mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-20 14:22:17 +00:00
changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
274 lines
10 KiB
Plaintext
274 lines
10 KiB
Plaintext
// At minimum every mob has a hear_say proc.
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/mob/proc/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "",var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
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if(!istype(src, /mob/living/test) && (!client && !vr_mob))
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return
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if(speaker && !istype(speaker, /mob/living/test) && (!speaker.client && istype(src,/mob/abstract/observer) && client.prefs.toggles & CHAT_GHOSTEARS && !(speaker in view(src))))
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//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
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//Or someone snoring. So we make it where they won't hear it.
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return
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//make sure the air can transmit speech - hearer's side
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var/turf/T = get_turf(src)
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if ((T) && (!(isobserver(src)))) //Ghosts can hear even in vacuum.
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var/datum/gas_mixture/environment = T.return_air()
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var/pressure = (environment)? environment.return_pressure() : 0
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if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1)
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return
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if (pressure < ONE_ATMOSPHERE*0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
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italics = 1
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sound_vol *= 0.5 //muffle the sound a bit, so it's like we're actually talking through contact
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if((sleeping && !vr_mob) || stat == 1)
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hear_sleep(message)
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return
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if (language && (language.flags & NONVERBAL))
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if((!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src))) && !isobserver(src))
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message = stars(message)
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if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
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if(!say_understands(speaker,language))
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if(istype(speaker,/mob/living/simple_animal))
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var/mob/living/simple_animal/S = speaker
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message = pick(S.speak)
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else
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if(language)
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message = language.scramble(message, languages)
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else
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message = stars(message)
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var/accent_icon = speaker.get_accent_icon(language, src)
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var/speaker_name = speaker.name
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if(ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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speaker_name = H.GetVoice()
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if(italics)
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message = "<i>[message]</i>"
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var/track = null
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if(isobserver(src))
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if(italics && client.prefs.toggles & CHAT_GHOSTRADIO)
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return
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if(speaker_name != speaker.real_name && speaker.real_name)
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "[ghost_follow_link(speaker, src)] "
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if((client.prefs.toggles & CHAT_GHOSTEARS) && (speaker in view(src)))
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message = "<b>[message]</b>"
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if(isdeaf(src))
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if(!language || !(language.flags & INNATE)) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
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if(speaker == src)
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to_chat(src, "<span class='warning'>You cannot hear yourself speak!</span>")
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else
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to_chat(src, "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear them.")
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else
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if(language)
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on_hear_say("[track][accent_icon ? accent_icon + " " : ""]<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [language.format_message(message, verb)]</span>")
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else
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on_hear_say("[track]<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
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if (speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
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var/turf/source = speaker? get_turf(speaker) : get_turf(src)
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playsound_simple(source, speech_sound, sound_vol, use_random_freq = TRUE)
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return TRUE
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/mob/proc/on_hear_say(var/message)
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to_chat(src, message)
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if(vr_mob)
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to_chat(vr_mob, message)
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/mob/living/silicon/on_hear_say(var/message)
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var/time = say_timestamp()
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to_chat(src, "[time] [message]")
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if(vr_mob)
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to_chat(vr_mob, "[time] [message]")
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/mob/proc/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/part_c, var/mob/speaker = null, var/hard_to_hear = 0, var/vname ="")
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if(!client && !vr_mob)
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return
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if((sleeping && !vr_mob) || stat==1) //If unconscious or sleeping
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hear_sleep(message)
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return
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var/track = null
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if (language && (language.flags & NONVERBAL))
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if (!speaker || (src.sdisabilities & BLIND || src.blinded) || !(speaker in view(src)))
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message = stars(message)
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if(!(language && (language.flags & INNATE))) // skip understanding checks for INNATE languages
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if(!say_understands(speaker,language))
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if(istype(speaker,/mob/living/simple_animal))
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var/mob/living/simple_animal/S = speaker
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if(S.speak && S.speak.len)
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message = pick(S.speak)
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else
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return
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else
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if(language)
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message = language.scramble(message, languages)
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else
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message = stars(message)
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if(hard_to_hear)
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message = stars(message)
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var/speaker_name
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if(speaker != null)
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speaker_name = speaker.name
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else
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speaker_name = "Unknown"
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if(istype(speaker, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = speaker
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if(H.voice)
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speaker_name = H.voice
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if(vname)
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speaker_name = vname
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if(hard_to_hear)
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speaker_name = "Unknown"
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var/changed_voice
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var/accent_icon
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if(istype(src, /mob/living/silicon/ai) && !hard_to_hear)
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var/jobname // the mob's "job"
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var/mob/living/carbon/human/impersonating //The crew member being impersonated, if any.
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if (ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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if(H.wear_mask && istype(H.wear_mask,/obj/item/clothing/mask/gas/voice))
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changed_voice = 1
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var/list/impersonated = list()
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var/mob/living/carbon/human/I = impersonated[speaker_name]
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if(!I)
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for(var/mob/living/carbon/human/M in mob_list)
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if(M.real_name == speaker_name)
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I = M
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impersonated[speaker_name] = I
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break
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// If I's display name is currently different from the voice name and using an agent ID then don't impersonate
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// as this would allow the AI to track I and realize the mismatch.
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if(I && !(I.name != speaker_name && I.wear_id && istype(I.wear_id,/obj/item/card/id/syndicate)))
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impersonating = I
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jobname = impersonating.get_assignment()
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else
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jobname = "Unknown"
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else
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jobname = H.get_assignment()
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else if (iscarbon(speaker)) // Nonhuman carbon mob
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jobname = "No id"
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else if (isAI(speaker))
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jobname = "AI"
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else if (isrobot(speaker))
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jobname = "Cyborg"
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else if (istype(speaker, /mob/living/silicon/pai))
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jobname = "Personal AI"
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else
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jobname = "Unknown"
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if(changed_voice)
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if(impersonating)
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track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[impersonating]'>[speaker_name] ([jobname])</a>"
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else
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track = "[speaker_name] ([jobname])"
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else
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track = "<a href='byond://?src=\ref[src];trackname=[html_encode(speaker_name)];track=\ref[speaker]'>[speaker_name] ([jobname])</a>"
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if(istype(src, /mob/abstract/observer))
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if(speaker != null)
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if(speaker_name != speaker.real_name && !isAI(speaker)) //Announce computer and various stuff that broadcasts doesn't use it's real name but AI's can't pretend to be other mobs.
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "[ghost_follow_link(speaker, src)] "
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var/formatted
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if(language)
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formatted = language.format_message_radio(message, verb)
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else
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formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
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formatted += part_c
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if(isdeaf(src))
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if(prob(20))
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to_chat(src, "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>")
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else
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on_hear_radio(part_a, speaker_name, track, part_b, formatted, accent_icon)
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/proc/say_timestamp()
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return "<span class='say_quote'>\[[worldtime2text()]\]</span>"
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/mob/proc/on_hear_radio(part_a, speaker_name, track, part_b, formatted, accent_icon)
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var/accent_tag
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if(accent_icon)
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accent_tag = "<img src=\"[accent_icon].png\">"
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to_chat(src, "[part_a][speaker_name][part_b][formatted]")
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if(vr_mob)
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to_chat(vr_mob, "[part_a][accent_tag][speaker_name][part_b][formatted]")
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/mob/abstract/observer/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
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to_chat(src, "[track][part_a][speaker_name][part_b][formatted]")
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/mob/living/silicon/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
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var/time = say_timestamp()
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to_chat(src, "[time][part_a][speaker_name][part_b][formatted]")
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if(vr_mob)
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to_chat(vr_mob, "[time][part_a][speaker_name][part_b][formatted]")
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/mob/living/silicon/ai/on_hear_radio(part_a, speaker_name, track, part_b, formatted)
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var/time = say_timestamp()
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to_chat(src, "[time][part_a][track][part_b][formatted]")
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if(vr_mob)
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to_chat(vr_mob, "[time][part_a][track][part_b][formatted]")
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/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
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if(!client || !speaker)
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return
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if(say_understands(speaker, language))
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message = "<B>[speaker]</B> [verb], \"[message]\""
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else
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var/adverb
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var/length = length(message) * pick(0.8, 0.9, 1.0, 1.1, 1.2) //Inserts a little fuzziness.
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switch(length)
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if(0 to 12) adverb = " briefly"
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if(12 to 30) adverb = " a short message"
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if(30 to 48) adverb = " a message"
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if(48 to 90) adverb = " a lengthy message"
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else adverb = " a very lengthy message"
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message = "<B>[speaker]</B> [verb][adverb]."
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if(src.status_flags & PASSEMOTES)
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for(var/obj/item/holder/H in src.contents)
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H.show_message(message)
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for(var/mob/living/M in src.contents)
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M.show_message(message)
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src.show_message(message)
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/mob/proc/hear_sleep(var/message)
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var/heard = ""
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if(prob(15))
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var/list/punctuation = list(",", "!", ".", ";", "?")
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var/list/messages = text2list(message, " ")
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var/R = rand(1, messages.len)
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var/heardword = messages[R]
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if(copytext(heardword,1, 1) in punctuation)
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heardword = copytext(heardword,2)
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if(copytext(heardword,-1) in punctuation)
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heardword = copytext(heardword,1,length(heardword))
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heard = "<span class = 'game_say'>...You hear something about...[heardword]</span>"
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else
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heard = "<span class = 'game_say'>...<i>You almost hear someone talking</i>...</span>"
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to_chat(src, heard)
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