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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' into GunsAndGunAccessories
# Conflicts: # code/modules/projectiles/guns/projectile/automatic.dm
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@@ -728,7 +728,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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people += H
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if(person) //Basic talk
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var/image/speech_overlay = image('icons/mob/talk.dmi', person, "h0", layer = ABOVE_MOB_LAYER)
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target.hear_say(pick(speak_messages),language = pick(person.languages),speaker = person)
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target.hear_say(message_to_multilingual(pick(speak_messages), pick(person.languages)), speaker = person)
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if(target.client)
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target.client.images |= speech_overlay
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sleep(30)
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@@ -738,7 +738,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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for(var/mob/living/carbon/human/H in GLOB.living_mob_list)
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humans += H
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person = pick(humans)
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target.hear_radio(pick(radio_messages),language = pick(person.languages),speaker = person, part_a = "<span class='[frequency_span_class(PUB_FREQ)]'><b>\[[get_frequency_name(PUB_FREQ)]\]</b> <span class='name'>", part_b = "</span> <span class='message'>")
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target.hear_radio(message_to_multilingual(pick(radio_messages), pick(person.languages)), speaker = person, part_a = "<span class='[frequency_span_class(PUB_FREQ)]'><b>\[[get_frequency_name(PUB_FREQ)]\]</b> <span class='name'>", part_b = "</span> <span class='message'>")
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qdel(src)
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/obj/effect/hallucination/message
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@@ -754,7 +754,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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"<span class='warning'>You feel a tiny prick!</span>",
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"<B>[target]</B> sneezes.",
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"<span class='warning'>You feel faint.</span>",
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"<span class='noticealien'>You hear a strange, alien voice in your head...</span>[pick("Hiss","Ssss")]",
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"<span class='noticealien'>You hear a strange, alien voice in your head...</span> [pick("Hiss","Ssss")]",
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"<span class='notice'>You can see...everything!</span>")
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to_chat(target, chosen)
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qdel(src)
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@@ -817,9 +817,9 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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playsound_local(null, 'sound/voice/bfreeze.ogg', 35, 0)
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if(9)
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//To make it more realistic, I added two gunshots (enough to kill)
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playsound_local(null, 'sound/weapons/gunshots/Gunshot.ogg', 25, 1)
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playsound_local(null, 'sound/weapons/gunshots/gunshot.ogg', 25, 1)
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var/timer_pause = rand(10,30)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/gunshots/Gunshot.ogg', 25, 1), timer_pause)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, 'sound/weapons/gunshots/gunshot.ogg', 25, 1), timer_pause)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound_local, null, sound(get_sfx("bodyfall"), 25), 25, 1), timer_pause+rand(5,10))
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if(10)
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playsound_local(null, 'sound/effects/pray_chaplain.ogg', 50)
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