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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Makes all playsounds use bools for vary (#26183)
* Makes all playsounds use `TRUE` for vary * Same but for `FALSE`
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@@ -211,7 +211,7 @@
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sleep(25)
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if(user.is_holding(src))
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user.visible_message("<span class='suicide'>[user] melts [user.p_their()] face off with [src]!</span>")
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playsound(loc, fire_sound, 50, 1, -1)
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playsound(loc, fire_sound, 50, TRUE, -1)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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cell.use(shot.e_cost)
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update_icon()
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@@ -221,7 +221,7 @@
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return OXYLOSS
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
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playsound(loc, 'sound/weapons/empty.ogg', 50, TRUE, -1)
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return OXYLOSS
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/obj/item/gun/energy/vv_edit_var(var_name, var_value)
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@@ -52,6 +52,6 @@
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([name]).")
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F.active = TRUE
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F.icon_state = initial(icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, TRUE, -3)
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spawn(15)
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F.prime()
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@@ -87,5 +87,5 @@
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/obj/item/gun/magic/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is twisting [src] above [user.p_their()] head, releasing a magical blast! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, fire_sound, 50, 1, -1)
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playsound(loc, fire_sound, 50, TRUE, -1)
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return FIRELOSS
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@@ -207,7 +207,7 @@
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return OXYLOSS
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
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playsound(loc, 'sound/weapons/empty.ogg', 50, TRUE, -1)
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return OXYLOSS
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/obj/item/gun/projectile/proc/sawoff(mob/user)
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@@ -279,7 +279,7 @@
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// Running out of syringes is just handled by *click*
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to_chat(user, "<span class='[alarmed ? "danger" : "userdanger"]'>[src] [alarmed ? "beeps" : "whines"]: Internal chemical reservoir empty!</span>")
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if(!alarmed)
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playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 25, 1, frequency = 60000)
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playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 25, TRUE, frequency = 60000)
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alarmed = TRUE
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// always send the to_chat so there's still feedback if the gun tries to fire
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@@ -210,12 +210,12 @@
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if(L.has_limbs)
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organ_hit_text = " in \the [parse_zone(def_zone)]"
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if(suppressed)
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playsound(loc, hitsound, 5, 1, -1)
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playsound(loc, hitsound, 5, TRUE, -1)
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to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
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else
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if(hitsound)
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var/volume = vol_by_damage()
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playsound(loc, hitsound, volume, 1, -1)
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playsound(loc, hitsound, volume, TRUE, -1)
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L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
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"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(immolate)
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@@ -288,7 +288,7 @@
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, 1, -1)
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playsound(loc, hitsound_wall, volume, TRUE, -1)
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else if(ishuman(A))
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var/mob/living/carbon/human/H = A
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var/obj/item/organ/external/organ = H.get_organ(check_zone(def_zone))
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