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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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+2
-1
@@ -357,6 +357,7 @@
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H.SetBlinded(0)
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H.eye_blurry = 0
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H.ear_deaf = 0
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H.deaf_loop.stop() // CHOMPStation Add: Ear Ringing/Deafness
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H.ear_damage = 0
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H.heal_overall_damage(H.getActualBruteLoss(), H.getActualFireLoss(), 1)
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for(var/I in H.organs_by_name)
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@@ -573,4 +574,4 @@
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if("l_hand")
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usr.unEquip(src)
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usr.put_in_l_hand(src)
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src.add_fingerprint(usr)
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src.add_fingerprint(usr)
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@@ -1,3 +1,17 @@
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/mob/living
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// var/ear_deaf_loop = FALSE // Are we already playing our deafened loop? Checked for safety so we don't deafen our players. (Not sure if we need this bc looping sounds datums have protection for starts being called repeatedly, commented out)
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var/datum/looping_sound/mob/deafened/deaf_loop
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/mob/living/Initialize()
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. = ..()
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deaf_loop = new(list(src), FALSE)
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/mob/living/Destroy()
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. = ..()
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QDEL_NULL(deaf_loop)
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/mob/living/proc/vs_animate(var/belly_to_animate)
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return
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@@ -14,4 +28,4 @@ Maybe later, gotta figure out a way to click yourself when in a locker etc.
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/mob/living/New(var/newloc)
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..()
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verbs |= /mob/living/proc/click_self
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*/
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*/
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@@ -223,6 +223,7 @@
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M.eye_blurry = max(M.eye_blurry, 30)
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if(prob(20))
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M.ear_deaf = max(M.ear_deaf, 4)
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M.deaf_loop.start() // CHOMPStation Add: Ear Ringing/Deafness
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M.Confuse(2)
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else
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M.Weaken(2)
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