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Audible emotes can be used again
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@@ -18,6 +18,9 @@
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// if you make a loud noise (screams etc), you'll be heard from 4 tiles over instead of two
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return (copytext(message, length(message)) == "!") ? 4 : 2
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/datum/language/noise/can_speak_special(var/mob/speaker)
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return TRUE //Audible emotes
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// 'basic' language; spoken by default.
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/datum/language/common
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name = LANGUAGE_GALCOM
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@@ -134,14 +134,15 @@
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/datum/language/proc/can_speak_special(var/mob/speaker)
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. = TRUE
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if(ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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if(src.name in H.species.assisted_langs)
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. = FALSE
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var/obj/item/organ/internal/voicebox/vox = locate() in H.internal_organs // Only voiceboxes for now. Maybe someday it'll include other organs, but I'm not that clever
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if(vox)
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if(!vox.is_broken() && (src in vox.assists_languages))
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. = TRUE
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if(name != "Noise") // Audible Emotes
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if(ishuman(speaker))
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var/mob/living/carbon/human/H = speaker
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if(src.name in H.species.assisted_langs)
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. = FALSE
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var/obj/item/organ/internal/voicebox/vox = locate() in H.internal_organs // Only voiceboxes for now. Maybe someday it'll include other organs, but I'm not that clever
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if(vox)
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if(!vox.is_broken() && (src in vox.assists_languages))
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. = TRUE
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// Language handling.
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/mob/proc/add_language(var/language)
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@@ -172,6 +173,9 @@
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log_debug("[src] attempted to speak a null language.")
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return 0
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if(speaking == all_languages["Noise"])
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return 1
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if (only_species_language && speaking != all_languages[species_language])
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return 0
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