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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
Kills the dream
Also makes noise emitting emotes actually use the sounds they're associated with and adds a cd to the sound emitting emotes.
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@@ -14,11 +14,16 @@
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//cooldown system handled by /code/modules/mob/emotes.dm
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switch(act)
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if("roar")
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on_CD = handle_emote_CD()
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if("deathgasp")
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on_CD = handle_emote_CD()
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if("hiss")
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on_CD = handle_emote_CD()
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if("gnarl")
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on_CD = handle_emote_CD()
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if("flip")
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on_CD = handle_emote_CD()
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if("superflip")
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on_CD = handle_emote_CD(100)
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if(on_CD)
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return
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@@ -43,7 +48,7 @@
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message = "<B>\The [src]</B> lets out a waning guttural screech, green blood bubbling from its maw..."
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m_type = 2
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if("scratch")
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if(!src.restrained())
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if(!restrained())
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message = "<B>\The [src]</B> scratches."
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m_type = 1
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if("whimper")
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@@ -96,11 +101,11 @@
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message = "<B>\The [src]</B> twitches violently."
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m_type = 1
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if("dance")
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if(!src.restrained())
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if(!restrained())
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message = "<B>\The [src]</B> dances around happily."
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m_type = 1
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if("roll")
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if(!src.restrained())
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if(!restrained())
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message = "<B>\The [src]</B> rolls."
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m_type = 1
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if("shake")
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@@ -120,19 +125,17 @@
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if("flip")
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m_type = 1
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message = "<B>\The [src]</B> does a flip!"
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src.SpinAnimation(5,1)
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if("superflip")
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m_type = 1
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message = "<B>The [src]</B> gets ready to flip into oblivion!"
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reagents.add_reagent("fliptonium", 1)
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if("laugh")
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return //deals with the fliptonium issue
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SpinAnimation(5,1)
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if("help")
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to_chat(src, "burp, flip, superflip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
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to_chat(src, "burp, flip, deathgasp, choke, collapse, dance, drool, gasp, shiver, gnarl, jump, moan, nod, roar, roll, scratch,\nscretch, shake, sign-#, sit, sulk, sway, tail, twitch, whimper")
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if(!stat)
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if(act == "roar")
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playsound(src.loc, 'sound/voice/hiss5.ogg', 40, 1, 1)
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playsound(src.loc, 'sound/voice/hiss5.ogg', 50, 1, 1)
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if(act == "deathgasp")
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playsound(src.loc, 'sound/voice/hiss6.ogg', 80, 1, 1)
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if(act == "hiss")
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playsound(src.loc, 'sound/voice/hiss1.ogg', 30, 1, 1)
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if(act == "gnarl")
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playsound(src.loc, 'sound/voice/hiss4.ogg', 30, 1, 1)
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..(act, m_type, message)
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