/obj/item/device/radio/intercom name = "station intercom" desc = "Talk through this." icon_state = "intercom" anchored = 1 w_class = 4.0 canhear_range = 4 var/number = 0 var/anyai = 1 var/mob/living/silicon/ai/ai = list() /obj/item/device/radio/intercom/New() spawn(5) checkpower() ..() /obj/item/device/radio/intercom/attack_ai(mob/user as mob) src.add_fingerprint(user) spawn (0) attack_self(user) /obj/item/device/radio/intercom/attack_paw(mob/user as mob) return src.attack_hand(user) /obj/item/device/radio/intercom/attack_hand(mob/user as mob) src.add_fingerprint(user) spawn (0) attack_self(user) /obj/item/device/radio/intercom/receive_range(freq, level) if (!on) return 0 if (!(src.wires & WIRE_RECEIVE)) return 0 var/turf/position = get_turf(src) if(isnull(position) || position.z != level) return 0 if (!src.listening) return 0 if(freq == SYND_FREQ) if(!(src.syndie)) return 0//Prevents broadcast of messages over devices lacking the encryption return canhear_range /obj/item/device/radio/intercom/hear_talk(mob/M as mob, msg) if(!src.anyai && !(M in src.ai)) return ..() /obj/item/device/radio/intercom/proc/checkpower() // Simple loop, checks for power. Strictly for intercoms while(src) if(!src.loc) on = 0 else var/area/A = src.loc.loc if(!A || !isarea(A) || !A.master) on = 0 else on = A.master.powered(EQUIP) // set "on" to the power status if(!on) icon_state = "intercom-p" else icon_state = "intercom" sleep(30)