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strips out old emote code
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@@ -1,128 +0,0 @@
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//Emote Cooldown System (it's so simple!)
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/*
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/mob/proc/handle_emote_CD(cooldown = EMOTE_COOLDOWN)
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if(emote_cd == 2) return 1 // Cooldown emotes were disabled by an admin, prevent use
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if(src.emote_cd == 1) return 1 // Already on CD, prevent use
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src.emote_cd = 1 // Starting cooldown
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spawn(cooldown)
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if(emote_cd == 2) return 1 // Don't reset if cooldown emotes were disabled by an admin during the cooldown
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src.emote_cd = 0 // Cooldown complete, ready for more!
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return 0 // Proceed with emote
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//--FalseIncarnate
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*/
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// All mobs should have custom emote, really..
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/mob/proc/custom_emote(var/m_type=0, var/message = null)
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return emoteHandler.runEmote("me", message, m_type)
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/* if(stat || !use_me && usr == src)
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to_chat(usr, "You are unable to emote.")
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return
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var/muzzled = istype(src.wear_mask, /obj/item/clothing/mask/muzzle)
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if(m_type == 2 && muzzled) return
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var/input
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if(!message)
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input = sanitize(copytext(input(src,"Choose an emote to display.") as text|null,1,MAX_MESSAGE_LEN))
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else
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input = message
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if(input)
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message = "<B>[src]</B> [input]"
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else
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return
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if (message)
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log_emote("[name]/[key] : [message]")
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//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
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// Maybe some people are okay with that.
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for(var/mob/M in player_list)
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if (!M.client)
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continue //skip monkeys and leavers
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if (istype(M, /mob/new_player))
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continue
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if(findtext(message," snores.")) //Because we have so many sleeping people.
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break
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if(M.stat == 2 && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(src,null)))
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M.show_message(message)
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// Type 1 (Visual) emotes are sent to anyone in view of the item
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if (m_type & 1)
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var/list/can_see = get_mobs_in_view(1,src) //Allows silicon & mmi mobs carried around to see the emotes of the person carrying them around.
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can_see |= viewers(src,null)
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for (var/mob/O in can_see)
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if(O.status_flags & PASSEMOTES)
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for(var/obj/item/weapon/holder/H in O.contents)
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H.show_message(message, m_type)
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for(var/mob/living/M in O.contents)
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M.show_message(message, m_type)
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O.show_message(message, m_type)
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// Type 2 (Audible) emotes are sent to anyone in hear range
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// of the *LOCATION* -- this is important for pAIs to be heard
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else if (m_type & 2)
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for (var/mob/O in get_mobs_in_view(7,src))
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if(O.status_flags & PASSEMOTES)
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for(var/obj/item/weapon/holder/H in O.contents)
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H.show_message(message, m_type)
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for(var/mob/living/M in O.contents)
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M.show_message(message, m_type)
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O.show_message(message, m_type)
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/mob/proc/emote_dead(var/message)
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if(client.prefs.muted & MUTE_DEADCHAT)
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to_chat(src, "\red You cannot send deadchat emotes (muted).")
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return
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if(!(client.prefs.toggles & CHAT_DEAD))
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to_chat(src, "\red You have deadchat muted.")
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return
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if(!src.client.holder)
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if(!config.dsay_allowed)
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to_chat(src, "\red Deadchat is globally muted")
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return
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var/input
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if(!message)
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input = sanitize(copytext(input(src, "Choose an emote to display.") as text|null, 1, MAX_MESSAGE_LEN))
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else
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input = message
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if(input)
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message = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <b>[src]</b> [message]</span>"
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else
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return
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if(message)
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log_emote("Ghost/[src.key] : [message]")
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for(var/mob/M in player_list)
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if(istype(M, /mob/new_player))
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continue
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if(check_rights(R_ADMIN|R_MOD, 0, M) && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to admins/mods
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to_chat(M, message)
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else if(M.stat == DEAD && (M.client.prefs.toggles & CHAT_DEAD)) // Show the emote to regular ghosts with deadchat toggled on
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M.show_message(message, 2)
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*/
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