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https://github.com/VOREStation/VOREStation.git
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Rebase onto Master for Volume Control Panel, Squash Commits
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@@ -509,6 +509,7 @@ obj/structure/cable/proc/cableColor(var/colorC)
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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stacktype = /obj/item/stack/cable_coil
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drop_sound = 'sound/items/drop/accessory.ogg'
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pickup_sound = 'sound/items/pickup/accessory.ogg'
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/obj/item/stack/cable_coil/cyborg
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name = "cable coil synthesizer"
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@@ -901,6 +901,8 @@ var/global/list/light_type_cache = list()
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var/nightshift_range = 8
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var/nightshift_power = 1
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var/nightshift_color = LIGHT_COLOR_NIGHTSHIFT
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drop_sound = 'sound/items/drop/glass.ogg'
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pickup_sound = 'sound/items/pickup/glass.ogg'
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/obj/item/weapon/light/tube
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name = "light tube"
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@@ -43,6 +43,9 @@
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#define WARNING_DELAY 20 //seconds between warnings.
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// Keeps Accent sounds from layering, increase or decrease as preferred.
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#define SUPERMATTER_ACCENT_SOUND_COOLDOWN 2 SECONDS
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/obj/machinery/power/supermatter
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name = "Supermatter"
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desc = "A strangely translucent and iridescent crystal. <font color='red'>You get headaches just from looking at it.</font>"
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@@ -98,6 +101,9 @@
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var/config_hallucination_power = 0.1
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var/debug = 0
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/// Cooldown tracker for accent sounds,
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var/last_accent_sound = 0
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var/datum/looping_sound/supermatter/soundloop
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@@ -290,11 +296,29 @@
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shift_light(4,initial(light_color))
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if(grav_pulling)
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supermatter_pull(src)
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// Vary volume by power produced.
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if(power)
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// Volume will be 1 at no power, ~12.5 at ENERGY_NITROGEN, and 20+ at ENERGY_PHORON.
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// Capped to 20 volume since higher volumes get annoying and it sounds worse.
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soundloop.volume = min(round(power/10)+1, 20)
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// Formula previously was min(round(power/10)+1, 20)
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soundloop.volume = CLAMP((50 + (power / 50)), 50, 100)
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// Swap loops between calm and delamming.
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if(damage >= 300)
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soundloop.mid_sounds = list('sound/machines/sm/loops/delamming.ogg' = 1)
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else
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soundloop.mid_sounds = list('sound/machines/sm/loops/calm.ogg' = 1)
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// Play Delam/Neutral sounds at rate determined by power and damage.
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if(last_accent_sound < world.time && prob(20))
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var/aggression = min(((damage / 800) * (power / 2500)), 1.0) * 100
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if(damage >= 300)
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playsound(src, "smdelam", max(50, aggression), FALSE, 10)
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else
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playsound(src, "smcalm", max(50, aggression), FALSE, 10)
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var/next_sound = round((100 - aggression) * 5)
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last_accent_sound = world.time + max(SUPERMATTER_ACCENT_SOUND_COOLDOWN, next_sound)
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//Ok, get the air from the turf
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var/datum/gas_mixture/removed = null
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