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2 changes: 1 addition & 1 deletion modular_darkpack/modules/phones/code/_phone.dm
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,7 @@
if(!sim_card && default_sim_card_type)
sim_card = new default_sim_card_type(src)
sim_card.phone_weakref = WEAKREF(src)
phone_radio = new(src)
phone_radio = new /obj/item/radio/phone(src)

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Suggested change
phone_radio = new /obj/item/radio/phone(src)
phone_radio = new(src)

unneeded, phone_radio is an implicit type defined by the var, meaning New() doesn't need to be passed a type

phone_radio.keyslot = new
phone_radio.radio_noise = FALSE
phone_radio.canhear_range = 1
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3 changes: 3 additions & 0 deletions modular_darkpack/modules/phones/code/phone_procs.dm
Original file line number Diff line number Diff line change
@@ -1,3 +1,6 @@
/obj/item/radio/phone/can_receive(input_frequency, list/levels)
return ..(input_frequency, RADIO_NO_Z_LEVEL_RESTRICTION) // without this, phones only work on their own Z level

Comment on lines +1 to +3

@dwinters99 dwinters99 Aug 28, 2026

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(NON-BLOCKING) i was going to ask you to modular comment this, but this is a PR that should go upstream after the testing cycle so i'll just mark this as TM only instead for now. me or @FalloutFalcon will upstream it for you if you don't end up getting around to it.

// Updates the phone's contacts, for when a new contact joins the game.
/obj/item/smartphone/proc/update_contacts()
for(var/datum/contact_network/contact_network as anything in contact_networks)
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