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- Added voice clip for malfunctioning AI
- Glass airlocks now sound less like actual airlocks and more like doors, reducing station noise pollution by 39%. - RUNTIME! SQUEEE - Fixed toggle-ambiance hopefully for good this time. - Reorganized the sound folders.
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@@ -166,6 +166,7 @@
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ticker.mode:malf_mode_declared = 1
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for(var/datum/mind/AI_mind in ticker.mode:malf_ai)
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AI_mind.current.verbs -= /datum/game_mode/malfunction/proc/takeover
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world << sound('aimalf.ogg')
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/datum/game_mode/malfunction/proc/ai_win()
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@@ -274,7 +274,10 @@ Airlock index -> wire color are { 9, 4, 6, 7, 5, 8, 1, 2, 3 }.
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if (src.welded || src.locked || (!src.arePowerSystemsOn()) || (stat & NOPOWER) || src.isWireCut(AIRLOCK_WIRE_OPEN_DOOR))
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return 0
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use_power(50)
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playsound(src.loc, 'airlock.ogg', 30, 1)
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if(istype(src, /obj/machinery/door/airlock/glass))
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playsound(src.loc, 'windowdoor.ogg', 30, 1)
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else
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playsound(src.loc, 'airlock.ogg', 30, 1)
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if (src.closeOther != null && istype(src.closeOther, /obj/machinery/door/airlock/) && !src.closeOther.density)
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src.closeOther.close()
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return ..()
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