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Adds Various Sounds, Looping Sound System
This commit is contained in:
@@ -1,117 +1,119 @@
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// Plays a sound at its location every so often.
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/obj/effect/map_effect/interval/sound_emitter
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name = "sound emitter"
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icon_state = "sound_emitter"
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var/list/sounds_to_play = list(null) // List containing sound files or strings of sound groups.
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// A sound or string is picked randomly each run.
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var/sound_volume = 50 // How loud the sound is. 0 is silent, and 100 is loudest. Please be reasonable with the volume.
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// Note that things like vacuum may affect the volume heard by other mobs.
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var/sound_frequency_variance = TRUE // If the sound will sound somewhat different each time.
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// If a specific frequency is desired, sound_frequency must also be set.
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var/sound_extra_range = 0 // Set to make sounds heard from farther away than normal.
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var/sound_fallout = 0 // Within the 'fallout distance', the sound stays at the same volume, otherwise it attenuates.
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// Higher numbers make the sound fade out more slowly with distance.
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var/sound_global = FALSE // If true, sounds will not be distorted due to the current area's 'sound environment'.
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// It DOES NOT make the sound have a constant volume or z-level wide range, despite the misleading name.
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var/sound_frequency = null // Sets a specific custom frequency. sound_frequency_variance must be true as well.
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// If sound_frequency is null, but sound_frequency_variance is true, a semi-random frequency will be chosen to the sound each time.
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var/sound_channel = 0 // BYOND allows a sound to play in 1 through 1024 sound channels.
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// 0 will have BYOND give it the lowest available channel, it is not recommended to change this without a good reason.
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var/sound_pressure_affected = TRUE // If false, people in low pressure or vacuum will hear the sound.
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var/sound_ignore_walls = TRUE // If false, walls will completely muffle the sound.
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var/sound_preference = null // Player preference to check before playing this sound to them, if any.
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/obj/effect/map_effect/interval/sound_emitter/trigger()
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playsound(
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src,
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pick(sounds_to_play),
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sound_volume,
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sound_frequency_variance,
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sound_extra_range,
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sound_fallout,
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sound_global,
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sound_frequency,
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sound_channel,
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sound_pressure_affected,
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sound_ignore_walls,
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sound_preference
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)
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..()
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/obj/effect/map_effect/interval/sound_emitter/thunder
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sounds_to_play = list("thunder")
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interval_lower_bound = 10 SECONDS
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interval_upper_bound = 15 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/geiger
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sounds_to_play = list("geiger")
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interval_lower_bound = 2 SECONDS
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interval_upper_bound = 2 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/geiger_weak
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sounds_to_play = list("geiger_weak")
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interval_lower_bound = 1 SECOND
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/punching
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sounds_to_play = list("punch")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/explosions
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sounds_to_play = list("explosion")
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interval_lower_bound = 5 SECONDS
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interval_upper_bound = 10 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/distant_explosions
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sounds_to_play = list('sound/effects/explosionfar.ogg')
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interval_lower_bound = 5 SECONDS
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interval_upper_bound = 10 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/ballistic_gunfight
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sounds_to_play = list(
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'sound/weapons/gunshot.ogg',
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'sound/weapons/deagle.ogg',
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'sound/weapons/rifleshot.ogg',
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'sound/weapons/sniper.ogg',
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'sound/weapons/shotgun.ogg',
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'sound/weapons/gunshot3.ogg',
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'sound/weapons/machinegun.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/energy_gunfight
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sounds_to_play = list(
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'sound/weapons/Taser.ogg',
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'sound/weapons/laser.ogg',
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'sound/weapons/eLuger.ogg',
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'sound/weapons/laser3.ogg',
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'sound/weapons/pulse.ogg',
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'sound/weapons/gauss_shoot.ogg',
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'sound/weapons/emitter.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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// I'm not sorry.
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/obj/effect/map_effect/interval/sound_emitter/clownsteps
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sounds_to_play = list("clownstep")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/bikehorns
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sounds_to_play = list('sound/items/bikehorn.ogg')
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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// Plays a sound at its location every so often.
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/obj/effect/map_effect/interval/sound_emitter
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name = "sound emitter"
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icon_state = "sound_emitter"
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var/list/sounds_to_play = list(null) // List containing sound files or strings of sound groups.
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// A sound or string is picked randomly each run.
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var/sound_volume = 50 // How loud the sound is. 0 is silent, and 100 is loudest. Please be reasonable with the volume.
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// Note that things like vacuum may affect the volume heard by other mobs.
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var/sound_frequency_variance = TRUE // If the sound will sound somewhat different each time.
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// If a specific frequency is desired, sound_frequency must also be set.
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var/sound_extra_range = 0 // Set to make sounds heard from farther away than normal.
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var/sound_fallout = 0 // Within the 'fallout distance', the sound stays at the same volume, otherwise it attenuates.
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// Higher numbers make the sound fade out more slowly with distance.
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var/sound_global = FALSE // If true, sounds will not be distorted due to the current area's 'sound environment'.
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// It DOES NOT make the sound have a constant volume or z-level wide range, despite the misleading name.
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var/sound_frequency = null // Sets a specific custom frequency. sound_frequency_variance must be true as well.
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// If sound_frequency is null, but sound_frequency_variance is true, a semi-random frequency will be chosen to the sound each time.
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var/sound_channel = 0 // BYOND allows a sound to play in 1 through 1024 sound channels.
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// 0 will have BYOND give it the lowest available channel, it is not recommended to change this without a good reason.
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var/sound_pressure_affected = TRUE // If false, people in low pressure or vacuum will hear the sound.
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var/sound_ignore_walls = TRUE // If false, walls will completely muffle the sound.
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var/sound_preference = null // Player preference to check before playing this sound to them, if any.
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/obj/effect/map_effect/interval/sound_emitter/trigger()
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playsound(
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src,
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pick(sounds_to_play),
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sound_volume,
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sound_frequency_variance,
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sound_extra_range,
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sound_fallout,
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sound_global,
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sound_frequency,
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sound_channel,
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sound_pressure_affected,
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sound_ignore_walls,
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sound_preference
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)
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..()
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/obj/effect/map_effect/interval/sound_emitter/thunder
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sounds_to_play = list("thunder")
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interval_lower_bound = 10 SECONDS
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interval_upper_bound = 15 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/geiger
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sounds_to_play = list('sound/items/geiger/low1.ogg', 'sound/items/geiger/low2.ogg', 'sound/items/geiger/low3.ogg', 'sound/items/geiger/low4.ogg')
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interval_lower_bound = 1 SECOND
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/geiger/med
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sounds_to_play = list('sound/items/geiger/med1.ogg', 'sound/items/geiger/med2.ogg', 'sound/items/geiger/med3.ogg', 'sound/items/geiger/med4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/geiger/high
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sounds_to_play = list('sound/items/geiger/high1.ogg', 'sound/items/geiger/high2.ogg', 'sound/items/geiger/high3.ogg', 'sound/items/geiger/high4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/geiger/ext
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sounds_to_play = list('sound/items/geiger/ext1.ogg', 'sound/items/geiger/ext2.ogg', 'sound/items/geiger/ext3.ogg', 'sound/items/geiger/ext4.ogg')
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/obj/effect/map_effect/interval/sound_emitter/punching
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sounds_to_play = list("punch")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/explosions
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sounds_to_play = list("explosion")
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interval_lower_bound = 5 SECONDS
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interval_upper_bound = 10 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/explosions/distant
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sounds_to_play = list('sound/effects/explosionfar.ogg')
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/obj/effect/map_effect/interval/sound_emitter/ballistic_gunfight
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sounds_to_play = list(
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'sound/weapons/gunshot.ogg',
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'sound/weapons/deagle.ogg',
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'sound/weapons/rifleshot.ogg',
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'sound/weapons/sniper.ogg',
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'sound/weapons/shotgun.ogg',
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'sound/weapons/gunshot3.ogg',
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'sound/weapons/machinegun.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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/obj/effect/map_effect/interval/sound_emitter/energy_gunfight
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sounds_to_play = list(
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'sound/weapons/Taser.ogg',
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'sound/weapons/laser.ogg',
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'sound/weapons/eLuger.ogg',
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'sound/weapons/laser3.ogg',
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'sound/weapons/pulse.ogg',
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'sound/weapons/gauss_shoot.ogg',
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'sound/weapons/emitter.ogg'
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)
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interval_lower_bound = 5
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interval_upper_bound = 2 SECONDS
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// I'm not sorry.
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/obj/effect/map_effect/interval/sound_emitter/clownsteps
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sounds_to_play = list("clownstep")
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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/obj/effect/map_effect/interval/sound_emitter/bikehorns
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sounds_to_play = list('sound/items/bikehorn.ogg')
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interval_lower_bound = 5
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interval_upper_bound = 1 SECOND
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@@ -1,8 +1,3 @@
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#define RAD_LEVEL_LOW 0.01 // Around the level at which radiation starts to become harmful
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#define RAD_LEVEL_MODERATE 10
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#define RAD_LEVEL_HIGH 25
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#define RAD_LEVEL_VERY_HIGH 50
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//Geiger counter
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//Rewritten version of TG's geiger counter
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//I opted to show exact radiation levels
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@@ -15,12 +10,23 @@
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w_class = ITEMSIZE_SMALL
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var/scanning = 0
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var/radiation_count = 0
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var/datum/looping_sound/geiger/soundloop
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<<<<<<< HEAD
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/obj/item/device/geiger/New()
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START_PROCESSING(SSobj, src)
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/obj/item/device/geiger/Destroy()
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=======
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/obj/item/device/geiger/Initialize()
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START_PROCESSING(SSobj, src)
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soundloop = new(list(src), FALSE)
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return ..()
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/obj/item/device/geiger/Destroy()
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(soundloop)
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>>>>>>> 5fb77b3... Merge pull request #5791 from Neerti/looping_sounds
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return ..()
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/obj/item/device/geiger/process()
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@@ -31,6 +37,7 @@
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return
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radiation_count = radiation_repository.get_rads_at_turf(get_turf(src))
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update_icon()
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update_sound()
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/obj/item/device/geiger/examine(mob/user)
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..(user)
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@@ -44,18 +51,24 @@
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if(amount > radiation_count)
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radiation_count = amount
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var/sound = "geiger"
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if(amount < 5)
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sound = "geiger_weak"
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playsound(src, sound, between(10, 10 + (radiation_count * 4), 100), 0)
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if(sound == "geiger_weak") // A weak geiger sound every two seconds sounds too infrequent.
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spawn(1 SECOND)
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playsound(src, sound, between(10, 10 + (radiation_count * 4), 100), 0)
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update_icon()
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update_sound()
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/obj/item/device/geiger/proc/update_sound()
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var/datum/looping_sound/geiger/loop = soundloop
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if(!scanning)
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loop.stop()
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return
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if(!radiation_count)
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loop.stop()
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return
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loop.last_radiation = radiation_count
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loop.start()
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/obj/item/device/geiger/attack_self(var/mob/user)
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scanning = !scanning
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update_icon()
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update_sound()
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to_chat(user, "<span class='notice'>\icon[src] You switch [scanning ? "on" : "off"] \the [src].</span>")
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/obj/item/device/geiger/update_icon()
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@@ -76,8 +89,3 @@
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icon_state = "geiger_on_4"
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if(RAD_LEVEL_VERY_HIGH to INFINITY)
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icon_state = "geiger_on_5"
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#undef RAD_LEVEL_LOW
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#undef RAD_LEVEL_MODERATE
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#undef RAD_LEVEL_HIGH
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#undef RAD_LEVEL_VERY_HIGH
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@@ -131,10 +131,16 @@
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var/watertemp = "normal" //freezing, normal, or boiling
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var/is_washing = 0
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var/list/temperature_settings = list("normal" = 310, "boiling" = T0C+100, "freezing" = T0C)
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var/datum/looping_sound/showering/soundloop
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/obj/machinery/shower/New()
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..()
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/obj/machinery/shower/Initialize()
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create_reagents(50)
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soundloop = new(list(src), FALSE)
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return ..()
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/obj/machinery/shower/Destroy()
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QDEL_NULL(soundloop)
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return ..()
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//add heat controls? when emagged, you can freeze to death in it?
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@@ -151,11 +157,14 @@
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on = !on
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update_icon()
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if(on)
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soundloop.start()
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if (M.loc == loc)
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wash(M)
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process_heat(M)
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for (var/atom/movable/G in src.loc)
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G.clean_blood()
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else
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soundloop.stop()
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/obj/machinery/shower/attackby(obj/item/I as obj, mob/user as mob)
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if(I.type == /obj/item/device/analyzer)
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