mind.devilinfo.truename))
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@@ -169,12 +180,17 @@ var/static/regex/multispin_words = regex("like a record baby")
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//Cut out the name so it doesn't trigger commands
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message = copytext(message, 0, start)+copytext(message, start + length(L.mind.devilinfo.truename), length(message) + 1)
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break
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else if(findtext(message, L.real_name) == 1)
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else if(dd_hasprefix(message, L.real_name))
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specific_listeners += L //focus on those with the specified name
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//Cut out the name so it doesn't trigger commands
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found_string = L.real_name
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else if(L.mind && findtext(message, L.mind.assigned_role) == 1)
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else if(dd_hasprefix(message, L.first_name()))
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specific_listeners += L //focus on those with the specified name
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//Cut out the name so it doesn't trigger commands
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found_string = L.first_name()
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else if(L.mind && dd_hasprefix(message, L.mind.assigned_role))
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specific_listeners += L //focus on those with the specified job
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//Cut out the job so it doesn't trigger commands
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found_string = L.mind.assigned_role
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@@ -186,189 +202,241 @@ var/static/regex/multispin_words = regex("like a record baby")
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//STUN
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if(findtext(message, stun_words))
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next_command = world.time + cooldown_stun
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for(var/V in listeners)
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var/mob/living/L = V
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L.Stun(3 * power_multiplier)
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next_command = world.time + cooldown_stun
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//WEAKEN
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else if(findtext(message, weaken_words))
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next_command = world.time + cooldown_stun
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for(var/V in listeners)
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var/mob/living/L = V
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L.Weaken(3 * power_multiplier)
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next_command = world.time + cooldown_stun
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//SLEEP
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else if((findtext(message, sleep_words)))
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next_command = world.time + cooldown_stun
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for(var/V in listeners)
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var/mob/living/L = V
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L.Sleeping(2 * power_multiplier)
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next_command = world.time + cooldown_stun
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//VOMIT
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else if((findtext(message, vomit_words)))
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next_command = world.time + cooldown_stun
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for(var/mob/living/carbon/C in listeners)
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C.vomit(10 * power_multiplier)
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next_command = world.time + cooldown_stun
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//SILENCE
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else if((findtext(message, silence_words)))
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next_command = world.time + cooldown_stun
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for(var/mob/living/carbon/C in listeners)
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if(owner.mind && (owner.mind.assigned_role == "Librarian" || owner.mind.assigned_role == "Mime"))
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power_multiplier *= 3
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C.silent += (10 * power_multiplier)
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next_command = world.time + cooldown_stun
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//HALLUCINATE
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else if((findtext(message, hallucinate_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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new /obj/effect/hallucination/delusion(get_turf(L),L,duration=150 * power_multiplier,skip_nearby=0)
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next_command = world.time + cooldown_meme
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//WAKE UP
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else if((findtext(message, wakeup_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.SetSleeping(0)
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next_command = world.time + cooldown_damage
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//HEAL
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else if((findtext(message, heal_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier, 0, 0)
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next_command = world.time + cooldown_damage
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//BRUTE DAMAGE
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else if((findtext(message, hurt_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.apply_damage(15 * power_multiplier, def_zone = "chest")
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next_command = world.time + cooldown_damage
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//BLEED
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else if((findtext(message, bleed_words)))
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next_command = world.time + cooldown_damage
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for(var/mob/living/carbon/human/H in listeners)
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H.bleed_rate += (5 * power_multiplier)
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next_command = world.time + cooldown_damage
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//FIRE
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else if((findtext(message, burn_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.adjust_fire_stacks(1 * power_multiplier)
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L.IgniteMob()
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//HOT
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else if((findtext(message, hot_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.bodytemperature += (50 * power_multiplier)
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//COLD
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else if((findtext(message, cold_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.bodytemperature -= (50 * power_multiplier)
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//REPULSE
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else if((findtext(message, repulse_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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var/throwtarget = get_edge_target_turf(owner, get_dir(owner, get_step_away(L, owner)))
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L.throw_at(throwtarget, 3 * power_multiplier, 1)
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L.throw_at(throwtarget, 3 * power_multiplier, 1 * power_multiplier)
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//ATTRACT
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else if((findtext(message, attract_words)))
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next_command = world.time + cooldown_damage
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for(var/V in listeners)
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var/mob/living/L = V
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L.throw_at(get_step_towards(owner,L), 3 * power_multiplier, 1 * power_multiplier)
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//WHO ARE YOU?
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else if((findtext(message, whoareyou_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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if(L.mind && L.mind.devilinfo)
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L.say("[L.mind.devilinfo.truename]")
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else
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L.say("[L.real_name]")
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next_command = world.time + cooldown_meme
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sleep(5) //So the chat flows more naturally
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//SAY MY NAME
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else if((findtext(message, saymyname_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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L.say("[owner.name]!") //"Unknown!"
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next_command = world.time + cooldown_meme
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sleep(5) //So the chat flows more naturally
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//KNOCK KNOCK
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else if((findtext(message, knockknock_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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L.say("Who's there?")
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next_command = world.time + cooldown_meme
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sleep(5) //So the chat flows more naturally
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//STATE LAWS
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else if((findtext(message, statelaws_words)))
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next_command = world.time + cooldown_stun
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for(var/mob/living/silicon/S in listeners)
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S.statelaws(force = 1)
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next_command = world.time + cooldown_stun
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//MOVE
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else if((findtext(message, move_words)))
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for(var/V in listeners)
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var/mob/living/L = V
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step(L, pick(cardinal))
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next_command = world.time + cooldown_meme
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var/direction
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if(findtext(message, up_words))
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direction = NORTH
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else if(findtext(message, down_words))
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direction = SOUTH
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else if(findtext(message, left_words))
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direction = WEST
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else if(findtext(message, right_words))
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direction = EAST
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for(var/i=1, i<=(5*power_multiplier), i++)
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for(var/V in listeners)
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var/mob/living/L = V
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step(L, direction ? direction : pick(cardinal))
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sleep(10)
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//WALK
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else if((findtext(message, walk_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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if(L.m_intent != MOVE_INTENT_WALK)
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L.toggle_move_intent()
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next_command = world.time + cooldown_meme
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//RUN
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else if((findtext(message, run_words)))
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next_command = world.time + cooldown_meme
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for(var/V in listeners)
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var/mob/living/L = V
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if(L.m_intent != MOVE_INTENT_RUN)
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L.toggle_move_intent()
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next_command = world.time + cooldown_meme
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//HELP INTENT
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else if((findtext(message, helpintent_words)))
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|
next_command = world.time + cooldown_meme
|
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|
for(var/mob/living/carbon/human/H in listeners)
|
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|
H.a_intent_change(INTENT_HELP)
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next_command = world.time + cooldown_meme
|
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|
H.click_random_mob()
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sleep(2) //delay to make it feel more natural
|
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//DISARM INTENT
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else if((findtext(message, disarmintent_words)))
|
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next_command = world.time + cooldown_meme
|
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|
for(var/mob/living/carbon/human/H in listeners)
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|
H.a_intent_change(INTENT_DISARM)
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|
next_command = world.time + cooldown_meme
|
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|
H.click_random_mob()
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sleep(2) //delay to make it feel more natural
|
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//GRAB INTENT
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else if((findtext(message, grabintent_words)))
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next_command = world.time + cooldown_meme
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|
for(var/mob/living/carbon/human/H in listeners)
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|
H.a_intent_change(INTENT_GRAB)
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next_command = world.time + cooldown_meme
|
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|
H.click_random_mob()
|
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|
sleep(2) //delay to make it feel more natural
|
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//HARM INTENT
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|
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else if((findtext(message, harmintent_words)))
|
|
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next_command = world.time + cooldown_meme
|
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|
|
for(var/mob/living/carbon/human/H in listeners)
|
|
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|
|
H.a_intent_change(INTENT_HARM)
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
H.click_random_mob()
|
|
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|
|
sleep(2) //delay to make it feel more natural
|
|
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|
|
//THROW/CATCH
|
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|
|
else if((findtext(message, throwmode_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/mob/living/carbon/C in listeners)
|
|
|
|
|
C.throw_mode_on()
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
//FLIP
|
|
|
|
|
else if((findtext(message, flip_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.emote("flip")
|
|
|
|
|
|
|
|
|
|
//SPEAK
|
|
|
|
|
else if((findtext(message, speak_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//REST
|
|
|
|
|
else if((findtext(message, rest_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
if(!L.resting)
|
|
|
|
|
L.lay_down()
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
//GET UP
|
|
|
|
|
else if((findtext(message, getup_words)))
|
|
|
|
|
next_command = world.time + cooldown_damage
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
if(L.resting)
|
|
|
|
@@ -376,77 +444,81 @@ var/static/regex/multispin_words = regex("like a record baby")
|
|
|
|
|
L.SetStunned(0)
|
|
|
|
|
L.SetWeakened(0)
|
|
|
|
|
L.SetParalysis(0) //i said get up i don't care if you're being tazed
|
|
|
|
|
next_command = world.time + cooldown_damage
|
|
|
|
|
|
|
|
|
|
//SIT
|
|
|
|
|
else if((findtext(message, sit_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
for(var/obj/structure/chair/chair in get_turf(L))
|
|
|
|
|
chair.buckle_mob(L)
|
|
|
|
|
break
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
//STAND UP
|
|
|
|
|
else if((findtext(message, stand_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
if(L.buckled && istype(L.buckled, /obj/structure/chair))
|
|
|
|
|
L.buckled.unbuckle_mob(L)
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
//DANCE
|
|
|
|
|
else if((findtext(message, dance_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.emote("dance")
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//JUMP
|
|
|
|
|
else if((findtext(message, jump_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.say("HOW HIGH?!!")
|
|
|
|
|
if(prob(25))
|
|
|
|
|
L.say("HOW HIGH?!!")
|
|
|
|
|
L.emote("jump")
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//SALUTE
|
|
|
|
|
else if((findtext(message, salute_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.emote("salute")
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//PLAY DEAD
|
|
|
|
|
else if((findtext(message, deathgasp_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.emote("deathgasp")
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//PLEASE CLAP
|
|
|
|
|
else if((findtext(message, clap_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.emote("clap")
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
sleep(5) //So the chat flows more naturally
|
|
|
|
|
|
|
|
|
|
//HONK
|
|
|
|
|
else if((findtext(message, honk_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, get_turf(owner), "sound/items/bikehorn.ogg", 300, 1), 25)
|
|
|
|
|
if(owner.mind && owner.mind.assigned_role == "Clown")
|
|
|
|
|
for(var/mob/living/carbon/C in listeners)
|
|
|
|
|
C.slip(0,7 * power_multiplier)
|
|
|
|
|
next_command = world.time + cooldown_stun
|
|
|
|
|
else
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
//RIGHT ROUND
|
|
|
|
|
else if((findtext(message, multispin_words)))
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
for(var/V in listeners)
|
|
|
|
|
var/mob/living/L = V
|
|
|
|
|
L.SpinAnimation(speed = 10, loops = 5)
|
|
|
|
|
next_command = world.time + cooldown_meme
|
|
|
|
|
|
|
|
|
|
else
|
|
|
|
|
next_command = world.time + cooldown_none
|
|
|
|
|