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Emote fixes, most of it's still insane
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@@ -264,3 +264,18 @@ proc/get_radio_key_from_channel(var/channel)
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/mob/living/proc/GetVoice()
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return name
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/mob/living/emote(var/act, var/type, var/message) //emote code is terrible, this is so that anything that isn't
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if(stat) return 0 //already snowflaked to shit can call the parent and handle emoting sanely
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if(..(act, type, message))
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return 1
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if(act && type && message) //parent call
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switch(type)
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if(1) //Visible
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visible_message(message)
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return 1
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if(2) //Audible
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audible_message(message)
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return 1
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@@ -246,4 +246,14 @@
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/mob/living/simple_animal/diona/put_in_active_hand(obj/item/W)
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src << "<span class='warning'>You don't have any hands!</span>"
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return
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return
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/mob/living/simple_animal/diona/emote(var/act, var/m_type=1, var/message = null)
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if(stat) return
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switch(act) //IMPORTANT: Emotes MUST NOT CONFLICT anywhere along the chain.
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if("chirp")
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message = "<B>\The [src]</B> chirps!"
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m_type = 2 //audible
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..(act, m_type, message)
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@@ -257,14 +257,15 @@
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adjustBruteLoss(20)
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return
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/mob/living/simple_animal/emote(var/act,var/m_type=1,var/message = null)
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if(stat)
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return
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switch(act)
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/mob/living/simple_animal/emote(var/act, var/m_type=1, var/message = null)
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if(stat) return
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switch(act) //IMPORTANT: Emotes MUST NOT CONFLICT anywhere along the chain.
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if("scream")
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message = "<B>The [src.name]</B> whimpers."
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message = "<B>\The [src]</B> whimpers."
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m_type = 2
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..()
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..(act, m_type, message)
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/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
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if(M.melee_damage_upper == 0)
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