Latest TG radio update. Nuke agents can now hear all radio, which is intercepted to their frequency. Remapped some stuff making the Comm Sat actually accessible by people with access.

This commit is contained in:
SkyMarshal
2012-01-18 11:14:20 -07:00
parent ded268cab9
commit bd97d9cdfd
7 changed files with 3081 additions and 2984 deletions
+9 -8
View File
@@ -254,9 +254,10 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
// --- Modifications to the mob's identity ---
// The mob is disguising their identity:
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)&&M.wear_mask:vchange)
displayname = M.wear_mask:voice
jobname = "Unknown"
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice))
if(M.wear_mask:vchange)
displayname = M.wear_mask:voice
jobname = "Unknown"
voicemask = 1
@@ -299,7 +300,11 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
for(var/obj/machinery/telecomms/receiver/R in world)
R.receive_signal(signal)
// Receiving code can be located in _____.dm
// Allinone can act as receivers.
for(var/obj/machinery/telecomms/allinone/R in world)
R.receive_signal(signal)
// Receiving code can be located in Telecommunications.dm
return
@@ -441,8 +446,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
freq_text = "Mining"
if(1347)
freq_text = "Cargo"
if(connection.frequency == NUKE_FREQ)
freq_text = "Agent"
//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)
@@ -453,8 +456,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
else if (display_freq==NUKE_FREQ)
part_a = "<span class='nukeradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)