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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-20 19:44:09 +01:00
Replaced Some Hallucination Spawns
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@@ -21,7 +21,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/image/halbody
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var/obj/halitem
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var/hal_screwyhud = SCREWYHUD_NONE
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var/handling_hal = 0
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var/handling_hal = FALSE
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/mob/living/carbon/proc/handle_hallucinations()
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if(handling_hal)
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@@ -34,7 +34,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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//AAAAHg
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var/list/major = list("fake"=20,"death"=10,"xeno"=10,"singulo"=10,"borer"=10,"delusion"=20,"koolaid"=10)
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handling_hal = 1
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handling_hal = TRUE
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while(hallucination > 20)
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sleep(rand(200, 500) / (hallucination * 0.04))
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if(prob(20))
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@@ -51,7 +51,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/halpick = pickweight(current)
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hallucinate(halpick)
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handling_hal = 0
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handling_hal = FALSE
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/obj/effect/hallucination
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@@ -70,7 +70,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/col_mod = null
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var/image/current_image = null
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var/image_layer = MOB_LAYER
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var/active = 1 //qdelery
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var/active = TRUE //qdelery
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/obj/effect/hallucination/simple/New(loc, mob/living/carbon/T)
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..()
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@@ -113,7 +113,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/hallucination/simple/Destroy()
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if(target.client)
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target.client.images.Remove(current_image)
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active = 0
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active = FALSE
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return ..()
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#define FAKE_FLOOD_EXPAND_TIME 20
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@@ -198,7 +198,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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pump = U
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break
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if(!pump)
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return 0
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return FALSE
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xeno = new(pump.loc,target)
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sleep(10)
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if(!xeno)
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@@ -605,11 +605,9 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/fake_attacker/New(loc, mob/living/carbon/T)
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..()
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my_target = T
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spawn(300)
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qdel(src)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, src), 300)
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step_away(src,my_target,2)
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spawn(0)
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attack_loop()
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addtimer(CALLBACK(src, .proc/attack_loop))
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/obj/effect/fake_attacker/proc/updateimage()
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@@ -673,8 +671,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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O.name = "blood"
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var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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target << I
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spawn(300)
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qdel(O)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, O), 300)
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return
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var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_box/a357,\
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@@ -829,19 +826,17 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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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/Gunshot.ogg', 25, 1)
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spawn(rand(10,30))
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playsound_local(null, 'sound/weapons/Gunshot.ogg', 25, 1)
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sleep(rand(5,10))
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playsound_local(null, sound(get_sfx("bodyfall"), 25), 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/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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if(11)
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//Same as above, but with tasers.
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playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1)
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spawn(rand(10,30))
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playsound_local(null, 'sound/weapons/Taser.ogg', 25, 1)
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sleep(rand(5,10))
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playsound_local(null, sound(get_sfx("bodyfall"), 25), 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/Taser.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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//Rare audio
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if(12)
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//These sounds are (mostly) taken from Hidden: Source
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@@ -988,8 +983,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/gun/projectile, /obj/item/ammo_
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halitem.icon_state = "flashbang1"
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halitem.name = "Flashbang"
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if(client) client.screen += halitem
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spawn(rand(100,250))
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qdel(halitem)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/qdel, halitem), rand(100,250))
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if("dangerflash")
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//Flashes of danger
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if(!halimage)
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