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* Fix blood overlays on energy daggers * CLANG * has this ever worked? Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com>
205 lines
7.1 KiB
Plaintext
205 lines
7.1 KiB
Plaintext
/obj/item/radio/intercom //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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name = "station intercom"
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desc = "Talk through this."
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icon_state = "intercom"
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anchored = TRUE
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w_class = WEIGHT_CLASS_BULKY
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canhear_range = 2
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dog_fashion = null
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unscrewed = FALSE
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item_flags = NO_BLOOD_ON_ITEM
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overlay_speaker_idle = "intercom_s"
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overlay_speaker_active = "intercom_recieve"
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overlay_mic_idle = "intercom_m"
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overlay_mic_active = null
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/obj/item/radio/intercom/unscrewed
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unscrewed = TRUE
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/obj/item/radio/intercom/prison
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name = "prison intercom"
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desc = "A station intercom. It looks like it has been modified to not broadcast."
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/obj/item/radio/intercom/prison/Initialize(mapload, ndir, building)
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. = ..()
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wires?.cut(WIRE_TX)
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/obj/item/radio/intercom/Initialize(mapload, ndir, building)
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. = ..()
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var/area/current_area = get_area(src)
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if(!current_area)
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return
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RegisterSignal(current_area, COMSIG_AREA_POWER_CHANGE, PROC_REF(AreaPowerCheck))
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GLOB.intercoms_list += src
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/obj/item/radio/intercom/Destroy()
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. = ..()
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GLOB.intercoms_list -= src
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/obj/item/radio/intercom/examine(mob/user)
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. = ..()
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. += span_notice("Use [MODE_TOKEN_INTERCOM] when nearby to speak into it.")
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if(!unscrewed)
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. += span_notice("It's <b>screwed</b> and secured to the wall.")
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else
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. += span_notice("It's <i>unscrewed</i> from the wall, and can be <b>detached</b>.")
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if(anonymize)
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. += span_notice("Speaking through this intercom will anonymize your voice.")
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if(freqlock == RADIO_FREQENCY_UNLOCKED)
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if(obj_flags & EMAGGED)
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. += span_warning("Its frequency lock has been shorted...")
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else
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. += span_notice("It has a frequency lock set to [frequency/10].")
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/obj/item/radio/intercom/screwdriver_act(mob/living/user, obj/item/tool)
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if(unscrewed)
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user.visible_message(span_notice("[user] starts tightening [src]'s screws..."), span_notice("You start screwing in [src]..."))
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if(tool.use_tool(src, user, 30, volume=50))
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user.visible_message(span_notice("[user] tightens [src]'s screws!"), span_notice("You tighten [src]'s screws."))
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unscrewed = FALSE
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else
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user.visible_message(span_notice("[user] starts loosening [src]'s screws..."), span_notice("You start unscrewing [src]..."))
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if(tool.use_tool(src, user, 40, volume=50))
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user.visible_message(span_notice("[user] loosens [src]'s screws!"), span_notice("You unscrew [src], loosening it from the wall."))
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unscrewed = TRUE
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return TRUE
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/obj/item/radio/intercom/wrench_act(mob/living/user, obj/item/tool)
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. = TRUE
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if(!unscrewed)
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to_chat(user, span_warning("You need to unscrew [src] from the wall first!"))
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return
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user.visible_message(span_notice("[user] starts unsecuring [src]..."), span_notice("You start unsecuring [src]..."))
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tool.play_tool_sound(src)
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if(tool.use_tool(src, user, 80))
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user.visible_message(span_notice("[user] unsecures [src]!"), span_notice("You detach [src] from the wall."))
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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new/obj/item/wallframe/intercom(get_turf(src))
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qdel(src)
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/**
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* Override attack_tk_grab instead of attack_tk because we actually want attack_tk's
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* functionality. What we DON'T want is attack_tk_grab attempting to pick up the
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* intercom as if it was an ordinary item.
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*/
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/obj/item/radio/intercom/attack_tk_grab(mob/user)
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interact(user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/item/radio/intercom/attack_ai(mob/user)
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interact(user)
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/obj/item/radio/intercom/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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interact(user)
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/obj/item/radio/intercom/ui_state(mob/user)
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return GLOB.default_state
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/obj/item/radio/intercom/can_receive(freq, list/levels)
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if(levels != RADIO_NO_Z_LEVEL_RESTRICTION)
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var/turf/position = get_turf(src)
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if(isnull(position) || !(position.z in levels))
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return FALSE
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if(freq == FREQ_SYNDICATE)
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if(!(syndie))
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return FALSE//Prevents broadcast of messages over devices lacking the encryption
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return TRUE
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/obj/item/radio/intercom/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, list/message_mods = list(), message_range)
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if(message_mods[RADIO_EXTENSION] == MODE_INTERCOM)
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return // Avoid hearing the same thing twice
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return ..()
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/obj/item/radio/intercom/emp_act(severity)
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. = ..() // Parent call here will set `on` to FALSE.
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update_appearance()
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/obj/item/radio/intercom/end_emp_effect(curremp)
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. = ..()
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AreaPowerCheck() // Make sure the area/local APC is powered first before we actually turn back on.
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/obj/item/radio/intercom/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return
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switch(freqlock)
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// Emagging an intercom with an emaggable lock will remove the lock
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if(RADIO_FREQENCY_EMAGGABLE_LOCK)
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balloon_alert(user, "frequency lock cleared")
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playsound(src, SFX_SPARKS, 75, TRUE, SILENCED_SOUND_EXTRARANGE)
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freqlock = RADIO_FREQENCY_UNLOCKED
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obj_flags |= EMAGGED
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// A fully locked one will do nothing, as locked is intended to be used for stuff that should never be changed
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if(RADIO_FREQENCY_LOCKED)
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balloon_alert(user, "can't override frequency lock!")
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playsound(src, 'sound/machines/buzz-two.ogg', 50, FALSE, SILENCED_SOUND_EXTRARANGE)
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// Emagging an unlocked one will do nothing, for now
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else
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return
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return ..()
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/obj/item/radio/intercom/update_icon_state()
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icon_state = on ? initial(icon_state) : "intercom-p"
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return ..()
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/**
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* Proc called whenever the intercom's area loses or gains power. Responsible for setting the `on` variable and calling `update_icon()`.
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*
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* Normally called after the intercom's area recieves the `COMSIG_AREA_POWER_CHANGE` signal, but it can also be called directly.
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* Arguments:
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* * source - the area that just had a power change.
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*/
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/obj/item/radio/intercom/proc/AreaPowerCheck(datum/source)
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SIGNAL_HANDLER
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var/area/current_area = get_area(src)
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if(!current_area)
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set_on(FALSE)
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else
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set_on(current_area.powered(AREA_USAGE_EQUIP)) // set "on" to the equipment power status of our area.
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update_appearance()
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//Created through the autolathe or through deconstructing intercoms. Can be applied to wall to make a new intercom on it!
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/obj/item/wallframe/intercom
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name = "intercom frame"
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desc = "A ready-to-go intercom. Just slap it on a wall and screw it in!"
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icon_state = "intercom"
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result_path = /obj/item/radio/intercom/unscrewed
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pixel_shift = 26
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custom_materials = list(/datum/material/iron = 75, /datum/material/glass = 25)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom, 26)
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/obj/item/radio/intercom/chapel
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name = "Confessional intercom"
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desc = "Talk through this... to confess your many sins. Conceals your voice, to keep them secret."
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anonymize = TRUE
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freqlock = RADIO_FREQENCY_EMAGGABLE_LOCK
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/obj/item/radio/intercom/chapel/Initialize(mapload, ndir, building)
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. = ..()
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set_frequency(1481)
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set_broadcasting(TRUE)
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/obj/item/radio/intercom/command
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name = "command intercom"
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desc = "The command team's special extended-frequency intercom. Mostly just used for eavesdropping, gossiping about subordinates, and complaining about the higher-ups."
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icon_state = "intercom_command"
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freerange = TRUE
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/prison, 26)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/chapel, 26)
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MAPPING_DIRECTIONAL_HELPERS(/obj/item/radio/intercom/command, 26)
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