randomization!
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@@ -19,6 +19,7 @@
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// Visibility vars. Regardless of what's set below, these can still be obtained via adminbus and genetics. Rule of fun.
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var/list/ckeys_allowed
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var/ignore = FALSE //Controls whether or not this can be chosen in chargen
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var/allow_random = FALSE //Allows chargen randomization to use this. This is mainly to restrict the pool to sounds that fit well for most characters
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// So the basic jist of the sound design here: We make use primarily of shorter instrument samples for barks. We would've went with animalese instead, but doing so would've involved quite a bit of overhead to saycode.
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@@ -29,26 +30,31 @@
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name = "Muted String (Low)"
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id = "mutedc2"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C2.ogg'
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allow_random = TRUE
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/datum/bark/mutedc3
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name = "Muted String (Medium)"
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id = "mutedc3"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C3.ogg'
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allow_random = TRUE
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/datum/bark/mutedc4
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name = "Muted String (High)"
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id = "mutedc4"
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soundpath = 'sound/instruments/synthesis_samples/guitar/crisis_muted/C4.ogg'
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allow_random = TRUE
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/datum/bark/banjoc3
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name = "Banjo (Medium)"
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id = "banjoc3"
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soundpath = 'sound/instruments/banjo/Cn3.ogg'
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allow_random = TRUE
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/datum/bark/banjoc4
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name = "Banjo (High)"
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id = "banjoc4"
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soundpath = 'sound/instruments/banjo/Cn4.ogg'
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allow_random = TRUE
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/datum/bark/squeaky
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name = "Squeaky"
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