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