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kiwistation/code/game/objects/items/devices/radio/headset.dm
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Core0verload e78451796f Mining tweaks, fixes and balance changes (#18697)
Tweaks and QoL changes:
    Kinetic accelerator now supports seclite attachment.
    Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
    Miner's roundstart crowbar now spawns in box instead of backpack.
    Preserved legion core no longer sparks and has a telling desc.

Balance changes:
    All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
    Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
    Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
    Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
    Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.

Fixes:
    Updates miner's corpse and mining wardrobe with new lavaland gear.
    Fixes envy's knife path.
    Fixes wing potion's misguided racism.
    Fixes #18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
2016-06-28 21:58:57 +12:00

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/obj/item/device/radio/headset
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys. \nTo speak on the general radio frequency, use ; before speaking."
icon_state = "headset"
item_state = "headset"
materials = list(MAT_METAL=75)
subspace_transmission = 1
canhear_range = 0 // can't hear headsets from very far away
slot_flags = SLOT_EARS
var/obj/item/device/encryptionkey/keyslot2 = null
dog_fashion = null
/obj/item/device/radio/headset/New()
..()
recalculateChannels()
/obj/item/device/radio/headset/Destroy()
qdel(keyslot)
qdel(keyslot2)
keyslot = null
keyslot2 = null
return ..()
/obj/item/device/radio/headset/talk_into(mob/living/M, message, channel, list/spans)
if (!listening)
return
..()
/obj/item/device/radio/headset/receive_range(freq, level, AIuser)
if(ishuman(src.loc))
var/mob/living/carbon/human/H = src.loc
if(H.ears == src)
return ..(freq, level)
else if(AIuser)
return ..(freq, level)
return -1
/obj/item/device/radio/headset/syndicate //disguised to look like a normal headset for stealth ops
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/syndicate/alt //undisguised bowman with flash protection
name = "syndicate headset"
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."
flags = EARBANGPROTECT
origin_tech = "syndicate=3"
icon_state = "syndie_headset"
item_state = "syndie_headset"
/obj/item/device/radio/headset/syndicate/alt/leader
name = "team leader headset"
command = TRUE
/obj/item/device/radio/headset/syndicate/New()
..()
make_syndie()
/obj/item/device/radio/headset/binary
origin_tech = "syndicate=3"
/obj/item/device/radio/headset/binary/New()
..()
qdel(keyslot)
keyslot = new /obj/item/device/encryptionkey/binary
recalculateChannels()
/obj/item/device/radio/headset/headset_sec
name = "security radio headset"
desc = "This is used by your elite security force. \nTo access the security channel, use :s."
icon_state = "sec_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_sec/alt
name = "security bowman headset"
desc = "This is used by your elite security force. Protects ears from flashbangs. \nTo access the security channel, use :s."
flags = EARBANGPROTECT
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"
/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. \nTo access the engineering channel, use :e. "
icon_state = "eng_headset"
keyslot = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists, who cannot decide between departments. \nTo access the engineering channel, use :e. For research, use :n."
icon_state = "rob_headset"
keyslot = new /obj/item/device/encryptionkey/headset_rob
/obj/item/device/radio/headset/headset_med
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay. \nTo access the medical channel, use :m."
icon_state = "med_headset"
keyslot = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual. \nTo access the science channel, use :n."
icon_state = "sci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_sci
/obj/item/device/radio/headset/headset_medsci
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science. \nTo access the medical channel, use :m. For science, use :n."
icon_state = "medsci_headset"
keyslot = new /obj/item/device/encryptionkey/headset_medsci
/obj/item/device/radio/headset/headset_com
name = "command radio headset"
desc = "A headset with a commanding channel. \nTo access the command channel, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
/obj/item/device/radio/headset/heads
command = TRUE
/obj/item/device/radio/headset/heads/captain
name = "\proper the captain's headset"
desc = "The headset of the king. \nChannels are as follows: :c - command, :s - security, :e - engineering, :u - supply, :v - service, :m - medical, :n - science."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/captain/alt
name = "\proper the captain's bowman headset"
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."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/rd
name = "\proper the research director's headset"
desc = "Headset of the fellow who keeps society marching towards technological singularity. \nTo access the science channel, use :n. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/rd
/obj/item/device/radio/headset/heads/hos
name = "\proper the head of security's headset"
desc = "The headset of the man in charge of keeping order and protecting the station. \nTo access the security channel, use :s. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/hos/alt
name = "\proper the head of security's bowman headset"
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."
flags = EARBANGPROTECT
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
/obj/item/device/radio/headset/heads/ce
name = "\proper the chief engineer's headset"
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."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/ce
/obj/item/device/radio/headset/heads/cmo
name = "\proper the chief medical officer's headset"
desc = "The headset of the highly trained medical chief. \nTo access the medical channel, use :m. For command, use :c."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/cmo
/obj/item/device/radio/headset/heads/hop
name = "\proper the head of personnel's headset"
desc = "The headset of the guy who will one day be captain. \nChannels are as follows: :u - supply, :v - service, :c - command."
icon_state = "com_headset"
keyslot = new /obj/item/device/encryptionkey/heads/hop
/obj/item/device/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the QM and his slaves. \nTo access the supply channel, use :u."
icon_state = "cargo_headset"
keyslot = new /obj/item/device/encryptionkey/headset_cargo
/obj/item/device/radio/headset/headset_cargo/mining
name = "mining radio headset"
desc = "Headset used by shaft miners. \nTo access the supply channel, use :u."
icon_state = "mine_headset"
/obj/item/device/radio/headset/headset_srv
name = "service radio headset"
desc = "Headset used by the service staff, tasked with keeping the station full, happy and clean. \nTo access the service channel, use :v."
icon_state = "srv_headset"
keyslot = new /obj/item/device/encryptionkey/headset_service
/obj/item/device/radio/headset/headset_cent
name = "\improper Centcom headset"
desc = "A headset used by the upper echelons of Nanotrasen. \nTo access the centcom channel, use :y."
icon_state = "cent_headset"
keyslot = new /obj/item/device/encryptionkey/headset_com
keyslot2 = new /obj/item/device/encryptionkey/headset_cent
/obj/item/device/radio/headset/headset_cent/commander
keyslot = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/headset_cent/alt
name = "\improper Centcom bowman headset"
desc = "A headset especially for emergency response personnel. Protects ears from flashbangs. \nTo access the centcom channel, use :y."
flags = EARBANGPROTECT
icon_state = "cent_headset_alt"
item_state = "cent_headset_alt"
keyslot = null
/obj/item/device/radio/headset/ai
name = "\proper Integrated Subspace Transceiver "
keyslot2 = new /obj/item/device/encryptionkey/ai
/obj/item/device/radio/headset/ai/receive_range(freq, level)
return ..(freq, level, 1)
/obj/item/device/radio/headset/attackby(obj/item/weapon/W, mob/user, params)
user.set_machine(src)
if(istype(W, /obj/item/weapon/screwdriver))
if(keyslot || keyslot2)
for(var/ch_name in channels)
SSradio.remove_object(src, radiochannels[ch_name])
secure_radio_connections[ch_name] = null
if(keyslot)
var/turf/T = get_turf(user)
if(T)
keyslot.loc = T
keyslot = null
if(keyslot2)
var/turf/T = get_turf(user)
if(T)
keyslot2.loc = T
keyslot2 = null
recalculateChannels()
user << "<span class='notice'>You pop out the encryption keys in the headset.</span>"
else
user << "<span class='warning'>This headset doesn't have any unique encryption keys! How useless...</span>"
else if(istype(W, /obj/item/device/encryptionkey/))
if(keyslot && keyslot2)
user << "<span class='warning'>The headset can't hold another key!</span>"
return
if(!keyslot)
if(!user.unEquip(W))
return
W.loc = src
keyslot = W
else
if(!user.unEquip(W))
return
W.loc = src
keyslot2 = W
recalculateChannels()
else
return ..()
/obj/item/device/radio/headset/recalculateChannels()
..()
if(keyslot2)
for(var/ch_name in keyslot2.channels)
if(ch_name in src.channels)
continue
src.channels += ch_name
src.channels[ch_name] = keyslot2.channels[ch_name]
if(keyslot2.translate_binary)
src.translate_binary = 1
if(keyslot2.translate_hive)
src.translate_hive = 1
if(keyslot2.syndie)
src.syndie = 1
if (keyslot2.centcom)
centcom = 1
for(var/ch_name in channels)
secure_radio_connections[ch_name] = add_radio(src, radiochannels[ch_name])
return