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Conflicts: baystation12.dme code/defines/obj/weapon.dm code/game/mecha/equipment/tools/medical_tools.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/mecha.dm code/game/mecha/mecha_parts.dm code/game/objects/items/devices/flash.dm code/game/objects/items/devices/powersink.dm code/game/objects/items/devices/scanners.dm code/game/objects/items/stacks/sheets/glass.dm code/game/objects/items/stacks/sheets/sheet_types.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm code/game/objects/items/weapons/circuitboards/machinery/cloning.dm code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm code/game/objects/items/weapons/circuitboards/machinery/pacman.dm code/game/objects/items/weapons/circuitboards/machinery/power.dm code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm code/game/objects/items/weapons/circuitboards/machinery/research.dm code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/handcuffs.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/shields.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/teleportation.dm code/game/objects/items/weapons/tools.dm code/modules/assembly/igniter.dm code/modules/assembly/infrared.dm code/modules/assembly/mousetrap.dm code/modules/assembly/proximity.dm code/modules/assembly/signaler.dm code/modules/assembly/timer.dm code/modules/assembly/voice.dm code/modules/clothing/glasses/glasses.dm code/modules/hydroponics/trays/tray_tools.dm code/modules/mining/drilling/scanner.dm code/modules/mining/mine_items.dm code/modules/mining/ore.dm code/modules/mob/living/silicon/robot/analyzer.dm code/modules/power/rust/circuits_and_design.dm code/modules/projectiles/ammunition/boxes.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/research/circuitprinter.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
/obj/item/device/assembly/voice
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name = "voice analyzer"
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desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
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icon_state = "voice"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
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var/listening = 0
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var/recorded //the activation message
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/obj/item/device/assembly/voice/hear_talk(mob/living/M as mob, msg)
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if(listening)
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recorded = msg
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listening = 0
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var/turf/T = get_turf(src) //otherwise it won't work in hand
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T.visible_message("\icon[src] beeps, \"Activation message is '[recorded]'.\"")
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else
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if(findtext(msg, recorded))
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pulse(0)
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/obj/item/device/assembly/voice/activate()
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if(secured)
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if(!holder)
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listening = !listening
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var/turf/T = get_turf(src)
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T.visible_message("\icon[src] beeps, \"[listening ? "Now" : "No longer"] recording input.\"")
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/obj/item/device/assembly/voice/attack_self(mob/user)
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if(!user) return 0
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activate()
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return 1
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/obj/item/device/assembly/voice/toggle_secure()
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. = ..()
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listening = 0 |