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Alter playsound paradigm
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@@ -34,8 +34,8 @@
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if(holder.say_list)
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holder.ISay(safepick(holder.say_list.say_threaten))
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playsound(holder.loc, holder.say_list.threaten_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
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playsound(target.loc, holder.say_list.threaten_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
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playsound(holder, holder.say_list.threaten_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
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playsound(target, holder.say_list.threaten_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
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else // Otherwise we are waiting for them to go away or to wait long enough for escalate.
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if(target in list_targets()) // Are they still visible?
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var/should_escalate = FALSE
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@@ -57,8 +57,8 @@
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set_stance(STANCE_IDLE)
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if(holder.say_list)
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holder.ISay(safepick(holder.say_list.say_stand_down))
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playsound(holder.loc, holder.say_list.stand_down_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
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playsound(target.loc, holder.say_list.stand_down_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
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playsound(holder, holder.say_list.stand_down_sound, 50, 1) // We do this twice to make the sound -very- noticable to the target.
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playsound(target, holder.say_list.stand_down_sound, 50, 1) // Actual aim-mode also does that so at least it's consistant.
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// Determines what is deserving of a warning when STANCE_ALERT is active.
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/datum/ai_holder/proc/will_threaten(mob/living/the_target)
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