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Removing Shadow haunt, keeping sound
shadow hallucination was runtiming, keeping in code for future use.
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@@ -774,6 +774,12 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
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image_icon = 'icons/mob/mob.dmi'
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image_state = "shadow"
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/obj/effect/hallucination/simple/shadowman/New(loc,var/mob/living/carbon/T)
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..()
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name = "Strange Shadow"
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return
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/obj/effect/hallucination/shadow_scare
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var/obj/effect/hallucination/simple/shadowman/s = null
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@@ -788,4 +794,5 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
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for(var/i = 0,i<11,i++)
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sleep(5)
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s.loc = get_step(get_turf(s),get_dir(s,shadow_direction))
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s.Show()
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qdel(s)
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@@ -530,14 +530,10 @@
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///hauntings, like hallucinations but more spooky
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/obj/item/device/camera/proc/handle_haunt(var/mob/living/carbon/H)
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switch(rand(1,2))
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if(1)//just some spooky sounds....
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/obj/item/device/camera/proc/handle_haunt(mob/user as mob)
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var/list/creepyasssounds = list('sound/effects/ghost.ogg', 'sound/effects/ghost2.ogg', 'sound/effects/Heart Beat.ogg', 'sound/effects/screech.ogg',\
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'sound/hallucinations/behind_you1.ogg', 'sound/hallucinations/behind_you2.ogg', 'sound/hallucinations/far_noise.ogg', 'sound/hallucinations/growl1.ogg', 'sound/hallucinations/growl2.ogg',\
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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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if(2)
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new /obj/effect/hallucination/shadow_scare(H.loc,H)
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user << pick(creepyasssounds)
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