284 lines
6.4 KiB
Plaintext
284 lines
6.4 KiB
Plaintext
//This only assumes that the mob has a body and face with at least one mouth.
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//Things like airguitar can be done without arms, and the flap thing makes so little sense it's a keeper.
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//Intended to be called by a higher up emote proc if the requested emote isn't in the custom emotes.
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/mob/living/emote(var/act, var/m_type=1, var/message = null)
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var/param = null
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if (findtext(act, "-", 1, null))
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var/t1 = findtext(act, "-", 1, null)
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param = copytext(act, t1 + 1, length(act) + 1)
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act = copytext(act, 1, t1)
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if(findtext(act,"s",-1) && !findtext(act,"_",-2))//Removes ending s's unless they are prefixed with a '_'
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act = copytext(act,1,length(act))
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switch(act)//Hello, how would you like to order? Alphabetically!
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if ("aflap")
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if (!src.restrained())
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message = "<B>[src]</B> flaps its wings ANGRILY!"
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m_type = 2
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if ("blush")
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message = "<B>[src]</B> blushes."
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m_type = 1
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if ("bow")
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if (!src.buckled)
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> bows to [param]."
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else
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message = "<B>[src]</B> bows."
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m_type = 1
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if ("burp")
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message = "<B>[src]</B> burps."
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m_type = 2
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if ("choke")
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message = "<B>[src]</B> chokes!"
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m_type = 2
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if ("chuckle")
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message = "<B>[src]</B> chuckles."
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m_type = 2
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if ("collapse")
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Paralyse(2)
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message = "<B>[src]</B> collapses!"
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m_type = 2
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if ("cough")
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message = "<B>[src]</B> coughs!"
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m_type = 2
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if ("dance")
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if (!src.restrained())
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message = "<B>[src]</B> dances around happily."
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m_type = 1
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if ("deathgasp")
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message = "<B>[src]</B> seizes up and falls limp, its eyes dead and lifeless..."
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m_type = 1
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if ("drool")
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message = "<B>[src]</B> drools."
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m_type = 1
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if ("faint")
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message = "<B>[src]</B> faints."
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if(src.sleeping)
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return //Can't faint while asleep
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src.sleeping += 10 //Short-short nap
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m_type = 1
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if ("flap")
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if (!src.restrained())
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message = "<B>[src]</B> flaps its wings."
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m_type = 2
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if ("flip")
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if (!src.restrained() || !src.resting || !src.sleeping)
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src.SpinAnimation(7,1)
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m_type = 2
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if ("frown")
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message = "<B>[src]</B> frowns."
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m_type = 1
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if ("gasp")
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message = "<B>[src]</B> gasps!"
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m_type = 2
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if ("giggle")
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message = "<B>[src]</B> giggles."
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m_type = 2
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if ("glare")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> glares at [param]."
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else
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message = "<B>[src]</B> glares."
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if ("grin")
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message = "<B>[src]</B> grins."
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m_type = 1
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if ("jump")
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message = "<B>[src]</B> jumps!"
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m_type = 1
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if ("laugh")
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message = "<B>[src]</B> laughs."
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m_type = 2
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if ("look")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> looks at [param]."
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else
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message = "<B>[src]</B> looks."
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m_type = 1
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if ("me")
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if (src.client)
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if(client.prefs.muted & MUTE_IC)
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src << "You cannot send IC messages (muted)."
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return
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if (src.client.handle_spam_prevention(message,MUTE_IC))
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return
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if (stat)
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return
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if(!(message))
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return
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else
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message = "<B>[src]</B> [message]"
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if ("nod")
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message = "<B>[src]</B> nods."
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m_type = 1
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if ("point")
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if (!src.restrained())
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var/atom/M = null
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if (param)
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for (var/atom/A as mob|obj|turf in view())
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if (param == A.name)
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M = A
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break
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if (!M)
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message = "<B>[src]</B> points."
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else
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pointed(M)
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m_type = 1
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if ("scream")
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message = "<B>[src]</B> screams!"
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m_type = 2
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if ("shake")
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message = "<B>[src]</B> shakes its head."
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m_type = 1
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if ("sigh")
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message = "<B>[src]</B> sighs."
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m_type = 2
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if ("sit")
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message = "<B>[src]</B> sits down."
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m_type = 1
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if ("smile")
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message = "<B>[src]</B> smiles."
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m_type = 1
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if ("sneeze")
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message = "<B>[src]</B> sneezes."
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m_type = 2
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if ("sniff")
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message = "<B>[src]</B> sniffs."
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m_type = 2
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if ("snore")
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message = "<B>[src]</B> snores."
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m_type = 2
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if ("stare")
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var/M = null
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if (param)
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for (var/mob/A in view(1, src))
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if (param == A.name)
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M = A
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break
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if (!M)
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param = null
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if (param)
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message = "<B>[src]</B> stares at [param]."
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else
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message = "<B>[src]</B> stares."
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if ("sulk")
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message = "<B>[src]</B> sulks down sadly."
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m_type = 1
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if ("sway")
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message = "<B>[src]</B> sways around dizzily."
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m_type = 1
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if ("tremble")
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message = "<B>[src]</B> trembles in fear!"
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m_type = 1
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if ("twitch")
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message = "<B>[src]</B> twitches violently."
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m_type = 1
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if ("twitch_s")
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message = "<B>[src]</B> twitches."
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m_type = 1
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if ("wave")
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message = "<B>[src]</B> waves."
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m_type = 1
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if ("whimper")
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message = "<B>[src]</B> whimpers."
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m_type = 2
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if ("yawn")
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message = "<B>[src]</B> yawns."
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m_type = 2
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if ("help")
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src << "Help for emotes. You can use these emotes with say \"*emote\":\n\naflap, blush, bow-(none)/mob, burp, choke, chuckle, clap, collapse, cough, dance, deathgasp, drool, flap, frown, gasp, giggle, glare-(none)/mob, grin, jump, laugh, look, me, nod, point-atom, scream, shake, sigh, sit, smile, sneeze, sniff, snore, stare-(none)/mob, sulk, sway, tremble, twitch, twitch_s, wave, whimper, yawn"
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else
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src << "<span class='notice'>Unusable emote '[act]'. Say *help for a list.</span>"
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if (message)
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log_emote("[name]/[key] : [message]")
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//Hearing gasp and such every five seconds is not good emotes were not global for a reason.
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// Maybe some people are okay with that.
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for(var/mob/M in dead_mob_list)
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if(!M.client || istype(M, /mob/new_player))
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continue //skip monkeys, leavers and new players
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var/T = get_turf(src)
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if(M.stat == DEAD && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T,null)))
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M.show_message(message)
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if (m_type & 1)
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visible_message(message)
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else if (m_type & 2)
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audible_message(message)
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