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vocal_cords.dm
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#define COOLDOWN_STUN 1200
#define COOLDOWN_DAMAGE 600
#define COOLDOWN_MEME 300
#define COOLDOWN_NONE 100
/obj/item/organ/vocal_cords //organs that are activated through speech with the :x/MODE_KEY_VOCALCORDS channel
name = "vocal cords"
icon_state = "appendix"
visual = FALSE
compatible_biotypes = ALL_BIOTYPES
zone = BODY_ZONE_PRECISE_MOUTH
slot = ORGAN_SLOT_VOICE
gender = PLURAL
decay_factor = 0 //we don't want decaying vocal cords to somehow matter or appear on scanners since they don't do anything damaged
healing_factor = 0
var/list/spans = null
/obj/item/organ/vocal_cords/proc/does_modify_message() // whether it should be allowed to modify what the player said
return FALSE
/obj/item/organ/vocal_cords/proc/does_say_message() // whether the vocal cords wish to ASSUME DIRECT CONTROL and speak for themselves
return FALSE
/obj/item/organ/vocal_cords/proc/modify_message(message) //Returns to /mob/living/say() the new message it ought to say, perhaps with some funky spans or something.
return
/obj/item/organ/vocal_cords/proc/say_message(message,message_range) //Handles saying the message itself. Returns nothing.
return
/obj/item/organ/adamantine_resonator
name = "adamantine resonator"
desc = "Fragments of adamantine exist in all golems, stemming from their origins as purely magical constructs. These are used to \"hear\" messages from their leaders."
zone = BODY_ZONE_HEAD
slot = ORGAN_SLOT_ADAMANTINE_RESONATOR
compatible_biotypes = ALL_BIOTYPES
icon_state = "adamantine_resonator"
visual = FALSE
/obj/item/organ/vocal_cords/adamantine
name = "adamantine vocal cords"
desc = "When adamantine resonates, it causes all nearby pieces of adamantine to resonate as well. Adamantine golems use this to broadcast messages to nearby golems."
actions_types = list(/datum/action/item_action/organ_action/use/adamantine_vocal_cords)
icon_state = "adamantine_cords"
/datum/action/item_action/organ_action/use/adamantine_vocal_cords/Trigger()
if(!IsAvailable(feedback = FALSE))
return
var/message = input(owner, "Resonate a message to all nearby golems.", "Resonate")
if(QDELETED(src) || QDELETED(owner) || !message)
return
owner.say(".x[message]")
/obj/item/organ/vocal_cords/adamantine/does_modify_message()
return TRUE
/obj/item/organ/vocal_cords/adamantine/modify_message(message)
var/msg = span_resonate("[span_name(owner.real_name)] [span_message("resonates, \"[message]\"")]")
for(var/m in GLOB.player_list)
if(iscarbon(m))
var/mob/living/carbon/C = m
if(C.getorganslot(ORGAN_SLOT_ADAMANTINE_RESONATOR))
to_chat(C, msg)
else if(isobserver(m))
var/link = FOLLOW_LINK(m, owner)
to_chat(m, "[link] [msg]")
return message // Kinda weird to do this, but uhhhh... yeah.
//Colossus drop, forces the listeners to obey certain commands
/obj/item/organ/vocal_cords/colossus
name = "divine vocal cords"
desc = "They carry the voice of an ancient god."
icon_state = "voice_of_god"
actions_types = list(/datum/action/item_action/organ_action/colossus)
var/next_command = 0
var/cooldown_mod = 1
var/base_multiplier = 1
spans = list("colossus","yell")
/datum/action/item_action/organ_action/colossus
name = "Voice of God"
var/obj/item/organ/vocal_cords/colossus/cords = null
/datum/action/item_action/organ_action/colossus/New()
..()
cords = target
/datum/action/item_action/organ_action/colossus/IsAvailable(feedback = FALSE)
if(world.time < cords.next_command)
return FALSE
if(!owner)
return FALSE
if(isliving(owner))
var/mob/living/L = owner
if(!L.can_speak_vocal())
return FALSE
if(check_flags & AB_CHECK_CONSCIOUS)
if(owner.stat)
return FALSE
return TRUE
/datum/action/item_action/organ_action/colossus/Trigger()
. = ..()
if(!IsAvailable(feedback = FALSE))
if(world.time < cords.next_command)
to_chat(owner, span_notice("You must wait [DisplayTimeText(cords.next_command - world.time)] before Speaking again."))
return
var/command = input(owner, "Speak with the Voice of God", "Command")
if(QDELETED(src) || QDELETED(owner))
return
if(!command)
return
owner.say(".x[command]")
/obj/item/organ/vocal_cords/colossus/does_say_message()
if(world.time < next_command)
to_chat(owner, span_notice("You must wait [DisplayTimeText(next_command - world.time)] before Speaking again."))
return FALSE
if(!owner)
return FALSE
return TRUE
/obj/item/organ/vocal_cords/colossus/say_message(message,message_range)
playsound(get_turf(owner), 'sound/magic/clockwork/invoke_general.ogg', 300, 1, 5)
var/cooldown = voice_of_god(uppertext(message), owner, spans, base_multiplier,FALSE,TRUE,TRUE,message_range)
next_command = world.time + (cooldown * cooldown_mod)
//////////////////////////////////////
///////////VOICE OF GOD///////////////
//////////////////////////////////////
/proc/voice_of_god(message, mob/living/user, list/span_list, base_multiplier = 1, include_speaker = FALSE, message_admins = TRUE, forced_span = FALSE, max_range = 8)
var/cooldown = 0
if(!user || !user.can_speak(message) || user.stat)
return 0 //no cooldown
var/log_message = uppertext(message)
if(!forced_span)
if(iscultist(user))
span_list = list("narsiesmall")
else if (is_servant_of_ratvar(user))
span_list = list("ratvar")
if(!span_list || !span_list.len)
span_list = list()
if(!user.say(message, spans = span_list, sanitize = FALSE)) // If we failed to speak
return 0
var/list/mob/living/listeners = list()
for(var/mob/living/L in get_hearers_in_view(max_range, user))
if(L.can_hear() && !L.can_block_magic(MAGIC_RESISTANCE_HOLY) && L.stat != DEAD)
if(L == user && !include_speaker)
continue
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
listeners += L
if(!listeners.len)
cooldown = COOLDOWN_NONE
return cooldown
var/power_multiplier = base_multiplier
if(user.mind)
//Chaplains are very good at speaking with the voice of god
if(user.mind.assigned_role == "Chaplain")
power_multiplier *= 2
//Command staff has authority
if(IS_COMMAND(user))
power_multiplier *= 1.4
//I AM THE LAW
if(IS_SECURITY(user))
power_multiplier *= 1.2
//Why are you speaking
if(user.mind.assigned_role == "Mime")
power_multiplier *= 0.5
//Cultists are closer to their gods and are more powerful, but they'll give themselves away
if(iscultist(user) || is_servant_of_ratvar(user) || IS_HERETIC(user))
power_multiplier *= 2
//Try to check if the speaker specified a name or a job to focus on
var/list/specific_listeners = list()
var/found_string = null
//Get the proper job titles
message = lowertext(message)
message = get_full_job_name(message)
for(var/V in listeners)
var/mob/living/L = V
var/datum/antagonist/devil/devilinfo = IS_DEVIL(L)
if(devilinfo && findtext(message, devilinfo.truename))
var/start = findtext(message, devilinfo.truename)
listeners = list(L) //Devil names are unique.
power_multiplier *= 5 //if you're a devil and god himself addressed you, you fucked up
//Cut out the name so it doesn't trigger commands
message = copytext(message, 1, start) + copytext(message, start + length(devilinfo.truename))
break
else if(findtext(message, L.real_name, 1, length(L.real_name) + 1))
specific_listeners += L //focus on those with the specified name
//Cut out the name so it doesn't trigger commands
found_string = L.real_name
else if(findtext(message, L.first_name(), 1, length(L.first_name()) + 1))
specific_listeners += L //focus on those with the specified name
//Cut out the name so it doesn't trigger commands
found_string = L.first_name()
else if(L.mind && L.mind.assigned_role && findtext(message, L.mind.assigned_role, 1, length(L.mind.assigned_role) + 1))
specific_listeners += L //focus on those with the specified job
//Cut out the job so it doesn't trigger commands
found_string = L.mind.assigned_role
if(specific_listeners.len)
listeners = specific_listeners
power_multiplier *= (1 + (1/specific_listeners.len)) //2x on a single guy, 1.5x on two and so on
message = copytext(message, length(found_string) + 1)
var/static/regex/narsian_words = regex("praise narsie|praise nar-sie|praise nar'sie") //why is it spelled so many ways can you KEEP IT CONSISTENT PLEASE
var/static/regex/ratvarian_words = regex("hail ratvar|honor ratvar|honour ratvar|purge all untruths") //bri'ish spelling
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel|lie|get down")
var/static/regex/vomit_words = regex("vomit|throw up|sick")
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
var/static/regex/hallucinate_words = regex("see the truth|hallucinate|the truth is out there")
var/static/regex/wakeup_words = regex("wake up|awaken")
var/static/regex/heal_words = regex("live|heal|survive|mend|life|heroes never die|rest")
var/static/regex/hurt_words = regex("die|suffer|hurt|pain|death|kill|judgement|thy end is now|crush") // THY END IS NOW
var/static/regex/bleed_words = regex("bleed|blood")
var/static/regex/burn_words = regex("burn|ignite|fire|flame")
var/static/regex/hot_words = regex("heat|hot|hell")
var/static/regex/cold_words = regex("cold|cool|chill|freeze|ice|winter") // WHAT'S COOLER THAN BEING COOL
var/static/regex/repulse_words = regex("shoo|go away|leave me alone|begone|flee|fus ro dah|get away|repulse")
var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
var/static/regex/whoareyou_words = regex("who are you|say your name|state your name|identify|who goes there")
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
var/static/regex/knockknock_words = regex("knock knock")
var/static/regex/move_words = regex("move|walk")
var/static/regex/left_words = regex("left|west|port")
var/static/regex/right_words = regex("right|east|starboard")
var/static/regex/up_words = regex("up|north|fore")
var/static/regex/down_words = regex("down|south|aft")
var/static/regex/walk_words = regex("slow down")
var/static/regex/run_words = regex("run")
var/static/regex/helpintent_words = regex("help|hug")
var/static/regex/harmintent_words = regex("harm|fight|punch")
var/static/regex/throwmode_words = regex("throw|catch")
var/static/regex/flip_words = regex("flip|rotate|revolve|roll|somersault")
var/static/regex/speak_words = regex("speak|say something")
var/static/regex/getup_words = regex("get up")
var/static/regex/sit_words = regex("sit")
var/static/regex/stand_words = regex("stand")
var/static/regex/dance_words = regex("dance")
var/static/regex/jump_words = regex("jump")
var/static/regex/salute_words = regex("salute")
var/static/regex/deathgasp_words = regex("play dead")
var/static/regex/clap_words = regex("clap|applaud")
var/static/regex/honk_words = regex("ho+nk") //hooooooonk
var/static/regex/multispin_words = regex("like a record baby|right round|spin")
var/i = 0
//PRAISE NAR-SIE
if(findtext(message, narsian_words) && iscultist(user))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
if(iscultist(L))
L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier)
if(is_servant_of_ratvar(L) && ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/bodypart/BP = pick(H.bodyparts)
BP.generic_bleedstacks += 5 * power_multiplier
//HAIL RATVAR
else if(findtext(message, narsian_words) && is_servant_of_ratvar(user))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
if(is_servant_of_ratvar(L))
L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier)
if(iscultist(L))
L.adjust_fire_stacks(1 * power_multiplier)
L.ignite_mob()
//KNOCKDOWN
else if(findtext(message, knockdown_words))
cooldown = COOLDOWN_STUN
for(var/V in listeners)
var/mob/living/L = V
L.set_resting(TRUE)
//VOMIT
else if((findtext(message, vomit_words)))
cooldown = COOLDOWN_STUN
for(var/mob/living/carbon/C in listeners)
C.vomit(10 * power_multiplier, distance = power_multiplier, stun = FALSE)
//SILENCE
else if((findtext(message, silence_words)))
cooldown = COOLDOWN_STUN
if(user.mind && (user.mind.assigned_role == "Curator" || user.mind.assigned_role == "Mime"))
power_multiplier *= 3
for(var/mob/living/carbon/C in listeners)
C.silent += (10 * power_multiplier)
//HALLUCINATE
else if((findtext(message, hallucinate_words)))
cooldown = COOLDOWN_MEME
for(var/mob/living/carbon/C in listeners)
new /datum/hallucination/delusion(C, TRUE, null,150 * power_multiplier,0)
//WAKE UP
else if((findtext(message, wakeup_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.SetSleeping(0)
//HEAL
else if((findtext(message, heal_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier)
//BRUTE DAMAGE
else if((findtext(message, hurt_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
var/damage_applied = 15 * power_multiplier
if(ismegafauna(L) || istype(L, /mob/living/simple_animal/hostile/asteroid))
damage_applied *= 24
else if(L.mind?.has_martialart(MARTIALART_ULTRAVIOLENCE))
damage_applied *= 2 // DIE!
L.apply_damage(damage_applied, def_zone = BODY_ZONE_CHEST, wound_bonus=CANT_WOUND)
//BLEED
else if((findtext(message, bleed_words)))
cooldown = COOLDOWN_DAMAGE
for(var/mob/living/carbon/human/H in listeners)
var/obj/item/bodypart/BP = pick(H.bodyparts)
BP.generic_bleedstacks += 5 * power_multiplier
//FIRE
else if((findtext(message, burn_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.adjust_fire_stacks(1 * power_multiplier)
L.ignite_mob()
//HOT
else if((findtext(message, hot_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.adjust_bodytemperature(50 * power_multiplier)
//COLD
else if((findtext(message, cold_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.adjust_bodytemperature(-50 * power_multiplier)
//REPULSE
else if((findtext(message, repulse_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
var/throwtarget = get_edge_target_turf(user, get_dir(user, get_step_away(L, user)))
L.throw_at(throwtarget, 3 * power_multiplier, 1 * power_multiplier)
//ATTRACT
else if((findtext(message, attract_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.throw_at(get_step_towards(user,L), 3 * power_multiplier, 1 * power_multiplier)
//WHO ARE YOU?
else if((findtext(message, whoareyou_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
var/text = ""
if(IS_DEVIL(L))
var/datum/antagonist/devil/devilinfo = IS_DEVIL(L)
text = devilinfo.truename
else
text = L.real_name
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom/movable, say), text), 5 * i)
i++
//SAY MY NAME
else if((findtext(message, saymyname_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom/movable, say), user.name), 5 * i)
i++
//KNOCK KNOCK
else if((findtext(message, knockknock_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom/movable, say), "Who's there?"), 5 * i)
i++
//MOVE
else if((findtext(message, move_words)))
cooldown = COOLDOWN_MEME
var/direction
if(findtext(message, up_words))
direction = NORTH
else if(findtext(message, down_words))
direction = SOUTH
else if(findtext(message, left_words))
direction = WEST
else if(findtext(message, right_words))
direction = EAST
for(var/iter in 1 to 5 * power_multiplier)
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(_step), L, direction? direction : pick(GLOB.cardinals)), 10 * (iter - 1))
//WALK
else if((findtext(message, walk_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(L.m_intent != MOVE_INTENT_WALK)
L.toggle_move_intent()
//RUN
else if((findtext(message, run_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(L.m_intent != MOVE_INTENT_RUN)
L.toggle_move_intent()
//HELP INTENT
else if((findtext(message, helpintent_words)))
cooldown = COOLDOWN_MEME
for(var/mob/living/carbon/human/H in listeners)
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/living, set_combat_mode), FALSE), i * 2)
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob, click_random_mob)), i * 2)
i++
//HARM INTENT
else if((findtext(message, harmintent_words)))
cooldown = COOLDOWN_MEME
for(var/mob/living/carbon/human/H in listeners)
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob/living, set_combat_mode), TRUE), i * 2)
addtimer(CALLBACK(H, TYPE_PROC_REF(/mob, click_random_mob)), i * 2)
i++
//THROW/CATCH
else if((findtext(message, throwmode_words)))
cooldown = COOLDOWN_MEME
for(var/mob/living/carbon/C in listeners)
C.throw_mode_on()
//FLIP
else if((findtext(message, flip_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
L.emote("flip")
//SPEAK
else if((findtext(message, speak_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom/movable, say), pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage")), 5 * i)
i++
//GET UP
else if((findtext(message, getup_words)))
cooldown = COOLDOWN_DAMAGE //because stun removal
for(var/V in listeners)
var/mob/living/L = V
L.set_resting(FALSE)
L.SetAllImmobility(0)
//SIT
else if((findtext(message, sit_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
for(var/obj/structure/chair/chair in get_turf(L))
chair.buckle_mob(L)
break
//STAND UP
else if((findtext(message, stand_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(L.buckled && istype(L.buckled, /obj/structure/chair))
L.buckled.unbuckle_mob(L)
//DANCE
else if((findtext(message, dance_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/mob/living, emote), "dance"), 5 * i)
i++
//JUMP
else if((findtext(message, jump_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(prob(25))
addtimer(CALLBACK(L, TYPE_PROC_REF(/atom/movable, say), "HOW HIGH?!!"), 5 * i)
addtimer(CALLBACK(L, TYPE_PROC_REF(/mob/living, emote), "jump"), 5 * i)
i++
//SALUTE
else if((findtext(message, salute_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/mob/living, emote), "salute"), 5 * i)
i++
//PLAY DEAD
else if((findtext(message, deathgasp_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/mob/living, emote), "deathgasp"), 5 * i)
i++
//PLEASE CLAP
else if((findtext(message, clap_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, TYPE_PROC_REF(/mob/living, emote), "clap"), 5 * i)
i++
//HONK
else if((findtext(message, honk_words)))
cooldown = COOLDOWN_MEME
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), get_turf(user), 'sound/items/bikehorn.ogg', 300, 1), 25)
if(user.mind && user.mind.assigned_role == "Clown")
for(var/mob/living/carbon/C in listeners)
C.slip(140 * power_multiplier)
cooldown = COOLDOWN_MEME
//RIGHT ROUND
else if((findtext(message, multispin_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
L.SpinAnimation(speed = 10, loops = 5)
else
cooldown = COOLDOWN_NONE
if(message_admins)
message_admins("[ADMIN_LOOKUPFLW(user)] has said '[log_message]' with a Voice of God, affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
log_game("[key_name(user)] has said '[log_message]' with a Voice of God, affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
SSblackbox.record_feedback("tally", "voice_of_god", 1, log_message)
return cooldown
#undef COOLDOWN_STUN
#undef COOLDOWN_DAMAGE
#undef COOLDOWN_MEME
#undef COOLDOWN_NONE