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Makes all playsounds use bools for vary (#26183)
* Makes all playsounds use `TRUE` for vary * Same but for `FALSE`
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@@ -226,7 +226,7 @@
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set_cooldown(cooldown)
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user.visible_message("<span class='boldnotice'>[defib_ref] pings: Cardiac arrhythmia corrected.</span>")
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target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>", "<span class='userdanger'>You feel a jolt, and your heartbeat seems to steady.</span>")
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playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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playsound(get_turf(defib_ref), "bodyfall", 50, 1)
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playsound(get_turf(defib_ref), 'sound/machines/defib_success.ogg', 50, 0)
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busy = FALSE
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@@ -240,7 +240,7 @@
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target.visible_message("<span class='warning'>[target]'s body convulses a bit.</span>")
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playsound(get_turf(defib_ref), "bodyfall", 50, 1)
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playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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playsound(get_turf(defib_ref), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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ghost = target.get_ghost(TRUE) // We have to double check whether the dead guy has entered their body during the above
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// Run through some quick failure states after shocking.
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@@ -340,7 +340,7 @@
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"<span class='userdanger'>[user] touches you with [parent], and you feel a strong jolt!</span>")
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target.apply_damage(60, STAMINA)
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target.KnockDown(10 SECONDS)
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playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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playsound(get_turf(parent), 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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target.emote("gasp")
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if(combat && prob(heart_attack_chance))
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target.set_heartattack(TRUE)
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@@ -27,5 +27,5 @@
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current_paint = colour
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var/atom/A = parent
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A.add_atom_colour(colour, FIXED_COLOUR_PRIORITY)
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playsound(spraycan, 'sound/effects/spray.ogg', 5, 1, 5)
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playsound(spraycan, 'sound/effects/spray.ogg', 5, TRUE, 5)
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to_chat(user, "<span class='notice'>You spray [spraycan] on [A], painting it.</span>")
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@@ -47,9 +47,9 @@
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continue
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var/damage = rand(1, 5)
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if(prob(80))
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playsound(affected_mob.loc, "punch", 25, 1, -1)
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playsound(affected_mob.loc, "punch", 25, TRUE, -1)
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affected_mob.visible_message("<span class='danger'>[affected_mob] hits [M] with [affected_mob.p_their()] thrashing!</span>")
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M.adjustBruteLoss(damage)
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else
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playsound(affected_mob.loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
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playsound(affected_mob.loc, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
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affected_mob.visible_message("<span class='danger'>[affected_mob] fails to hit [M] with [affected_mob.p_their()] thrashing!</span>")
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@@ -57,7 +57,7 @@
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create_beam(origin, target)
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apply_bounce_effect(origin, target, energy, user)
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add_attack_logs(user, target, "Bounce spell '[src]' bounced on")
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playsound(get_turf(target), bounce_hit_sound, 50, 1, -1)
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playsound(get_turf(target), bounce_hit_sound, 50, TRUE, -1)
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if(bounces >= 1)
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var/list/possible_targets = list()
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@@ -53,7 +53,7 @@
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jaunt_steam(mobloc)
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ADD_TRAIT(target, TRAIT_IMMOBILIZED, "jaunt")
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holder.reappearing = 1
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playsound(get_turf(target), 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
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playsound(get_turf(target), 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
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sleep(jaunt_in_time * 4)
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new jaunt_in_type(mobloc, holder.dir)
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target.setDir(holder.dir)
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@@ -146,7 +146,7 @@
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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playsound(T, "desceration", 200, TRUE, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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