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Adds sounds to falling over
Resting and buckling are still silent. Conflicts: code/modules/mob/living/carbon/human/human_damage.dm
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@@ -68,6 +68,7 @@ var/const/SURROUND_CAP = 7
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if ("explosion") soundin = pick('sound/effects/Explosion1.ogg','sound/effects/Explosion2.ogg')
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if ("sparks") soundin = pick('sound/effects/sparks1.ogg','sound/effects/sparks2.ogg','sound/effects/sparks3.ogg','sound/effects/sparks4.ogg')
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if ("rustle") soundin = pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg')
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if ("bodyfall") soundin = pick('sound/effects/bodyfall1.ogg','sound/effects/bodyfall2.ogg','sound/effects/bodyfall3.ogg','sound/effects/bodyfall4.ogg')
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if ("punch") soundin = pick('sound/weapons/punch1.ogg','sound/weapons/punch2.ogg','sound/weapons/punch3.ogg','sound/weapons/punch4.ogg')
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if ("clownstep") soundin = pick('sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
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if ("jackboot") soundin = pick('sound/effects/jackboot1.ogg','sound/effects/jackboot2.ogg')
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@@ -64,6 +64,7 @@
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if(M_HULK in mutations) return
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..()
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/mob/living/carbon/human/adjustCloneLoss(var/amount)
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..()
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var/heal_prob = max(0, 80 - getCloneLoss())
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@@ -92,6 +93,13 @@
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if (O.status & ORGAN_MUTATED)
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O.unmutate()
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src << "<span class = 'notice'>Your [O.display_name] is shaped normally again.</span>"
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/mob/living/carbon/human/update_canmove()
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var/old_lying = lying
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. = ..()
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if(lying && !old_lying && !resting && !buckled) // fell down
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playsound(loc, "bodyfall", 50, 1, -1)
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////////////////////////////////////////////
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//Returns a list of damaged organs
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@@ -259,4 +267,4 @@
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organ.implants += S
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visible_message("<span class='danger'>The projectile sticks in the wound!</span>")
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S.add_blood(src)
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return 1
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return 1
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