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@@ -112,27 +112,27 @@ mob/living/carbon/proc/handle_hallucinations()
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//Strange audio
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//to_chat(src, "Strange Audio")
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switch(rand(1,12))
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if(1) SEND_SOUND(src, sound('sound/machines/airlock'))
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if(1) SEND_SOUND(src, sound('sound/machines/airlock.ogg'))
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if(2)
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if(prob(50))SEND_SOUND(src, sound('sound/effects/Explosion1'))
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else SEND_SOUND(src, sound('sound/effects/Explosion2'))
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if(3) SEND_SOUND(src, sound('sound/effects/explosionfar'))
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if(4) SEND_SOUND(src, sound('sound/effects/Glassbr1'))
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if(5) SEND_SOUND(src, sound('sound/effects/Glassbr2'))
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if(6) SEND_SOUND(src, sound('sound/effects/Glassbr3'))
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if(7) SEND_SOUND(src, sound('sound/machines/twobeep'))
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if(8) SEND_SOUND(src, sound('sound/machines/windowdoor'))
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if(prob(50))SEND_SOUND(src, sound('sound/effects/Explosion1.ogg'))
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else SEND_SOUND(src, sound('sound/effects/Explosion2.ogg'))
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if(3) SEND_SOUND(src, sound('sound/effects/explosionfar.ogg'))
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if(4) SEND_SOUND(src, sound('sound/effects/Glassbr1.ogg'))
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if(5) SEND_SOUND(src, sound('sound/effects/Glassbr2.ogg'))
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if(6) SEND_SOUND(src, sound('sound/effects/Glassbr3.ogg'))
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if(7) SEND_SOUND(src, sound('sound/machines/twobeep.ogg'))
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if(8) SEND_SOUND(src, sound('sound/machines/windowdoor.ogg'))
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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SEND_SOUND(src, sound('sound/weapons/Gunshot1'))
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SEND_SOUND(src, sound('sound/weapons/Gunshot1.ogg'))
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spawn(rand(10,30))
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SEND_SOUND(src, sound('sound/weapons/Gunshot2'))
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if(10) SEND_SOUND(src, sound('sound/weapons/smash'))
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SEND_SOUND(src, sound('sound/weapons/Gunshot2.ogg'))
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if(10) SEND_SOUND(src, sound('sound/weapons/smash.ogg'))
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if(11)
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//Same as above, but with tasers.
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SEND_SOUND(src, sound('sound/weapons/Taser'))
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SEND_SOUND(src, sound('sound/weapons/Taser.ogg'))
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spawn(rand(10,30))
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SEND_SOUND(src, sound('sound/weapons/Taser'))
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SEND_SOUND(src, sound('sound/weapons/Taser.ogg'))
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//Rare audio
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if(12)
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//These sounds are (mostly) taken from Hidden: Source
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@@ -141,7 +141,7 @@ mob/living/carbon/proc/handle_hallucinations()
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'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
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'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
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'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
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src << pick(creepyasssounds)
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SEND_SOUND(src, pick(creepyasssounds))
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if(66 to 70)
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//Flashes of danger
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//to_chat(src, "Danger Flash")
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@@ -282,8 +282,7 @@ proc/check_panel(mob/M)
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else if(src.dir == WEST)
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qdel(src.currentimage)
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src.currentimage = new /image(left,src)
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my_target << currentimage
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SEND_IMAGE(my_target, currentimage)
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/obj/effect/fake_attacker/proc/attack_loop()
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while(1)
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@@ -324,7 +323,7 @@ proc/check_panel(mob/M)
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var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
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O.name = "blood"
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var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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target << I
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SEND_IMAGE(target, I)
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spawn(300)
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qdel(O)
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return
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@@ -385,27 +384,4 @@ GLOBAL_LIST_INIT(non_fakeattack_weapons, list(/obj/item/gun/projectile, /obj/ite
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F.up = image(clone,dir = NORTH)
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F.down = image(clone,dir = SOUTH)
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// F.base = new /icon(clone.stand_icon)
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// F.currentimage = new /image(clone)
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/*
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F.left = new /icon(clone.stand_icon,dir=WEST)
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for(var/icon/i in clone.overlays)
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F.left.Blend(i)
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F.up = new /icon(clone.stand_icon,dir=NORTH)
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for(var/icon/i in clone.overlays)
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F.up.Blend(i)
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F.down = new /icon(clone.stand_icon,dir=SOUTH)
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for(var/icon/i in clone.overlays)
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F.down.Blend(i)
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F.right = new /icon(clone.stand_icon,dir=EAST)
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for(var/icon/i in clone.overlays)
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F.right.Blend(i)
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target << F.up
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*/
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F.updateimage()
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