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Fix shock sounds (#20457)
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@@ -45,7 +45,7 @@
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user.visible_message("<span class='danger'>[user] violently shocks [H] with [src]!</span>", "<span class='danger'>You violently shock [H] with [src]!</span>")
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add_attack_logs(user, H, "emag-defibbed with [src]")
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playsound(user.loc, "sound/weapons/Egloves.ogg", 75, 1)
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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H.KnockDown(knockdown_duration)
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H.adjustStaminaLoss(60)
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
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@@ -60,7 +60,7 @@
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if((H.health <= HEALTH_THRESHOLD_CRIT) || (H.undergoing_cardiac_arrest()))
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user.visible_message("<span class='notice'>[user] shocks [H] with [src].</span>", "<span class='notice'>You shock [H] with [src].</span>")
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add_attack_logs(user, H, "defibrillated with [src]")
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playsound(user.loc, "sound/weapons/Egloves.ogg", 75, 1)
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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if(H.stat == DEAD)
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to_chat(user, "<span class='danger'>[H] doesn't respond at all!</span>")
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@@ -23,7 +23,7 @@
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M.apply_damage(2, BURN, "l_hand", M.run_armor_check("l_hand", "energy"))
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C_imp_in.SetStunned(0) //This only triggers if they are grabbed, to have them break out of the grab, without the large stun time.
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C_imp_in.SetWeakened(0)
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playsound(C_imp_in.loc, "sound/weapons/Egloves.ogg", 75, 1)
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playsound(C_imp_in.loc, "sound/weapons/egloves.ogg", 75, 1)
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if(!uses)
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qdel(src)
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