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Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
40 lines
1.2 KiB
Plaintext
40 lines
1.2 KiB
Plaintext
/mob/living/Initialize(mapload)
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. = ..()
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deaf_loop = new(list(src), FALSE)
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firesoundloop = new(list(src), FALSE)
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// stunnedloop = new(list(src), FALSE)
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if(firesoundloop) // Partly safety, partly so we can have different probs for randomization
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if(prob(40)) // Randomize our end_sound. Can't really do this easily in looping_sound without some work
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if(prob(30))
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish2.ogg'
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else if(prob(20))
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish3.ogg'
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else
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firesoundloop.end_sound = 'sound/effects/mob_effects/on_fire/fire_extinguish4.ogg'
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/mob/living/Destroy()
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. = ..()
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QDEL_NULL(deaf_loop)
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QDEL_NULL(firesoundloop)
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// QDEL_NULL(stunnedloop)
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/*
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Maybe later, gotta figure out a way to click yourself when in a locker etc.
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/mob/living/proc/click_self()
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set name = "Click Self"
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set desc = "Clicks yourself. Useful when you can't see yourself."
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set category = "IC.Game"
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ClickOn(src)
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/mob/living/Initialize(mapload)
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. = ..()
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add_verb(src,/mob/living/proc/click_self) //CHOMPEdit TGPanel
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*/
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/mob/living/proc/handle_vorefootstep(m_intent, turf/T) // Moved from living_ch.dm
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return FALSE
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