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Reworks delta alert ambience (#21174)
* initial delta alarm stuff * TODOS * make it do this * safeties * stop on explode, proper loop, volume corrections * ping be gone * better end timing, worse code implementation * sirryan fix * farie
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@@ -413,21 +413,18 @@ SUBSYSTEM_DEF(ticker)
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flick("station_explode_fade_red", cinematic)
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke", cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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cinematic.icon_state = "summary_selfdes"
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else //Station nuked (nuke,explosion,summary)
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flick("intro_nuke", cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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cinematic.icon_state = "summary_selfdes"
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stop_delta_alarm()
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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spawn(300)
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stop_delta_alarm() // If we've not stopped this alarm yet, do so now.
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QDEL_NULL(cinematic) //end the cinematic
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