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Gives deadchat the (f) follow link.
I realllllllllly want to make this use M.Hear() rather then a istype check but it has a lot of args i don't understand how to implement. If you think it's worth it to fake a say call to Hear(), I'll take suggestions on how to implement that. (remember: all mob types have a potential to hear dead chat, as admins can always hear it, so we'd have to take into account all mob's overrides to Hear()) Side note: fixes admins not hearing deadchat while in lobby when enabled.
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+10
-6
@@ -43,13 +43,17 @@
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var/rendered = "<span class='game deadsay'><span class='prefix'>DEAD:</span> <span class='name'>[name]</span>[alt_name] <span class='message'>[message]</span></span>"
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for(var/mob/M in player_list)
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if(istype(M, /mob/new_player))
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var/adminoverride = 0
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if(M.client || M.client.holder || (M.client.prefs.chat_toggles & CHAT_DEAD))
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adminoverride = 1
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if(istype(M, /mob/new_player) && !adminoverride)
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continue
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if(M.client && M.client.holder && (M.client.prefs.chat_toggles & CHAT_DEAD)) //admins can toggle deadchat on and off. This is a proc in admin.dm and is only give to Administrators and above
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M << rendered //Admins can hear deadchat, if they choose to, no matter if they're blind/deaf or not.
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else if(M.stat == DEAD)
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//M.show_message(rendered, 2) //Takes into account blindness and such. //preserved so you can look at it and cry at the stupidity of oldcoders. whoever coded this should be punched into the sun
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M << rendered
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if(M.stat != DEAD && !adminoverride)
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continue
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if(istype(M, /mob/dead/observer))
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M << "<a href=?src=\ref[src];follow=\ref[speaker]>(F)</a> [rendered]"
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else
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M << "[rendered]"
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/mob/proc/emote(var/act)
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return
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