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https://github.com/ParadiseSS13/Paradise.git
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Hallucination Refactor
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@@ -36,7 +36,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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handling_hal = 1
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while(hallucination > 20)
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sleep(rand(200, 500) / (hallucination / 25))
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sleep(rand(200, 500) / (hallucination * 0.04))
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if(prob(20))
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continue
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var/list/current = list()
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@@ -253,7 +253,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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break
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if(pump)
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borer = new(pump.loc,target)
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for(var/i=0, i<11, i++)
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for(var/i in 0 to 10)
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walk_to(borer, get_step(borer, get_cardinal_dir(borer, T)))
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if(borer.Adjacent(T))
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to_chat(T, "<span class='userdanger'>You feel a creeping, horrible sense of dread come over you, freezing your limbs and setting your heart racing.</span>")
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@@ -331,10 +331,10 @@ Gunshots/explosions/opening doors/less rare audio (done)
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target = T
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var/turf/start = get_turf(T)
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var/screen_border = pick(cardinal)
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for(var/i = 0,i<11,i++)
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for(var/i in 0 to 10)
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start = get_step(start, screen_border)
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s = new(start,target)
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for(var/i = 0,i<11,i++)
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for(var/i in 0 to 10)
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sleep(5)
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s.loc = get_step(get_turf(s), get_dir(s, target))
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s.Show()
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@@ -359,10 +359,10 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/hallucination/battle/New(loc, mob/living/carbon/T)
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target = T
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var/hits = rand(3,6)
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var/hits = rand(2,5)
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switch(rand(1,5))
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if(1) //Laser fight
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for(var/i=0,i<hits,i++)
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for(var/i in 0 to hits)
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target.playsound_local(null, 'sound/weapons/Laser.ogg', 25, 1)
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if(prob(75))
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addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/sear.ogg', 25, 1), rand(10,20))
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@@ -372,13 +372,13 @@ Gunshots/explosions/opening doors/less rare audio (done)
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target.playsound_local(null, get_sfx("bodyfall"), 25)
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if(2) //Esword fight
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target.playsound_local(null, 'sound/weapons/saberon.ogg', 15, 1)
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for(var/i=0,i<hits,i++)
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for(var/i in 0 to hits)
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target.playsound_local(null, 'sound/weapons/blade1.ogg', 25, 1)
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sleep(rand(CLICK_CD_MELEE, CLICK_CD_MELEE + 8))
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target.playsound_local(null, get_sfx("bodyfall"), 25, 1)
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target.playsound_local(null, 'sound/weapons/saberoff.ogg', 15, 1)
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if(3) //Gun fight
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for(var/i=0,i<hits,i++)
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for(var/i in 0 to hits)
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target.playsound_local(null, get_sfx("gunshot"), 25)
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if(prob(75))
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addtimer(CALLBACK(target, /mob/.proc/playsound_local, null, 'sound/weapons/pierce.ogg', 25, 1), rand(10,20))
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@@ -392,7 +392,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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sleep(20)
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target.playsound_local(null, 'sound/weapons/cablecuff.ogg', 15, 1)
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if(5) // Tick Tock
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for(var/i=0,i<hits,i++)
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for(var/i in 0 to hits)
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target.playsound_local(null, 'sound/items/timer.ogg', 25, 1)
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sleep(15)
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qdel(src)
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@@ -614,18 +614,19 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/fake_attacker/proc/updateimage()
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// qdel(src.currentimage)
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if(dir == NORTH)
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qdel(src.currentimage)
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currentimage = new /image(up, src)
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else if(dir == SOUTH)
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qdel(src.currentimage)
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currentimage = new /image(down, src)
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else if(dir == EAST)
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qdel(src.currentimage)
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currentimage = new /image(right, src)
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else if(dir == WEST)
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qdel(src.currentimage)
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currentimage = new /image(left, src)
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switch(dir)
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if(NORTH)
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qdel(src.currentimage)
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currentimage = new /image(up, src)
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if(SOUTH)
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qdel(src.currentimage)
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currentimage = new /image(down, src)
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if(EAST)
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qdel(src.currentimage)
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currentimage = new /image(right, src)
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if(WEST)
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qdel(src.currentimage)
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currentimage = new /image(left, src)
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my_target << currentimage
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@@ -865,7 +866,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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if(16)
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playsound_local(null, 'sound/items/Screwdriver.ogg', 15, 1)
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sleep(rand(10,30))
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for(var/i = rand(1,3), i>0, i--)
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for(var/i = rand(1,3), i>0, i--) //Can this be formatted?
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playsound_local(null, 'sound/weapons/empty.ogg', 15, 1)
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sleep(rand(10,30))
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playsound_local(null, 'sound/machines/airlockforced.ogg', 15, 1)
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