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New defines in setup.dm: This revision changes the following things: - Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold. - Removed heat_transfer_coefficient and protective_temperature - Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat. - Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold. - REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'. - Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time. - Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature. - The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat. - In short, space suits are now better at dealing with space and fire suits are better at dealing with fires. - You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets. - The 'heat up' coefficients are defined in setup.dm, they are: - - head = 30% - - lower and upper torso = 15% each = 30% - - legs and arms = 7.5% each = 30% - - feet and hands = 2.5% each = 10% - Gloves cover hands - Shoes cover feet - Space-worthy jumpsuits cover legs, arms, upper and lower torso - Space suits cover legs, arms, hands, feet, upper and lower torso - Headgear covers heads - Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4. . The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.) #define HEAT_DAMAGE_LEVEL_1 2 #define HEAT_DAMAGE_LEVEL_2 4 #define HEAT_DAMAGE_LEVEL_3 8 #define COLD_DAMAGE_LEVEL_1 1 #define COLD_DAMAGE_LEVEL_2 2 #define COLD_DAMAGE_LEVEL_3 4 //Note that gas heat damage is only applied once every FOUR ticks. #define HEAT_GAS_DAMAGE_LEVEL_1 2 #define HEAT_GAS_DAMAGE_LEVEL_2 4 #define HEAT_GAS_DAMAGE_LEVEL_3 8 #define COLD_GAS_DAMAGE_LEVEL_1 1 #define COLD_GAS_DAMAGE_LEVEL_2 2 #define COLD_GAS_DAMAGE_LEVEL_3 4 The speed at which your body temperature raises or falls can be altered with the following defines: #define BODYTEMP_AUTORECOVERY_DIVISOR 12 #define BODYTEMP_AUTORECOVERY_MINIMUM 10 #define BODYTEMP_COLD_DIVISOR 6 #define BODYTEMP_HEAT_DIVISOR 6 The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10. Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing. I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot... git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
256 lines
8.2 KiB
Plaintext
256 lines
8.2 KiB
Plaintext
/obj/item/device/radio/headset
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name = "radio headset"
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desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
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icon_state = "headset"
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item_state = "headset"
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g_amt = 0
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m_amt = 75
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subspace_transmission = 1
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canhear_range = 1 // can't hear headsets from very far away
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slot_flags = SLOT_EARS
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var/translate_binary = 0
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var/translate_hive = 0
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var/obj/item/device/encryptionkey/keyslot1 = null
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var/obj/item/device/encryptionkey/keyslot2 = null
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maxf = 1489
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/obj/item/device/radio/headset/New()
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..()
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keyslot1 = new /obj/item/device/encryptionkey/
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recalculateChannels()
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/obj/item/device/radio/headset/syndicate
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origin_tech = "syndicate=3"
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/obj/item/device/radio/headset/syndicate/New()
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..()
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del(keyslot1)
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keyslot1 = new /obj/item/device/encryptionkey/syndicate
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syndie = 1
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recalculateChannels()
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/obj/item/device/radio/headset/binary
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origin_tech = "syndicate=3"
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/obj/item/device/radio/headset/binary/New()
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..()
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del(keyslot1)
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keyslot1 = new /obj/item/device/encryptionkey/binary
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recalculateChannels()
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/obj/item/device/radio/headset/headset_sec
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name = "security radio headset"
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desc = "This is used by your elite security force. To access the security channel, use :s."
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icon_state = "sec_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_sec
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/obj/item/device/radio/headset/headset_eng
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name = "engineering radio headset"
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desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
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icon_state = "eng_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_eng
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/obj/item/device/radio/headset/headset_rob
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name = "robotics radio headset"
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desc = "Made specifically for the roboticists who cannot decide between departments. To access the engineering channel, use :e. For research, use :n."
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icon_state = "rob_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_rob
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/obj/item/device/radio/headset/headset_med
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name = "medical radio headset"
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desc = "A headset for the trained staff of the medbay. To access the medical channel, use :m."
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icon_state = "med_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_med
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/obj/item/device/radio/headset/headset_sci
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name = "science radio headset"
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desc = "A sciency headset. Like usual. To access the science channel, use :n."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_sci
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/obj/item/device/radio/headset/headset_medsci
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name = "medical research radio headset"
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desc = "A headset that is a result of the mating between medical and science. To access the medical channel, use :m. For science, use :n."
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icon_state = "med_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_medsci
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/obj/item/device/radio/headset/headset_com
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name = "command radio headset"
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desc = "A headset with a commanding channel. To access the command channel, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_com
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/obj/item/device/radio/headset/heads/captain
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name = "captain's headset"
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desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :d - mining, :q - cargo, :m - medical, :n - science."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/captain
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/obj/item/device/radio/headset/heads/rd
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name = "Research Director's headset"
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desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/rd
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/obj/item/device/radio/headset/heads/hos
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name = "head of security's headset"
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desc = "The headset of the man who protects your worthless lifes. To access the security channel, use :s. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/hos
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/obj/item/device/radio/headset/heads/ce
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name = "chief engineer's headset"
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desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/ce
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/obj/item/device/radio/headset/heads/cmo
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name = "chief medical officer's headset"
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desc = "The headset of the highly trained medical chief. To access the medical channel, use :m. For command, use :c."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/cmo
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/obj/item/device/radio/headset/heads/hop
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name = "head of personnel's headset"
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desc = "The headset of the guy who will one day be captain. Channels are as follows: :c - command, :s - security, :q - cargo, :d - mining."
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icon_state = "com_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/hop
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/obj/item/device/radio/headset/headset_mine
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name = "mining radio headset"
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desc = "Headset used by miners. How useless. To access the mining channel, use :d."
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icon_state = "mine_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_mine
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/obj/item/device/radio/headset/heads/qm
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name = "quartermaster's headset"
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desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
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icon_state = "cargo_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/heads/qm
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/obj/item/device/radio/headset/headset_cargo
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name = "cargo radio headset"
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desc = "Headset used by the QM's slaves. To access the cargo channel, use :q."
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icon_state = "cargo_headset"
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item_state = "headset"
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keyslot2 = new /obj/item/device/encryptionkey/headset_cargo
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/obj/item/device/radio/headset/attackby(obj/item/weapon/W as obj, mob/user as mob)
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// ..()
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user.machine = src
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if (!( istype(W, /obj/item/weapon/screwdriver) || (istype(W, /obj/item/device/encryptionkey/ ))))
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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if(keyslot1 || keyslot2)
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for(var/ch_name in channels)
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radio_controller.remove_object(src, radiochannels[ch_name])
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secure_radio_connections[ch_name] = null
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if(keyslot1)
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var/turf/T = get_turf(user)
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if(T)
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keyslot1.loc = T
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keyslot1 = null
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if(keyslot2)
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var/turf/T = get_turf(user)
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if(T)
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keyslot2.loc = T
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keyslot2 = null
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recalculateChannels()
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user << "You pop out the encryption keys in the headset!"
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else
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user << "This headset doesn't have any encryption keys! How useless..."
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if(istype(W, /obj/item/device/encryptionkey/))
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if(keyslot1 && keyslot2)
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user << "The headset can't hold another key!"
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return
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if(!keyslot1)
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user.drop_item()
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W.loc = src
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keyslot1 = W
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else
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user.drop_item()
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W.loc = src
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keyslot2 = W
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recalculateChannels()
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return
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/obj/item/device/radio/headset/proc/recalculateChannels()
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src.channels = list()
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src.translate_binary = 0
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src.translate_hive = 0
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src.syndie = 0
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if(keyslot1)
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for(var/ch_name in keyslot1.channels)
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if(ch_name in src.channels)
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continue
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src.channels += ch_name
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src.channels[ch_name] = keyslot1.channels[ch_name]
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if(keyslot1.translate_binary)
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src.translate_binary = 1
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if(keyslot1.translate_hive)
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src.translate_hive = 1
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if(keyslot1.syndie)
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src.syndie = 1
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if(keyslot2)
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for(var/ch_name in keyslot2.channels)
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if(ch_name in src.channels)
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continue
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src.channels += ch_name
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src.channels[ch_name] = keyslot2.channels[ch_name]
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if(keyslot2.translate_binary)
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src.translate_binary = 1
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if(keyslot2.translate_hive)
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src.translate_hive = 1
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if(keyslot2.syndie)
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src.syndie = 1
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for (var/ch_name in channels)
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if(!radio_controller)
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sleep(30) // Waiting for the radio_controller to be created.
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if(!radio_controller)
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src.name = "broken radio headset"
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return
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secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
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return |