diff --git a/code/game/objects/radio/radio.dm b/code/game/objects/radio/radio.dm index 5f0be0821c..1491c09bbf 100644 --- a/code/game/objects/radio/radio.dm +++ b/code/game/objects/radio/radio.dm @@ -209,7 +209,29 @@ Speaker: [li if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled)) var/part_a = "" //var/part_b = " \icon[src]\[[format_frequency(frequency)]\] " - var/freq_text = (display_freq!=SYND_FREQ) ? format_frequency(display_freq) : "#unkn" + var/freq_text + switch(display_freq) + if(SYND_FREQ) + freq_text = "#unkn" + if(COMM_FREQ) + freq_text = "Command" + if(1351) + freq_text = "Science" + if(1355) + freq_text = "Medical" + if(1357) + freq_text = "Engineering" + if(1359) + freq_text = "Security" + if(1349) + freq_text = "Mining" + if(1347) + freq_text = "Cargo" + //There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO + + if(!freq_text) + freq_text = format_frequency(display_freq) + var/part_b = " \icon[src]\[[freq_text]\] " // Tweaked for security headsets -- TLE var/part_c = ""