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The game actually clicks when it claims to. (#4403)
* Update paiwire.dm * Update life.dm * Update traps.dm * Update safe.dm * Update alarm.dm * Update safe.dm * Update implant.dm * Update life.dm * Update traps.dm * Update life.dm * Update safe.dm * Audible message test
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@@ -351,6 +351,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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R << "You hear a faint *beep*."
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if(!src.reagents.total_volume)
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R << "You hear a faint click from your chest."
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playsound(R, 'sound/weapons/empty.ogg', 10, 1)
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spawn(0)
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qdel(src)
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return
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@@ -1,11 +1,12 @@
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/obj/item/weapon/pai_cable/proc/plugin(obj/machinery/M as obj, mob/user as mob)
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if(istype(M, /obj/machinery/door) || istype(M, /obj/machinery/camera))
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user.visible_message("[user] inserts [src] into a data port on [M].", "You insert [src] into a data port on [M].", "You hear the satisfying click of a wire jack fastening into place.")
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playsound(user, 'sound/machines/click.ogg', 50, 1)
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user.drop_item()
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src.loc = M
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src.machine = M
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else
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user.visible_message("[user] dumbly fumbles to find a place on [M] to plug in [src].", "There aren't any ports on [M] that match the jack belonging to [src].")
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user.visible_message("[user] fumbles to find a place on [M] to plug in [src].", "There aren't any ports on [M] that match the jack belonging to [src].")
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/obj/item/weapon/pai_cable/attack(obj/machinery/M as obj, mob/user as mob)
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src.plugin(M, user)
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@@ -34,6 +34,7 @@
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"<span class='danger'>You have deployed \the [src]!</span>",
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"You hear a latch click loudly."
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)
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playsound(src.loc, 'sound/machines/click.ogg',70, 1)
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deployed = 1
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user.drop_from_inventory(src)
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@@ -56,6 +57,8 @@
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"<span class='notice'>You begin disarming \the [src]!</span>",
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"You hear a latch click followed by the slow creaking of a spring."
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)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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if(do_after(user, 60))
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user.visible_message(
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"<span class='danger'>[user] has disarmed \the [src].</span>",
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