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226 lines
7.7 KiB
Plaintext
226 lines
7.7 KiB
Plaintext
// At minimum every mob has a hear_say proc.
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/mob/proc/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
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if(!client)
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return 0
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if(isobserver(src) && client.prefs.toggles & CHAT_GHOSTEARS)
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if(speaker && !speaker.client && !(speaker in view(src)))
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//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
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//Or someone snoring. So we make it where they won't hear it.
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return 0
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//make sure the air can transmit speech - hearer's side
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var/turf/T = get_turf(src)
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if(T && !isobserver(src))
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var/datum/gas_mixture/environment = T.return_air()
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var/pressure = environment ? environment.return_pressure() : 0
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if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1)
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return 0
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if(pressure < ONE_ATMOSPHERE * 0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
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italics = 1
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sound_vol *= 0.5
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if(sleeping || stat == UNCONSCIOUS)
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hear_sleep(message)
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return 0
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if(language && (language.flags & NONVERBAL))
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if(disabilities & BLIND || blinded) //blind people can't see dumbass
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message = stars(message)
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if(!speaker || !(speaker in view(src)))
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message = stars(message)
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if(!say_understands(speaker, language))
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if(isanimal(speaker))
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var/mob/living/simple_animal/S = speaker
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if(S.speak.len)
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message = pick(S.speak)
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else
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message = stars(message)
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else
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if(language)
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message = language.scramble(message)
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else
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message = stars(message)
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var/speaker_name = speaker.name
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if(ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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speaker_name = H.GetVoice()
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if(italics)
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message = "<i>[message]</i>"
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var/track = null
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if(isobserver(src))
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if(italics && client.prefs.toggles & CHAT_GHOSTRADIO)
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return
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if(speaker_name != speaker.real_name && speaker.real_name)
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "([ghost_follow_link(speaker, ghost=src)]) "
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if(client.prefs.toggles & CHAT_GHOSTEARS && speaker in view(src))
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message = "<b>[message]</b>"
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if(disabilities & DEAF || ear_deaf)
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if(!language || !(language.flags & INNATE)) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
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if(speaker == src)
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to_chat(src, "<span class='warning'>You cannot hear yourself speak!</span>")
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else
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to_chat(src, "<span class='name'>[speaker_name]</span>[alt_name] talks but you cannot hear them.")
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else
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if(language)
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to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][language.format_message(message, verb)]</span>")
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else
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to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[alt_name] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
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if(speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
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var/turf/source = speaker? get_turf(speaker) : get_turf(src)
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src.playsound_local(source, speech_sound, sound_vol, 1)
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/mob/proc/hear_radio(var/message, var/verb = "says", var/datum/language/language = null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0, var/vname = "", var/atom/follow_target)
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if(!client)
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return
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if(sleeping || stat == UNCONSCIOUS) //If unconscious or sleeping
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hear_sleep(message)
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return
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var/track = null
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if(!follow_target)
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follow_target = speaker
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//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
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if(language && (language.flags & NONVERBAL))
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if(disabilities & BLIND || blinded) //blind people can't see dumbass
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message = stars(message)
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if(!speaker || !(speaker in view(src)))
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message = stars(message)
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if(!say_understands(speaker, language))
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if(isanimal(speaker))
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var/mob/living/simple_animal/S = speaker
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if(S.speak && S.speak.len)
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message = pick(S.speak)
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else
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return
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else
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if(language)
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message = language.scramble(message)
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else
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message = stars(message)
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if(hard_to_hear)
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message = stars(message)
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var/speaker_name = "unknown"
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if(speaker)
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speaker_name = speaker.name
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if(vname)
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speaker_name = vname
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if(hard_to_hear)
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speaker_name = "unknown"
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var/changed_voice
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if(isAI(src) && !hard_to_hear)
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var/jobname // the mob's "job"
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var/mob/living/carbon/human/impersonating //The crewmember being impersonated, if any.
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if(ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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var/obj/item/weapon/card/id/id = H.wear_id
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if((istype(id) && id.is_untrackable()) && H.HasVoiceChanger())
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changed_voice = 1
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var/mob/living/carbon/human/I = locate(speaker_name)
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if(I)
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impersonating = I
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jobname = impersonating.get_assignment()
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else
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jobname = "Unknown"
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else
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jobname = H.get_assignment()
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else if(iscarbon(speaker)) // Nonhuman carbon mob
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jobname = "No ID"
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else if(isAI(speaker))
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jobname = "AI"
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else if(isrobot(speaker))
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jobname = "Cyborg"
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else if(ispAI(speaker))
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jobname = "Personal AI"
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else if(isAutoAnnouncer(speaker))
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var/mob/living/automatedannouncer/AA = speaker
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jobname = AA.role
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else
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jobname = "Unknown"
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if(changed_voice)
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if(impersonating)
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track = "<a href='byond://?src=\ref[src];track=\ref[impersonating]'>[speaker_name] ([jobname])</a>"
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else
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track = "[speaker_name] ([jobname])"
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else
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if(istype(follow_target, /mob/living/simple_animal/bot))
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track = "<a href='byond://?src=\ref[src];trackbot=\ref[follow_target]'>[speaker_name] ([jobname])</a>"
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else
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track = "<a href='byond://?src=\ref[src];track=\ref[speaker]'>[speaker_name] ([jobname])</a>"
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if(isobserver(src))
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if(speaker && (speaker_name != speaker.real_name) && !isAI(speaker)) //Announce computer and various stuff that broadcasts doesn't use it's real name but AI's can't pretend to be other mobs.
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speaker_name = "[speaker.real_name] ([speaker_name])"
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track = "[speaker_name] ([ghost_follow_link(follow_target, ghost=src)])"
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var/formatted
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if(language)
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formatted = language.format_message_radio(message, verb)
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else
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formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
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if(disabilities & DEAF || ear_deaf)
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if(prob(20))
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to_chat(src, "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>")
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else if(track)
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to_chat(src, "[part_a][track][part_b][formatted]</span></span>")
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else
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to_chat(src, "[part_a][speaker_name][part_b][formatted]</span></span>")
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/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
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if(!client)
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return
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if(say_understands(speaker, language))
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message = "<B>[src]</B> [verb], \"[message]\""
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else
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message = "<B>[src]</B> [verb]."
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if(src.status_flags & PASSEMOTES)
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for(var/obj/item/weapon/holder/H in src.contents)
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H.show_message(message)
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for(var/mob/living/M in src.contents)
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M.show_message(message)
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src.show_message(message)
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/mob/proc/hear_sleep(var/message)
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var/heard = ""
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if(prob(15))
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var/list/punctuation = list(",", "!", ".", ";", "?")
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var/list/messages = splittext(message, " ")
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var/R = rand(1, messages.len)
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var/heardword = messages[R]
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if(copytext(heardword,1, 1) in punctuation)
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heardword = copytext(heardword,2)
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if(copytext(heardword,-1) in punctuation)
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heardword = copytext(heardword,1,lentext(heardword))
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heard = "<span class = 'game_say'>...You hear something about...[heardword]</span>"
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else
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heard = "<span class = 'game_say'>...<i>You almost hear someone talking</i>...</span>"
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to_chat(src, heard)
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