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https://github.com/Aurorastation/Aurora.3.git
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Radio Jammers (#502)
Adds radio jammers for antags and improvised version as well.
This commit is contained in:
@@ -587,6 +587,7 @@
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#include "code\game\objects\items\devices\paicard.dm"
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#include "code\game\objects\items\devices\pipe_painter.dm"
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#include "code\game\objects\items\devices\powersink.dm"
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#include "code\game\objects\items\devices\radio_jammer.dm"
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#include "code\game\objects\items\devices\scanners.dm"
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#include "code\game\objects\items\devices\spy_bug.dm"
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#include "code\game\objects\items\devices\suit_cooling.dm"
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@@ -1,7 +1,7 @@
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#define TELECOMMS_RECEPTION_NONE 0
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#define TELECOMMS_RECEPTION_SENDER 1
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#define TELECOMMS_RECEPTION_RECEIVER 2
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#define TELECOMMS_RECEPTION_BOTH 3
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#define TELECOMMS_RECEPTION_NONE 1
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#define TELECOMMS_RECEPTION_SENDER 2
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#define TELECOMMS_RECEPTION_RECEIVER 4
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#define TELECOMMS_RECEPTION_BOTH 8
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/proc/register_radio(source, old_frequency, new_frequency, radio_filter)
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if(old_frequency)
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@@ -44,7 +44,7 @@
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/proc/get_message_server()
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if(message_servers)
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for (var/obj/machinery/message_server/MS in message_servers)
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if(MS.active)
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if(MS.active && !within_jamming_range(MS))
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return MS
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return null
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@@ -52,10 +52,12 @@
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return signal && signal.data["done"]
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/proc/get_sender_reception(var/atom/sender, var/datum/signal/signal)
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return check_signal(signal) ? TELECOMMS_RECEPTION_SENDER : TELECOMMS_RECEPTION_NONE
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if (check_signal(signal) && !within_jamming_range(sender))
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return TELECOMMS_RECEPTION_SENDER
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return TELECOMMS_RECEPTION_NONE
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/proc/get_receiver_reception(var/receiver, var/datum/signal/signal)
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if(receiver && check_signal(signal))
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if(receiver && check_signal(signal) && !within_jamming_range(receiver))
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var/turf/pos = get_turf(receiver)
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if(pos && (pos.z in signal.data["level"]))
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return TELECOMMS_RECEPTION_RECEIVER
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@@ -78,6 +78,7 @@ var/global/list/additional_antag_types = list()
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new/datum/uplink_item(/obj/item/weapon/storage/toolbox/syndicate, 1, "Fully Loaded Toolbox", "ST"),
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new/datum/uplink_item(/obj/item/weapon/plastique, 2, "C-4 (Destroys walls)", "C4"),
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new/datum/uplink_item(/obj/item/device/encryptionkey/syndicate, 2, "Encrypted Radio Channel Key", "ER"),
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new/datum/uplink_item(/obj/item/device/radiojammer, 2, "Small Radio Jammer", "RJ"),
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new/datum/uplink_item(/obj/item/device/encryptionkey/binary, 3, "Binary Translator Key", "BT"),
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new/datum/uplink_item(/obj/item/weapon/card/emag, 3, "Cryptographic Sequencer", "EC"),
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new/datum/uplink_item(/obj/item/weapon/storage/box/syndie_kit/clerical, 3, "Morphic Clerical Kit", "CK"),
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@@ -973,7 +973,7 @@ var/global/list/obj/item/device/pda/PDAs = list()
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t = reception.message
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if(reception.message_server && (reception.telecomms_reception & TELECOMMS_RECEPTION_SENDER)) // only send the message if it's stable
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if(reception.telecomms_reception & TELECOMMS_RECEPTION_RECEIVER == 0) // Does our recipient have a broadcaster on their level?
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if(!(reception.telecomms_reception & TELECOMMS_RECEPTION_RECEIVER)) // Does our recipient have a broadcaster on their level?
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U << "ERROR: Cannot reach recipient."
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return
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var/send_result = reception.message_server.send_pda_message("[P.owner]","[owner]","[t]")
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@@ -292,6 +292,9 @@
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/* ###### Radio headsets can only broadcast through subspace ###### */
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if(subspace_transmission)
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// Check for jamming.
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if (within_jamming_range(src))
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return
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// First, we want to generate a new radio signal
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var/datum/signal/signal = new
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signal.transmission_method = 2 // 2 would be a subspace transmission.
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@@ -434,6 +437,8 @@
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return -1
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if(!listening)
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return -1
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if (within_jamming_range(src))
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return -1
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if(!(0 in level))
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var/turf/position = get_turf(src)
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if(!position || !(position.z in level))
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@@ -652,4 +657,4 @@
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return
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/obj/item/device/radio/off
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listening = 0
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listening = 0
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@@ -0,0 +1,130 @@
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//Global list for housing active radiojammers:
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var/list/active_radio_jammers = list()
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proc/within_jamming_range(var/atom/test) // tests if an object is near a radio jammer
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if (active_radio_jammers && active_radio_jammers.len)
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for (var/obj/item/device/radiojammer/Jammer in active_radio_jammers)
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if (get_dist(test, Jammer) <= Jammer.radius)
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return 1
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return 0
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/obj/item/device/radiojammer
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name = "radio jammer"
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desc = "A small, inconspicious looking item with an 'ON/OFF' toggle."
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icon = 'icons/obj/device.dmi'
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icon_state = "shield0"
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w_class = 2
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var/active = 0
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var/radius = 7
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var/icon_state_active = "shield1"
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var/icon_state_inactive = "shield0"
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/obj/item/device/radiojammer/New()
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..()
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update()
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/obj/item/device/radiojammer/Destroy()
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if (active)
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active_radio_jammers -= src
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..()
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/obj/item/device/radiojammer/attack_self()
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toggle()
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/obj/item/device/radiojammer/emp_act()
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toggle()
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/obj/item/device/radiojammer/proc/toggle()
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if (active)
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usr << "<span class='notice'>You deactivate \the [src].</span>"
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else
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usr << "<span class='notice'>You activate \the [src].</span>"
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set_active(!active)
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/obj/item/device/radiojammer/proc/set_active(var/new_value)
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active = new_value
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update()
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/obj/item/device/radiojammer/proc/update()
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if (active)
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active_radio_jammers += src
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icon_state = icon_state_active
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else
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active_radio_jammers -= src
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icon_state = icon_state_inactive
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/obj/item/device/radiojammer/improvised
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name = "improvised radio jammer"
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desc = "An awkward bundle of wires, batteries, and radio transmitters."
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var/obj/item/weapon/cell/cell
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var/obj/item/device/assembly_holder/assembly_holder
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// 10 seconds of operation on a standard cell. 200 (roughly 3 minutes) on a super cap.
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var/power_drain_per_second = 100
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var/last_updated = null
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radius = 5
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state_active = "improvised_jammer_active"
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icon_state_inactive = "improvised_jammer_inactive"
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/obj/item/device/radiojammer/improvised/New(var/obj/item/device/assembly_holder/incoming_holder, var/obj/item/weapon/cell/incoming_cell, var/mob/user)
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..()
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cell = incoming_cell
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assembly_holder = incoming_holder
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// Spawn() required to properly move the assembly. Why? No clue!
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// This does not make any sense, but sure.
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spawn(0)
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incoming_holder.forceMove(src, 1)
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incoming_cell.forceMove(src, 1)
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user.put_in_active_hand(src)
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/obj/item/device/radiojammer/improvised/Destroy()
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if (active)
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processing_objects.Remove(src)
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..()
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/obj/item/device/radiojammer/improvised/process()
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var/current = world.time // current tick
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var/delta = (current - last_updated) / 10.0 // delta in seconds
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last_updated = current
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if (!cell.use(delta * power_drain_per_second))
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set_active(0)
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cell.charge = 0 // drain the last of the battery
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/obj/item/device/radiojammer/improvised/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You disassemble the improvised signal jammer.</span>"
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user.put_in_hands(assembly_holder)
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user.put_in_hands(cell)
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qdel(src)
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/obj/item/device/radiojammer/improvised/set_active(var/new_value)
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if (new_value == 1)
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if (!cell || !cell.charge)
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return
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..()
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/obj/item/device/radiojammer/improvised/update()
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if (active)
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active_radio_jammers += src
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icon_state = icon_state_active
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processing_objects.Add(src)
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last_updated = world.time
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else
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active_radio_jammers -= src
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icon_state = icon_state_inactive
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processing_objects.Remove(src)
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@@ -100,7 +100,11 @@
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proc/signal()
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if(!radio_connection) return
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if(!radio_connection)
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return
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if(within_jamming_range(src))
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return
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var/datum/signal/signal = new
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signal.source = src
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@@ -129,9 +133,18 @@
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receive_signal(datum/signal/signal)
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if(!signal) return 0
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if(signal.encryption != code) return 0
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if(!(src.wires & WIRE_RADIO_RECEIVE)) return 0
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if(!signal)
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return 0
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if(within_jamming_range(src))
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return 0
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if(signal.encryption != code)
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return 0
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if(!(src.wires & WIRE_RADIO_RECEIVE))
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return 0
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pulse(1)
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if(!holder)
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@@ -91,8 +91,13 @@
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speaker_mask = speaker.name
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var/msg = "<i><span class='game say'>[name], <span class='name'>[speaker_mask]</span> [format_message(message, get_spoken_verb(message))]</span></i>"
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if (within_jamming_range(speaker))
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// The user thinks that the message got through.
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speaker << msg
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return
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for(var/mob/player in player_list)
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if(istype(player,/mob/dead) || ((src in player.languages) || check_special_condition(player)))
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if(istype(player,/mob/dead) || ((src in player.languages && !within_jamming_range(player)) || check_special_condition(player)))
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player << msg
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/datum/language/bug/check_special_condition(var/mob/other)
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@@ -102,6 +107,8 @@
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return 0
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if(istype(M, /mob/new_player))
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return 0
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if(within_jamming_range(other))
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return 0
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if(locate(/obj/item/organ/vaurca/neuralsocket) in M.internal_organs)
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return 1
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@@ -103,7 +103,15 @@
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message_admins("LOG: [user.name] ([user.ckey]) injected a power cell with phoron, rigging it to explode.")
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S.reagents.clear_reagents()
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else if(istype(W, /obj/item/device/assembly_holder))
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var/obj/item/device/assembly_holder/assembly = W
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if (istype(assembly.a_left, /obj/item/device/assembly/signaler) && istype(assembly.a_right, /obj/item/device/assembly/signaler))
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user.drop_item()
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user.drop_from_inventory(src)
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new /obj/item/device/radiojammer/improvised(assembly, src, user)
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else
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user << "<span class='notice'>You'd need both devices to be signallers for this to work.</span>"
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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@@ -0,0 +1,12 @@
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author: Skull132
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- rscadd: "Radio jammers added (syndicate uplink for 2 TC, or improvised out of a signaller/signaller assembly, with a cell added to it). These will jam headsets, PDAs, messaging servers, and Vaurca hivenet."
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