/obj/item/radio/intercom name = "station intercom" desc = "Talk through this." icon_state = "intercom" anchored = TRUE w_class = WEIGHT_CLASS_BULKY canhear_range = 2 dog_fashion = null unscrewed = FALSE /obj/item/radio/intercom/unscrewed unscrewed = TRUE /obj/item/radio/intercom/Initialize(mapload, ndir, building) . = ..() if(building) setDir(ndir) var/area/current_area = get_area(src) if(!current_area) return RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, .proc/AreaPowerCheck) /obj/item/radio/intercom/examine(mob/user) . = ..() . += "Use [MODE_TOKEN_INTERCOM] when nearby to speak into it." if(!unscrewed) . += "It's screwed and secured to the wall." else . += "It's unscrewed from the wall, and can be detached." /obj/item/radio/intercom/attackby(obj/item/I, mob/living/user, params) if(I.tool_behaviour == TOOL_SCREWDRIVER) if(unscrewed) user.visible_message("[user] starts tightening [src]'s screws...", "You start screwing in [src]...") if(I.use_tool(src, user, 30, volume=50)) user.visible_message("[user] tightens [src]'s screws!", "You tighten [src]'s screws.") unscrewed = FALSE else user.visible_message("[user] starts loosening [src]'s screws...", "You start unscrewing [src]...") if(I.use_tool(src, user, 40, volume=50)) user.visible_message("[user] loosens [src]'s screws!", "You unscrew [src], loosening it from the wall.") unscrewed = TRUE return else if(I.tool_behaviour == TOOL_WRENCH) if(!unscrewed) to_chat(user, "You need to unscrew [src] from the wall first!") return user.visible_message("[user] starts unsecuring [src]...", "You start unsecuring [src]...") I.play_tool_sound(src) if(I.use_tool(src, user, 80)) user.visible_message("[user] unsecures [src]!", "You detach [src] from the wall.") playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE) new/obj/item/wallframe/intercom(get_turf(src)) qdel(src) return return ..() /** * Override attack_tk_grab instead of attack_tk because we actually want attack_tk's * functionality. What we DON'T want is attack_tk_grab attempting to pick up the * intercom as if it was an ordinary item. */ /obj/item/radio/intercom/attack_tk_grab(mob/user) interact(user) return COMPONENT_CANCEL_ATTACK_CHAIN /obj/item/radio/intercom/attack_ai(mob/user) interact(user) /obj/item/radio/intercom/attack_hand(mob/user, list/modifiers) . = ..() if(.) return interact(user) /obj/item/radio/intercom/ui_state(mob/user) return GLOB.default_state /obj/item/radio/intercom/can_receive(freq, level) if(!on) return FALSE if(wires.is_cut(WIRE_RX)) return FALSE if(!(0 in level)) var/turf/position = get_turf(src) if(isnull(position) || !(position.z in level)) return FALSE if(!listening) return FALSE if(freq == FREQ_SYNDICATE) if(!(syndie)) return FALSE//Prevents broadcast of messages over devices lacking the encryption return TRUE /obj/item/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, list/message_mods = list()) if(message_mods[RADIO_EXTENSION] == MODE_INTERCOM) return // Avoid hearing the same thing twice return ..() /obj/item/radio/intercom/emp_act(severity) . = ..() // Parent call here will set `on` to FALSE. update_appearance() /obj/item/radio/intercom/end_emp_effect(curremp) . = ..() AreaPowerCheck() // Make sure the area/local APC is powered first before we actually turn back on. /obj/item/radio/intercom/update_icon_state() icon_state = on ? initial(icon_state) : "intercom-p" return ..() /** * Proc called whenever the intercom's area loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`. * * Normally called after the intercom's area recieves the `COMSIG_AREA_POWER_CHANGE` signal, but it can also be called directly. * Arguments: * * source - the area that just had a power change. */ /obj/item/radio/intercom/proc/AreaPowerCheck(datum/source) SIGNAL_HANDLER var/area/current_area = get_area(src) if(!current_area) on = FALSE else on = current_area.powered(AREA_USAGE_EQUIP) // set "on" to the equipment power status of our area. update_appearance() /obj/item/radio/intercom/add_blood_DNA(list/blood_dna) return FALSE //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/radio/intercom/unscrewed pixel_shift = 29 inverse = TRUE custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25) /obj/item/radio/intercom/chapel name = "Confessional intercom" anonymize = TRUE frequency = 1481 broadcasting = TRUE /obj/item/radio/intercom/directional/north pixel_y = 22 /obj/item/radio/intercom/directional/south pixel_y = -28 /obj/item/radio/intercom/directional/east pixel_x = 28 /obj/item/radio/intercom/directional/west pixel_x = -28