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Reduce the volume of the death sound on clock work mobs (#34452)
* Reduce the volume of the death sound on clock work mobs I edited the .oog since I did not see a way in the code to lower the volume. This will affect all code/game/gamemodes/clock_cult/clock_mobs which at this moment is only maraders and the eminence. * Non-clockwork mobs are no longer affected adjusted volume in the code so that the clockwork golems, ratvar, and ratvar plushies are unaffected by the audio file changes
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@@ -145,6 +145,6 @@
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if("Nar-Sie")
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send_to_playing_players("<span class='cult'><font size=5>\"<b>[pick("Ha.", "Ra'sha fonn dest.", "You fool. To come here.")]</b>\"</font></span>") //Broken English
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sound_to_playing_players('sound/magic/demon_attack1.ogg')
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sound_to_playing_players('sound/magic/clockwork/anima_fragment_death.ogg', 50)
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sound_to_playing_players('sound/magic/clockwork/anima_fragment_death.ogg', 62)
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narsie.clashing = FALSE
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qdel(src)
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@@ -454,7 +454,7 @@
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else
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say("NO! I will not be banished again...")
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P.say(pick("Ha.", "Ra'sha fonn dest.", "You fool. To come here."))
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playsound(src, 'sound/magic/clockwork/anima_fragment_death.ogg', 50, TRUE, frequency = 2)
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playsound(src, 'sound/magic/clockwork/anima_fragment_death.ogg', 62, TRUE, frequency = 2)
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playsound(P, 'sound/magic/demon_attack1.ogg', 50, TRUE, frequency = 2)
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explosion(src, 0, 0, 1)
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qdel(src)
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@@ -632,7 +632,7 @@
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if(!has_corpse)
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var/turf/T = get_turf(H)
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H.visible_message("<span class='warning'>[H]'s exoskeleton shatters, collapsing into a heap of scrap!</span>")
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playsound(H, 'sound/magic/clockwork/anima_fragment_death.ogg', 50, TRUE)
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playsound(H, 'sound/magic/clockwork/anima_fragment_death.ogg', 62, TRUE)
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for(var/i in 1 to rand(3, 5))
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new/obj/item/clockwork/alloy_shards/small(T)
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new/obj/item/clockwork/alloy_shards/clockgolem_remains(T)
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