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Adds Some Extra Blind Messages and Tweaks Some Too. (#25855)
* Blind * comma * Update code/modules/games/cards.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Update gun.dm * this applies to other blind people, not you * dedent * Reformatting * Update bloodcrawl.dm * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> * Update cards.dm --------- Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
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@@ -150,10 +150,18 @@
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playsound(user, fire_sound, 50, 1)
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if(message)
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if(pointblank)
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user.visible_message("<span class='danger'>[user] fires [src] point blank at [target]!</span>", "<span class='danger'>You fire [src] point blank at [target]!</span>", "<span class='italics'>You hear \a [fire_sound_text]!</span>")
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user.visible_message(
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"<span class='danger'>[user] fires [src] point blank at [target]!</span>",
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"<span class='danger'>You fire [src] point blank at [target]!</span>",
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"<span class='danger'>You hear \a [fire_sound_text]!</span>"
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)
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else
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear \a [fire_sound_text]!")
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if(chambered?.muzzle_flash_effect)
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user.visible_message(
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"<span class='danger'>[user] fires [src]!</span>",
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"<span class='danger'>You fire [src]!</span>",
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"<span class='danger'>You hear \a [fire_sound_text]!</span>"
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)
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if(chambered.muzzle_flash_effect)
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var/obj/effect/temp_visual/target_angled/muzzle_flash/effect = new chambered.muzzle_flash_effect(get_turf(src), target, muzzle_flash_time)
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effect.alpha = min(255, muzzle_strength * 255)
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if(chambered.muzzle_flash_color)
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@@ -193,7 +201,11 @@
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if(flag)
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if(user.zone_selected == "mouth")
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if(target == user && HAS_TRAIT(user, TRAIT_BADASS)) // Check if we are blowing smoke off of our own gun, otherwise we are trying to execute someone
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user.visible_message("<span class='danger'>[user] blows smoke off of [src]'s barrel. What a badass.</span>")
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user.visible_message(
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"<span class='danger'>[user] blows smoke off of [src]'s barrel. What a badass.</span>",
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"<span class='danger'>You blow smoke off of [src]'s barrel.</span>",
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"<span class='danger'>You hear someone blowing over a hollow tube.</span>"
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)
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else
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handle_suicide(user, target, params)
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return
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@@ -473,11 +485,15 @@
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if(user == target)
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if(!ishuman(user)) // Borg suicide needs a refactor for this to work.
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return
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target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
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"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
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target.visible_message(
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"<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>",
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"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>"
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)
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else
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target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
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"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
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target.visible_message(
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"<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>",
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"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>"
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)
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semicd = 1
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@@ -486,13 +502,19 @@
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if(user == target)
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user.visible_message("<span class='notice'>[user] decided life was worth living.</span>")
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else if(target && target.Adjacent(user))
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target.visible_message("<span class='notice'>[user] has decided to spare [target]'s life.</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
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target.visible_message(
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"<span class='notice'>[user] has decided to spare [target]'s life.</span>",
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"<span class='userdanger'>[user] has decided to spare your life!</span>"
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)
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semicd = 0
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return
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semicd = 0
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target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
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target.visible_message(
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"<span class='warning'>[user] pulls the trigger!</span>",
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"<span class='userdanger'>[user] pulls the trigger!</span>"
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)
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if(chambered && chambered.BB)
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chambered.BB.damage *= 5
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