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Merge pull request #5842 from Rykka-Stormheart/shep-dev-ear-ringing
Adds Deafened Feedback, enhances looping sounds further
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@@ -38,6 +38,8 @@
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, get_sfx("explosion"), 100, 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
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var/mob/living/mL = M // CHOMPStation Add: Ear Ringing/Deafness
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mL.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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else if(dist <= far_dist)
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var/far_volume = CLAMP(far_dist, 30, 50) // Volume is based on explosion size and dist
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far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
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@@ -143,6 +143,7 @@
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M.SetSleeping(0)
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M.stuttering += 20
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M.ear_deaf += 30
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M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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M.Weaken(3)
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if(prob(30))
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M.Stun(10)
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@@ -38,6 +38,7 @@
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else
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H.Confuse(8)
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H.Weaken(1)
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H.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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if ((prob(14) || (H == src.loc && prob(70))))
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H.ear_damage += rand(1, 10)
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else
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@@ -54,6 +55,7 @@
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H.Confuse(6)
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H.ear_damage += rand(0, 3)
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H.ear_deaf = max(H.ear_deaf,10)
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H.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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if(H.client)
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if(prob(50))
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@@ -65,15 +67,18 @@
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H.Confuse(4)
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H.ear_damage += rand(0, 1)
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H.ear_deaf = max(H.ear_deaf,5)
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H.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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if(H.ear_damage >= 15)
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to_chat(H, "<span class='danger'>Your ears start to ring badly!</span>")
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H.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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if(prob(H.ear_damage - 5))
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to_chat(H, "<span class='danger'>You can't hear anything!</span>")
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H.sdisabilities |= DEAF
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else if(H.ear_damage >= 5)
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to_chat(H, "<span class='danger'>Your ears start to ring!</span>")
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H.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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if(istype(L, /mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = L
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if(L.client)
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@@ -82,4 +87,4 @@
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else
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L.client.spinright()
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to_chat(R, "<span class='critical'>Gyroscopic failure.</span>")
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return
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return
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@@ -64,17 +64,20 @@
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else
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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else if(get_dist(M, T) <= round(max_range * 0.5 * bang_effectiveness))
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if(!ear_safety)
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M.Confuse(8)
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M.ear_damage += rand(0, 3)
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M.ear_deaf = max(M.ear_deaf,10)
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M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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else if(!ear_safety && get_dist(M, T) <= (max_range * 0.7 * bang_effectiveness))
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M.Confuse(4)
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M.ear_damage += rand(0, 1)
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M.ear_deaf = max(M.ear_deaf,5)
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M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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//This really should be in mob not every check
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if(ishuman(M))
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@@ -162,4 +165,4 @@
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var/dettime = rand(15,60)
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spawn(dettime)
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detonate()
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detonate()
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