Voice Mask refactor (#30798)
* First commit * Added base.Initialize() * Voice wire fix (Electricty name) * Various minor cleanups * Localized default voice mask name * Added VoiceOverride stuff * Removed unused stuff * Typo * Better localized stuff * Typo / spelling stuff / comments * Blessed
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@@ -11,6 +11,7 @@ using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Power;
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using Content.Shared.Radio;
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using Content.Shared.Chat;
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using Content.Shared.Radio.Components;
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using Robust.Shared.Prototypes;
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@@ -213,7 +214,7 @@ public sealed class RadioDeviceSystem : EntitySystem
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var name = Loc.GetString("speech-name-relay",
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("speaker", Name(uid)),
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("originalName", nameEv.Name));
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("originalName", nameEv.VoiceName));
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// log to chat so people can identity the speaker/source, but avoid clogging ghost chat if there are many radios
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_chat.TrySendInGameICMessage(uid, args.Message, InGameICChatType.Whisper, ChatTransmitRange.GhostRangeLimit, nameOverride: name, checkRadioPrefix: false);
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