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2024-02-05 15:47:07 +00:00

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var/global/list/active_radio_jammers = list()
/proc/is_jammed(var/obj/radio)
var/turf/Tr = get_turf(radio)
if(!Tr) return 0 //Nullspace radios don't get jammed.
for(var/jammer in active_radio_jammers)
var/obj/item/radio_jammer/J = jammer
var/turf/Tj = get_turf(J)
if(J.on && Tj.z == Tr.z) //If we're on the same Z, it's worth checking.
var/dist = get_dist(Tj,Tr)
if(dist <= J.jam_range)
return list("jammer" = J, "distance" = dist)
/obj/item/radio_jammer
name = "subspace jammer"
desc = "Primarily for blocking subspace communications, preventing the use of headsets, PDAs, and communicators. Also masks suit sensors." // Added suit sensor jamming
icon = 'icons/obj/device.dmi'
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
icon_state = "jammer0"
var/active_state = "jammer1"
var/last_overlay_percent = null // Stores overlay icon_state to avoid excessive recreation of overlays.
var/on = 0
var/jam_range = 7
var/obj/item/cell/device/weapon/power_source
var/tick_cost = 8 // Will last for roughly ten minutes, as process() ticks every 2 seconds.
origin_tech = list(TECH_ILLEGAL = 7, TECH_BLUESPACE = 5) //Such technology! Subspace jamming!
/obj/item/radio_jammer/Initialize()
. = ..()
power_source = new(src)
update_icon() // So it starts with the full overlay.
/obj/item/radio_jammer/Destroy()
if(on)
turn_off()
QDEL_NULL(power_source)
return ..()
/obj/item/radio_jammer/get_cell()
return power_source
/obj/item/radio_jammer/proc/turn_off(mob/user)
if(user)
to_chat(user,"<span class='warning'>\The [src] deactivates.</span>")
STOP_PROCESSING(SSobj, src)
active_radio_jammers -= src
on = FALSE
update_icon()
/obj/item/radio_jammer/proc/turn_on(mob/user)
if(user)
to_chat(user,"<span class='notice'>\The [src] is now active.</span>")
START_PROCESSING(SSobj, src)
active_radio_jammers += src
on = TRUE
update_icon()
/obj/item/radio_jammer/process()
if(!power_source || !power_source.check_charge(tick_cost))
var/mob/living/notify
if(isliving(loc))
notify = loc
turn_off(notify)
else
power_source.use(tick_cost)
update_icon()
/obj/item/radio_jammer/attack_hand(mob/user)
if(user.get_inactive_hand() == src && power_source)
to_chat(user,"<span class='notice'>You eject \the [power_source] from \the [src].</span>")
user.put_in_hands(power_source)
power_source = null
turn_off()
else
return ..()
/obj/item/radio_jammer/attack_self(mob/user)
if(on)
turn_off(user)
else
if(power_source)
turn_on(user)
else
to_chat(user,"<span class='warning'>\The [src] has no power source!</span>")
/obj/item/radio_jammer/attackby(obj/W, mob/user)
if(istype(W,/obj/item/cell/device/weapon) && !power_source)
power_source = W
power_source.update_icon() //Why doesn't a cell do this already? :|
user.unEquip(power_source)
power_source.forceMove(src)
update_icon()
to_chat(user,"<span class='notice'>You insert \the [power_source] into \the [src].</span>")
/obj/item/radio_jammer/update_icon()
if(on)
icon_state = active_state
else
icon_state = initial(icon_state)
var/overlay_percent = 0
if(power_source)
overlay_percent = clamp(round(power_source.percent(), 25), 0, 100)
else
overlay_percent = 0
// Only Cut() if we need to.
if(overlay_percent != last_overlay_percent)
cut_overlays()
add_overlay("jammer_overlay_[overlay_percent]")
last_overlay_percent = overlay_percent