Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -30,7 +30,7 @@
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(src == C.back)
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user << "<span class='warning'>You need help taking this off!</span>"
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to_chat(user, "<span class='warning'>You need help taking this off!</span>")
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return
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..()
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@@ -40,7 +40,7 @@
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A.icon = 'icons/obj/assemblies.dmi'
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if(!user.transferItemToLoc(W, A))
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user << "<span class='warning'>[W] is stuck to your hand, you cannot attach it to [src]!</span>"
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to_chat(user, "<span class='warning'>[W] is stuck to your hand, you cannot attach it to [src]!</span>")
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return
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W.master = A
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A.part1 = W
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@@ -109,7 +109,7 @@
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var/mob/M = loc
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step(M, pick(cardinal))
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M << "<span class='danger'>You feel a sharp shock!</span>"
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to_chat(M, "<span class='danger'>You feel a sharp shock!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, M)
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s.start()
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@@ -42,11 +42,14 @@
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/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
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name = "syndicate headset"
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desc = "A syndicate headset that can be used to hear all radio frequencies. Protects ears from flashbangs. \nTo access the syndicate channel, use ; before speaking."
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flags = EARBANGPROTECT
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origin_tech = "syndicate=3"
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icon_state = "syndie_headset"
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item_state = "syndie_headset"
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/obj/item/device/radio/headset/syndicate/alt/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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/obj/item/device/radio/headset/syndicate/alt/leader
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name = "team leader headset"
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command = TRUE
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@@ -72,10 +75,13 @@
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/obj/item/device/radio/headset/headset_sec/alt
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name = "security bowman headset"
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desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
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flags = EARBANGPROTECT
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icon_state = "sec_headset_alt"
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item_state = "sec_headset_alt"
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/obj/item/device/radio/headset/headset_sec/alt/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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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. \nTo access the engineering channel, use :e. "
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@@ -124,10 +130,13 @@
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/obj/item/device/radio/headset/heads/captain/alt
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name = "\proper the captain's bowman headset"
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desc = "The headset of the boss. Protects ears from flashbangs. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
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flags = EARBANGPROTECT
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icon_state = "com_headset_alt"
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item_state = "com_headset_alt"
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/obj/item/device/radio/headset/heads/captain/alt/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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/obj/item/device/radio/headset/heads/rd
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name = "\proper the research director's headset"
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desc = "Headset of the fellow who keeps society marching towards technological singularity. \nTo access the science channel, use :n. For command, use :c."
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@@ -143,10 +152,13 @@
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/obj/item/device/radio/headset/heads/hos/alt
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name = "\proper the head of security's bowman headset"
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desc = "The headset of the man in charge of keeping order and protecting the station. Protects ears from flashbangs. \nTo access the security channel, use :s. For command, use :c."
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flags = EARBANGPROTECT
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icon_state = "com_headset_alt"
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item_state = "com_headset_alt"
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/obj/item/device/radio/headset/heads/hos/alt/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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/obj/item/device/radio/headset/heads/ce
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name = "\proper the chief engineer's headset"
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desc = "The headset of the guy in charge of keeping the station powered and undamaged. \nTo access the engineering channel, use :e. For command, use :c."
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@@ -196,11 +208,14 @@
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/obj/item/device/radio/headset/headset_cent/alt
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name = "\improper Centcom bowman headset"
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desc = "A headset especially for emergency response personnel. Protects ears from flashbangs. \nTo access the centcom channel, use :y."
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flags = EARBANGPROTECT
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icon_state = "cent_headset_alt"
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item_state = "cent_headset_alt"
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keyslot = null
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/obj/item/device/radio/headset/headset_cent/alt/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, BANG_PROTECT)
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/obj/item/device/radio/headset/ai
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name = "\proper Integrated Subspace Transceiver "
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keyslot2 = new /obj/item/device/encryptionkey/ai
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@@ -235,14 +250,14 @@
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keyslot2 = null
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recalculateChannels()
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user << "<span class='notice'>You pop out the encryption keys in the headset.</span>"
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to_chat(user, "<span class='notice'>You pop out the encryption keys in the headset.</span>")
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else
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user << "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>"
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to_chat(user, "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>")
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else if(istype(W, /obj/item/device/encryptionkey/))
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if(keyslot && keyslot2)
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user << "<span class='warning'>The headset can't hold another key!</span>"
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to_chat(user, "<span class='warning'>The headset can't hold another key!</span>")
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return
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if(!keyslot)
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@@ -238,6 +238,12 @@
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var/freqnum = text2num(freq) //Why should we call text2num three times when we can just do it here?
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var/turf/position = get_turf(src)
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var/jammed = FALSE
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for(var/obj/item/device/jammer/jammer in active_jammers)
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if(get_dist(position,get_turf(jammer)) < jammer.range)
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jammed = TRUE
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break
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//#### Tagging the signal with all appropriate identity values ####//
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// ||-- The mob's name identity --||
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@@ -254,6 +260,8 @@
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var/jobname // the mob's "job"
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if(jammed)
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message = Gibberish(message,100)
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// --- Human: use their job as seen on the crew manifest - makes it unneeded to carry an ID for an AI to see their job
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if(ishuman(M))
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@@ -499,18 +507,18 @@
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/obj/item/device/radio/examine(mob/user)
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..()
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if (b_stat)
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user << "<span class='notice'>[name] can be attached and modified.</span>"
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to_chat(user, "<span class='notice'>[name] can be attached and modified.</span>")
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else
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user << "<span class='notice'>[name] can not be modified or attached.</span>"
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to_chat(user, "<span class='notice'>[name] can not be modified or attached.</span>")
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/obj/item/device/radio/attackby(obj/item/weapon/W, mob/user, params)
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add_fingerprint(user)
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if(istype(W, /obj/item/weapon/screwdriver))
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b_stat = !b_stat
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if(b_stat)
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user << "<span class='notice'>The radio can now be attached and modified!</span>"
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to_chat(user, "<span class='notice'>The radio can now be attached and modified!</span>")
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else
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user << "<span class='notice'>The radio can no longer be modified or attached!</span>"
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to_chat(user, "<span class='notice'>The radio can no longer be modified or attached!</span>")
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else
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return ..()
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@@ -518,7 +526,7 @@
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emped++ //There's been an EMP; better count it
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var/curremp = emped //Remember which EMP this was
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if (listening && ismob(loc)) // if the radio is turned on and on someone's person they notice
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loc << "<span class='warning'>\The [src] overloads.</span>"
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to_chat(loc, "<span class='warning'>\The [src] overloads.</span>")
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broadcasting = 0
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listening = 0
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for (var/ch_name in channels)
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@@ -541,6 +549,10 @@
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subspace_switchable = 1
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dog_fashion = null
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/obj/item/device/radio/borg/Initialize(mapload)
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..()
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SET_SECONDARY_FLAG(src, NO_EMP_WIRES)
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/obj/item/device/radio/borg/syndicate
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syndie = 1
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keyslot = new /obj/item/device/encryptionkey/syndicate
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@@ -565,14 +577,14 @@
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keyslot = null
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recalculateChannels()
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user << "<span class='notice'>You pop out the encryption key in the radio.</span>"
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to_chat(user, "<span class='notice'>You pop out the encryption key in the radio.</span>")
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else
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user << "<span class='warning'>This radio doesn't have any encryption keys!</span>"
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to_chat(user, "<span class='warning'>This radio doesn't have any encryption keys!</span>")
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else if(istype(W, /obj/item/device/encryptionkey/))
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if(keyslot)
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user << "<span class='warning'>The radio can't hold another key!</span>"
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to_chat(user, "<span class='warning'>The radio can't hold another key!</span>")
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return
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if(!keyslot)
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