/obj/item/device/radio/intercom name = "station intercom" desc = "Talk through this." icon_state = "intercom" anchored = TRUE w_class = WEIGHT_CLASS_BULKY canhear_range = 2 var/number = 0 var/anyai = 1 var/mob/living/silicon/ai/ai = list() var/last_tick //used to delay the powercheck dog_fashion = null var/unfastened = FALSE /obj/item/device/radio/intercom/unscrewed unfastened = TRUE /obj/item/device/radio/intercom/ratvar name = "hierophant intercom" desc = "A modified intercom that uses the Hierophant network instead of subspace tech. Can listen to and broadcast on any frequency." icon_state = "intercom_ratvar" freerange = TRUE /obj/item/device/radio/intercom/ratvar/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/screwdriver)) to_chat(user, "[src] is fastened to the wall with [is_servant_of_ratvar(user) ? "replicant alloy" : "some material you've never seen"], and can't be removed.") return //no unfastening! . = ..() /obj/item/device/radio/intercom/ratvar/process() if(!istype(SSticker.mode, /datum/game_mode/clockwork_cult)) invisibility = INVISIBILITY_OBSERVER alpha = 125 emped = TRUE else invisibility = initial(invisibility) alpha = initial(alpha) emped = FALSE ..() /obj/item/device/radio/intercom/Initialize(mapload, ndir, building) . = ..() if(building) setDir(ndir) START_PROCESSING(SSobj, src) /obj/item/device/radio/intercom/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/device/radio/intercom/examine(mob/user) ..() if(!unfastened) to_chat(user, "It's screwed and secured to the wall.") else to_chat(user, "It's unscrewed from the wall, and can be detached.") /obj/item/device/radio/intercom/attackby(obj/item/I, mob/living/user, params) if(istype(I, /obj/item/screwdriver)) var/obj/item/screwdriver/S = I if(unfastened) user.visible_message("[user] starts tightening [src]'s screws...", "You start screwing in [src]...") playsound(src, S.usesound, 50, 1) if(!do_after(user, 30 * S.toolspeed, target = src)) return user.visible_message("[user] tightens [src]'s screws!", "You tighten [src]'s screws.") playsound(src, 'sound/items/screwdriver2.ogg', 50, 1) unfastened = FALSE else user.visible_message("[user] starts loosening [src]'s screws...", "You start unscrewing [src]...") playsound(src, S.usesound, 50, 1) if(!do_after(user, 60 * S.toolspeed, target = src)) return user.visible_message("[user] loosens [src]'s screws!", "You unscrew [src], loosening it from the wall.") playsound(src, 'sound/items/screwdriver2.ogg', 50, 1) unfastened = TRUE return else if(istype(I, /obj/item/wrench)) if(!unfastened) to_chat(user, "You need to unscrew [src] from the wall first!") return var/obj/item/wrench/W = I user.visible_message("[user] starts unsecuring [src]...", "You start unsecuring [src]...") playsound(src, W.usesound, 50, 1) if(!do_after(user, 80 * W.toolspeed, target = src)) return user.visible_message("[user] unsecures [src]!", "You detach [src] from the wall.") playsound(src, 'sound/items/deconstruct.ogg', 50, 1) new/obj/item/wallframe/intercom(get_turf(src)) qdel(src) return return ..() /obj/item/device/radio/intercom/attack_ai(mob/user) interact(user) /obj/item/device/radio/intercom/attack_hand(mob/user) interact(user) /obj/item/device/radio/intercom/interact(mob/user) ..() ui_interact(user, state = GLOB.default_state) /obj/item/device/radio/intercom/receive_range(freq, level) if(!on) return -1 if(wires.is_cut(WIRE_RX)) return -1 if(!(0 in level)) var/turf/position = get_turf(src) if(isnull(position) || !(position.z in level)) return -1 if(!src.listening) return -1 if(freq == GLOB.SYND_FREQ) if(!(src.syndie)) return -1//Prevents broadcast of messages over devices lacking the encryption return canhear_range /obj/item/device/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode) if(!anyai && !(speaker in ai)) return ..() /obj/item/device/radio/intercom/process() if(((world.timeofday - last_tick) > 30) || ((world.timeofday - last_tick) < 0)) last_tick = world.timeofday var/area/A = get_area(src) if(!A || emped) on = FALSE else on = A.powered(EQUIP) // set "on" to the power status if(!on) icon_state = "intercom-p" else icon_state = initial(icon_state) /obj/item/device/radio/intercom/add_blood(list/blood_dna) return 0 //Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it! /obj/item/wallframe/intercom name = "intercom frame" desc = "A ready-to-go intercom. Just slap it on a wall and screw it in!" icon_state = "intercom" result_path = /obj/item/device/radio/intercom/unscrewed pixel_shift = 29 inverse = TRUE materials = list(MAT_METAL = 75, MAT_GLASS = 25)