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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
239 lines
7.8 KiB
Plaintext
239 lines
7.8 KiB
Plaintext
//Universal translator
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/obj/item/universal_translator
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name = "handheld translator"
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desc = "This handy device appears to translate the languages it hears into onscreen text for a user."
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icon = 'icons/obj/device.dmi'
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icon_state = "translator"
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
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var/mult_icons = 1 //Changes sprite when it translates
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var/visual = 1 //If you need to see to get the message
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var/audio = 0 //If you need to hear to get the message
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var/listening = 0
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var/datum/language/langset
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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/obj/item/universal_translator/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(!listening) //Turning ON
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langset = tgui_input_list(user,"Translate to which of your languages?","Language Selection", user.languages)
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if(langset)
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if(langset && ((langset.flags & NONVERBAL) || (langset.flags & HIVEMIND) || (!langset.machine_understands)))
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//Nonverbal means no spoken words to translate, so I didn't see the need to remove it.
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to_chat(user, span_warning("\The [src] cannot output that language."))
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return
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else
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listening = 1
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GLOB.listening_objects |= src
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if(mult_icons)
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icon_state = "[initial(icon_state)]1"
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to_chat(user, span_notice("You enable \the [src], translating into [langset.name]."))
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else //Turning OFF
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listening = 0
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GLOB.listening_objects -= src
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langset = null
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icon_state = "[initial(icon_state)]"
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to_chat(user, span_notice("You disable \the [src]."))
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/obj/item/universal_translator/hear_talk(mob/M, list/message_pieces, verb)
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if(!listening || !istype(M))
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return
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//Show the "I heard something" animation.
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if(mult_icons)
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flick("[initial(icon_state)]2",src)
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//Handheld or pocket only.
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if(!isliving(loc))
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return
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var/mob/living/L = loc
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if(visual && ((L.sdisabilities & BLIND) || L.eye_blind))
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return
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if(audio && ((L.sdisabilities & DEAF) || L.ear_deaf))
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return
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// Using two for loops kinda sucks, but I think it's more efficient
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// to shortcut past string building if we're just going to discard the string
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// anyways.
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if(user_understands(M, L, message_pieces))
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return
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var/new_message = ""
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for(var/datum/multilingual_say_piece/S in message_pieces)
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if(S.speaking.flags & NONVERBAL)
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continue
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if(!S.speaking.machine_understands)
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new_message += stars(S.message) + " "
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continue
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new_message += (S.message + " ")
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if(!L.say_understands(null, langset))
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new_message = langset.scramble(new_message)
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to_chat(L, span_filter_say(span_italics(span_bold("[src]") + " translates, ") + " \"<span class='[langset.colour]'>[new_message]</span>\""))
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/obj/item/universal_translator/proc/user_understands(mob/M, mob/living/L, list/message_pieces)
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for(var/datum/multilingual_say_piece/S in message_pieces)
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if(S.speaking && !L.say_understands(M, S.speaking))
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return FALSE
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return TRUE
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//Let's try an ear-worn version
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/obj/item/universal_translator/ear
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name = "translator earpiece"
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desc = "This handy device appears to translate the languages it hears into another language for a user."
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icon_state = "earpiece"
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w_class = ITEMSIZE_TINY
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slot_flags = SLOT_EARS
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visual = 0
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audio = 1
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//////////////Single language translators
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/obj/item/universal_translator/limited
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name = "handheld translator (galcom)"
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desc = "This handy device appears to translate specific languages that it hears into onscreen text for a user."
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var/list/known_languages = list(LANGUAGE_GALCOM)
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icon_state = "translator_small"
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/obj/item/universal_translator/limited/hear_talk(mob/M, list/message_pieces, verb)
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if(!listening || !istype(M))
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return
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//Handheld or pocket only.
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if(!isliving(loc))
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return
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var/mob/living/L = loc
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if(visual && ((L.sdisabilities & BLIND) || L.eye_blind))
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return
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if(audio && ((L.sdisabilities & DEAF) || L.ear_deaf))
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return
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// Using two for loops kinda sucks, but I think it's more efficient
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// to shortcut past string building if we're just going to discard the string
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// anyways.
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if(user_understands(M, L, message_pieces))
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return
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var/new_message = ""
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var/confirm = 0
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for(var/datum/multilingual_say_piece/S in message_pieces)
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if(S.speaking.name in known_languages)
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confirm = 1
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new_message += (S.message + " ")
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if(!L.say_understands(null, langset))
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new_message = langset.scramble(new_message)
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//Show the "I heard something" animation, only if it's an appropriate language!
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if(mult_icons && confirm)
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flick("[initial(icon_state)]2",src)
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if(confirm) //Don't show a message at all if there's no recognised language, that'd just be annoying.
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to_chat(L, span_filter_say("<i><b>[src]</b> translates, </i>\"<span class='[langset.colour]'>[new_message]</span>\""))
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/obj/item/universal_translator/limited/sol
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name = "handheld translator (solcom)"
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known_languages = list(LANGUAGE_SOL_COMMON)
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/obj/item/universal_translator/limited/terminus
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name = "handheld translator (terminus)"
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known_languages = list(LANGUAGE_TERMINUS)
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/obj/item/universal_translator/limited/tradeband
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name = "handheld translator (tradeband)"
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known_languages = list(LANGUAGE_TRADEBAND)
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/obj/item/universal_translator/limited/gutterband
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name = "handheld translator (gutterband)"
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known_languages = list(LANGUAGE_GUTTER)
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/obj/item/universal_translator/limited/skrellian
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name = "handheld translator (skrellian)"
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known_languages = list(LANGUAGE_SKRELLIAN)
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/obj/item/universal_translator/limited/unathi
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name = "handheld translator (sinta'unathi)"
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known_languages = list(LANGUAGE_UNATHI)
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/obj/item/universal_translator/limited/siik
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name = "handheld translator (siik)"
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known_languages = list(LANGUAGE_SIIK)
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/obj/item/universal_translator/limited/schechi
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name = "handheld translator (schechi)"
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known_languages = list(LANGUAGE_SCHECHI)
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/obj/item/universal_translator/limited/vedaqh
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name = "handheld translator (vedaqh)"
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known_languages = list(LANGUAGE_ZADDAT)
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/obj/item/universal_translator/limited/birdsong
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name = "handheld translator (birdsong)"
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known_languages = list(LANGUAGE_BIRDSONG)
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/obj/item/universal_translator/limited/sagaru
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name = "handheld translator (sagaru)"
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known_languages = list(LANGUAGE_SAGARU)
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/obj/item/universal_translator/limited/canilunzt
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name = "handheld translator (canilunzt)"
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known_languages = list(LANGUAGE_CANILUNZT)
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/obj/item/universal_translator/limited/ecureuilian
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name = "handheld translator (ecureuilian)"
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known_languages = list(LANGUAGE_ECUREUILIAN)
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/obj/item/universal_translator/limited/daemon
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name = "handheld translator (daemon)"
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known_languages = list(LANGUAGE_DAEMON)
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/obj/item/universal_translator/limited/enochian
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name = "handheld translator (enochian)"
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known_languages = list(LANGUAGE_ENOCHIAN)
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/obj/item/universal_translator/limited/vespinae
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name = "handheld translator (vespinae)"
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known_languages = list(LANGUAGE_VESPINAE)
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/obj/item/universal_translator/limited/dragon
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name = "handheld translator (d'rudak'ar)"
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known_languages = list(LANGUAGE_DRUDAKAR)
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/obj/item/universal_translator/limited/spacer
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name = "handheld translator (spacer)"
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known_languages = list(LANGUAGE_SPACER)
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/obj/item/universal_translator/limited/tavan
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name = "handheld translator (tavan)"
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known_languages = list(LANGUAGE_TAVAN)
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/obj/item/universal_translator/limited/echosong
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name = "handheld translator (echo song)"
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known_languages = list(LANGUAGE_ECHOSONG)
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/obj/item/universal_translator/limited/akhani
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name = "handheld translator (akhani)"
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known_languages = list(LANGUAGE_AKHANI)
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/obj/item/universal_translator/limited/alai
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name = "handheld translator (alai)"
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known_languages = list(LANGUAGE_ALAI)
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/obj/item/universal_translator/limited/glamour //Admin spawn only, just here for utility
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name = "handheld translator (glamourspeak)"
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known_languages = list(LANGUAGE_LLEILL)
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/obj/item/universal_translator/limited/teppi //Admin spawn only, just here for utility
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name = "handheld translator (teppi)"
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known_languages = list(LANGUAGE_TEPPI)
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