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Aurora.3/code/game/objects/items/weapons/implants/implant.dm

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#define MALFUNCTION_TEMPORARY 1
#define MALFUNCTION_PERMANENT 2
/obj/item/implant
name = "implant"
icon = 'icons/obj/device.dmi'
icon_state = "implant"
w_class = ITEMSIZE_TINY
var/implanted = null
var/mob/imp_in = null
var/obj/item/organ/external/part = null
var/implant_color = "b"
var/allow_reagents = 0
var/malfunction = 0
/obj/item/implant/Initialize()
. = ..()
implants += src
/obj/item/implant/proc/trigger(emote, source as mob)
return
/obj/item/implant/proc/activate()
return
// What does the implant do upon injection?
// return 0 if the implant fails (ex. Revhead and loyalty implant.)
// return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
/obj/item/implant/proc/implanted(var/mob/source, mob/user)
return 1
/obj/item/implant/proc/get_data()
return "No information available"
/obj/item/implant/proc/hear(message, source as mob)
return
/obj/item/implant/proc/islegal()
return 0
/obj/item/implant/proc/meltdown() //breaks it down, making implant unrecongizible
to_chat(imp_in, "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>")
if (part)
part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
else
var/mob/living/M = imp_in
M.apply_damage(15,BURN)
name = "melted implant"
desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
icon_state = "implant_melted"
malfunction = MALFUNCTION_PERMANENT
/obj/item/implant/Destroy()
if(part)
part.implants.Remove(src)
STOP_PROCESSING(SSprocessing, src)
implants -= src
return ..()
/obj/item/implant/proc/removed()
imp_in = null
if(part)
part.implants -= src
part = null
implanted = 0
/obj/item/implant/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/implanter))
var/obj/item/implanter/implanter = I
if(implanter.imp)
to_chat(user, SPAN_NOTICE("\The [implanter] already has an implant loaded."))
return // It's full.
user.drop_from_inventory(src)
forceMove(implanter)
implanter.imp = src
implanter.update()
else
..()
/obj/item/implant/tracking
name = "tracking implant"
desc = "Track with this."
var/id = 1.0
/obj/item/implant/tracking/Initialize()
var/list/tracking_list = list()
for(var/obj/item/implant/tracking/T in implants)
tracking_list += T
id = length(tracking_list) + 1
. = ..()
/obj/item/implant/tracking/get_data()
. = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>"}
/obj/item/implant/tracking/emp_act(severity)
if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
return
malfunction = MALFUNCTION_TEMPORARY
var/delay = 20
switch(severity)
if(1)
if(prob(60))
meltdown()
if(2)
delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
spawn(delay)
malfunction--
//BS12 Explosive
/obj/item/implant/explosive
name = "explosive implant"
desc = "A military grade micro bio-explosive. Highly dangerous."
var/elevel = "Localized Limb"
var/phrase
var/setup_done = FALSE //Have we set this yet?
var/uses_codewords = TRUE
var/list/possible_explosions = list("Localized Limb", "Destroy Body")
icon_state = "implant_evil"
/obj/item/implant/explosive/Initialize()
. = ..()
if(uses_codewords)
phrase = "You are [pick(adjectives)]"
/obj/item/implant/explosive/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
<b>Life:</b> Activates upon codephrase.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes. Explosion severity can be altered.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
/obj/item/implant/explosive/attackby(obj/item/I, mob/user)
if(uses_codewords)
if(istype(I, /obj/item/implanter))
var/obj/item/implanter/implanter = I
if(implanter.imp)
to_chat(user, SPAN_NOTICE("\The [implanter] already has an implant loaded."))
return // It's full.
if(!setup_done)
var/choice = alert("\The [src]'s default settings have not been changed. Continue?", "Ready for Implantation?", "Yes", "Cancel")
if(choice == "Cancel")
return
to_chat(user, "<B>You load \the [src] into \the [I]. The current setting is \"[elevel]\" and the current phrase is \"[phrase]\".</B>")
user.drop_from_inventory(src)
forceMove(implanter)
implanter.imp = src
implanter.update()
else
..()
/obj/item/implant/explosive/hear_talk(mob/M, msg)
hear(msg)
/obj/item/implant/explosive/hear(var/msg)
var/list/replacechars = list("\"" = "",">" = "","<" = "","(" = "",")" = "")
msg = replace_characters(msg, replacechars)
if(findtext(msg,phrase))
activate()
/obj/item/implant/explosive/activate()
if(malfunction == MALFUNCTION_PERMANENT)
return
if(!imp_in)
small_countdown()
return
message_admins("Explosive implant triggered in [imp_in] ([imp_in.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[imp_in.x];Y=[imp_in.y];Z=[imp_in.z]'>JMP</a>) ")
log_game("Explosive implant triggered in [imp_in] ([imp_in.key]).")
if(ishuman(imp_in))
var/mob/living/carbon/human/T = imp_in
if(elevel == "Localized Limb" && part)
small_countdown()
return //to avoid hotspot_expose.
if(elevel == "Destroy Body")
explosion(get_turf(T), -1, 0, 2, 6)
T.gib()
if(elevel == "Full Explosion")
explosion_spread(get_turf(T), rand(8,13))
T.gib()
else if(ismob(imp_in))
var/mob/M = imp_in
M.gib()
var/turf/F = get_turf(imp_in)
if(F)
F.hotspot_expose(3500,125)
qdel(src)
/obj/item/implant/explosive/proc/small_countdown()
if(!imp_in)
visible_message(SPAN_WARNING("Something begins beeping..."))
if(ishuman(imp_in))
var/message = "Something beeps inside of [imp_in][part ? "'s [part.name]" : ""]..." //for some reason SPAN_X and span() both hate having this in-line
imp_in.visible_message(SPAN_WARNING(message))
else if(ismob(imp_in))
imp_in.visible_message(SPAN_WARNING("Something beeps inside of [imp_in]..."))
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
addtimer(CALLBACK(src, .proc/small_boom), 25)
/obj/item/implant/explosive/proc/small_boom()
if(!imp_in)
explosion(get_turf(src), -1, 0, 2, 4)
if(ishuman(imp_in) && part)
//No tearing off these parts since it's pretty much killing. Mangle them.
if(part.vital && !istype(part, /obj/item/organ/external/head)) //Head explodes
part.createwound(BRUISE, 70)
part.add_pain(50)
imp_in.visible_message(SPAN_WARNING("[imp_in]'s [part.name] bursts open with a horrible ripping noise!"),
SPAN_DANGER("Your [part.name] bursts open with a horrible ripping noise!"),
SPAN_WARNING("You hear a horrible ripping noise."))
else
part.droplimb(0,DROPLIMB_BLUNT)
playsound(get_turf(imp_in), BP_IS_ROBOTIC(part) ? 'sound/effects/meteorimpact.ogg' : 'sound/effects/splat.ogg')
else if(ismob(imp_in))
var/mob/M = imp_in
M.gib() //Simple mobs just get got
qdel(src)
/proc/explosion_spread(turf/epicenter, power, adminlog = 1, z_transfer = UP|DOWN)
var/datum/explosiondata/data = new
data.epicenter = epicenter
data.rec_pow = power
data.spreading = TRUE
data.adminlog = adminlog
data.z_transfer = z_transfer
SSexplosives.queue(data)
/obj/item/implant/explosive/implanted(mob/source, mob/user)
if(user.mind)
user.mind.store_memory("\The [src] in [source] can be activated by saying something containing the phrase ''[phrase]'', <B>say [phrase]</B> to attempt to activate.", 0, 0)
to_chat(usr, "\The [src] in [source] can be activated by saying something containing the phrase ''[phrase]'', <B>say [phrase]</B> to attempt to activate.")
return TRUE
/obj/item/implant/explosive/attack_self(mob/user)
elevel = input(user, "What sort of explosion would you prefer?", "Implant Intent") as null|anything in possible_explosions
phrase = input("Choose activation phrase:") as text
var/list/replacechars = list("\"" = "",">" = "","<" = "","(" = "",")" = "")
phrase = replace_characters(phrase, replacechars)
user.mind.store_memory("\The [src] can be activated by saying something containing the phrase ''[phrase]'', <B>say [phrase]</B> to attempt to activate.", 0, 0)
to_chat(user, "\The [src] can be activated by saying something containing the phrase ''[phrase]'', <B>say [phrase]</B> to attempt to activate.")
setup_done = TRUE
/obj/item/implant/explosive/emp_act(severity)
if(malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
switch (severity)
if(2.0) //Weak EMP will make implant tear limbs off.
if(prob(50))
small_countdown()
if(1.0) //strong EMP will melt implant either making it go off, or disarming it
if(prob(70))
if(prob(50))
small_countdown()
else
if(prob(50))
activate() //50% chance of bye bye
else
meltdown() //50% chance of implant disarming
addtimer(CALLBACK(src, .proc/self_correct), 20)
/obj/item/implant/explosive/proc/self_correct()
malfunction--
/obj/item/implant/explosive/islegal()
return FALSE
/obj/item/implant/explosive/New()
..()
become_hearing_sensitive(ROUNDSTART_TRAIT)
/obj/item/implant/explosive/Destroy()
return ..()
/obj/item/implant/explosive/full
possible_explosions = list("Localized Limb", "Destroy Body", "Full Explosion")
/obj/item/implant/explosive/deadman
name = "deadman explosive"
desc = "A military grade micro bio-explosive that detonates upon death."
icon_state = "implant_evil"
uses_codewords = FALSE
/obj/item/implant/explosive/deadman/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
/obj/item/implant/explosive/deadman/attack_self(mob/user)
return
/obj/item/implant/explosive/deadman/hear(var/msg)
return
/obj/item/implant/explosive/deadman/process()
if(malfunction)
STOP_PROCESSING(SSprocessing, src)
return
if (!implanted)
return
var/mob/M = imp_in
if(M.stat == DEAD)
activate()
/obj/item/implant/explosive/deadman/activate(var/cause)
small_countdown(src)
STOP_PROCESSING(SSprocessing, src)
/obj/item/implant/explosive/deadman/small_boom()
if(imp_in)
explosion(get_turf(src), -1, 0, 1, 6)
imp_in.gib()
qdel(src)
/obj/item/implant/explosive/deadman/implanted(mob/source)
START_PROCESSING(SSprocessing, src)
return TRUE
/obj/item/implant/explosive/deadman/emp_act(severity)
if(malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
switch (severity)
if(3.0)
if(prob(1))
small_countdown()
else if(prob(5))
meltdown()
if(2.0)
if(prob(5))
small_countdown()
else if (prob(10))
meltdown()
if(1.0)
if(prob(10))
small_countdown()
else if (prob(30))
meltdown()
/obj/item/implant/chem
name = "chemical implant"
desc = "Injects things."
allow_reagents = 1
/obj/item/implant/chem/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
will suffer from an increased appetite.</B><BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
the implant releases the chemicals directly into the blood stream.<BR>
<b>Special Features:</b>
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
Can only be loaded while still in its original case.<BR>
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
the implant may become unstable and either pre-maturely inject the subject or simply break."}
/obj/item/implant/chem/New()
..()
var/datum/reagents/R = new/datum/reagents(50)
reagents = R
R.my_atom = src
/obj/item/implant/chem/trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate(src.reagents.total_volume)
return
/obj/item/implant/chem/activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
var/mob/living/carbon/R = src.imp_in
src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
to_chat(R, "You hear a faint *beep*.")
if(!src.reagents.total_volume)
to_chat(R, "You hear a faint click from your chest.")
spawn(0)
qdel(src)
/obj/item/implant/chem/emp_act(severity)
if (malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
switch(severity)
if(1)
if(prob(60))
activate(20)
if(2)
if(prob(30))
activate(5)
spawn(20)
malfunction--
/obj/item/implant/mindshield
name = "mind shield implant"
desc = "A controversial and debatably unethical neurostimulator and autohypnosis device. When implanted against the amygdala, it ensures the host maintains a consistent personality, preventing outside interference through brainwashing or hypnotic suggestion."
/obj/item/implant/mindshield/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> [current_map.company_name] Employee Management Implant<BR>
<b>Life:</b> Ten years.<BR>
<b>Important Notes:</b> Personnel injected with this device tend to be much more resistant to brain washing and other external influences.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
/obj/item/implant/mindshield/emp_act(severity)
if (malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
activate("emp")
if(severity == 1)
if(prob(50))
meltdown()
else if (prob(50))
malfunction = MALFUNCTION_PERMANENT
return
spawn(20)
malfunction--
/obj/item/implant/mindshield/ipc
name = "software protection chip"
desc = "A dedicated processor core designed to identify and terminate malignant software, ensuring a synthetics protection from outside hacking."
/obj/item/implant/mindshield/ipc/implanted(mob/M)
if (!isipc(M))
return
..()
/obj/item/implant/mindshield/sol
name = "loyalty implant"
desc = "Makes you loyal to the Sol Alliance, or to a certain individual."
/obj/item/implant/mindshield/sol/implanted(mob/M)
if(!istype(M, /mob/living/carbon/human)) return 0
var/mob/living/carbon/human/H = M
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
H.visible_message("[H] seems to resist the implant!", "You feel the tendrils of the Sol Alliance try to invade your mind!")
return 0
else
clear_antag_roles(H.mind, 1)
to_chat(H, "<span class='notice'>You feel a surge of loyalty towards Admiral Michael Frost.</span>")
return 1
/obj/item/implant/adrenalin
name = "adrenalin"
desc = "Removes all stuns and knockdowns."
var/uses
/obj/item/implant/adrenalin/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Cybersun Industries Adrenalin Implant<BR>
<b>Life:</b> Five days.<BR>
<b>Important Notes:</b> <span class='warning'>Illegal</span><BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can activate a massive injection of adrenalin.<BR>
<b>Function:</b> Contains nanobots to stimulate body to mass-produce Adrenalin.<BR>
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
/obj/item/implant/adrenalin/trigger(emote, mob/source as mob)
if (src.uses < 1)
return 0
if (emote == "pale")
src.uses--
to_chat(source, "<span class='notice'>You feel a sudden surge of energy!</span>")
source.SetStunned(0)
source.SetWeakened(0)
source.SetParalysis(0)
/obj/item/implant/adrenalin/implanted(mob/source)
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
to_chat(source, "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.")
return 1
/obj/item/implant/death_alarm
name = "death alarm implant"
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
var/mobname = "Will Robinson"
/obj/item/implant/death_alarm/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> [current_map.company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
/obj/item/implant/death_alarm/process()
if (!implanted)
return
var/mob/M = imp_in
if(QDELETED(M)) // If the mob got gibbed
M = null
activate()
else if(M.stat == 2)
activate("death")
/obj/item/implant/death_alarm/activate(var/cause)
var/mob/M = imp_in
var/area/t = get_area(M)
switch (cause)
if("death")
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
if(istype(t, /area/antag) || istype(t, /area/shuttle/mercenary) || istype(t, /area/shuttle/syndicate_elite) )
//give the syndies a bit of stealth
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm")
else
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm")
qdel(a)
STOP_PROCESSING(SSprocessing, src)
if ("emp")
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
var/name = prob(50) ? t.name : pick(the_station_areas)
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm")
qdel(a)
else
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
qdel(a)
STOP_PROCESSING(SSprocessing, src)
/obj/item/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
if (malfunction) //so I'm just going to add a meltdown chance here
return
malfunction = MALFUNCTION_TEMPORARY
activate("emp") //let's shout that this dude is dead
if(severity == 1)
if(prob(40)) //small chance of obvious meltdown
meltdown()
else if (prob(60)) //but more likely it will just quietly die
malfunction = MALFUNCTION_PERMANENT
STOP_PROCESSING(SSprocessing, src)
spawn(20)
malfunction--
/obj/item/implant/death_alarm/implanted(mob/source as mob)
mobname = source.real_name
START_PROCESSING(SSprocessing, src)
return 1
/obj/item/implant/compressed
name = "compressed matter implant"
desc = "Based on compressed matter technology, can store a single item."
icon_state = "implant_evil"
var/activation_emote = "sigh"
var/obj/item/scanned = null
/obj/item/implant/compressed/attackby(var/obj/item/T, mob/user)
if(T.isscrewdriver())
if(!scanned)
to_chat(user, SPAN_NOTICE("There is nothing to remove from the implant."))
else
to_chat(user, SPAN_NOTICE("You remove \the [scanned] from the implant."))
user.put_in_hands(scanned)
scanned = null
if(istype(T, /obj/item/implanter))
var/obj/item/implanter/implanter = T
if(implanter.imp)
to_chat(user, SPAN_NOTICE("\The [implanter] already has an implant loaded."))
return
user.drop_from_inventory(src)
forceMove(implanter)
implanter.imp = src
implanter.update()
else
..()
/obj/item/implant/compressed/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> [current_map.company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
/obj/item/implant/compressed/trigger(emote, mob/source as mob)
if (src.scanned == null)
return 0
if (emote == src.activation_emote)
to_chat(source, "The air glows as \the [src.scanned.name] uncompresses.")
activate()
/obj/item/implant/compressed/activate()
var/turf/t = get_turf(src)
if (imp_in)
imp_in.put_in_hands(scanned)
else
scanned.forceMove(t)
qdel(src)
/obj/item/implant/compressed/implanted(mob/source as mob)
src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
if (source.mind)
source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
to_chat(source, "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.")
return 1
/obj/item/implant/compressed/islegal()
return 0
/obj/item/implant/aggression
name = "aggression implant"
desc = "An implant that microdoses its user with chemicals that induce anger."
/obj/item/implant/aggression/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Aggression Implant<BR>
<b>Life:</b> N/A.<BR>
<b>Important Notes:</b> Users injected with this device get increasingly angry to a breaking point. Users tend to expire before the implant does.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
/obj/item/implant/aggression/implanted(mob/M)
if(!istype(M, /mob/living/carbon/human))
return FALSE
var/mob/living/carbon/human/H = M
for(var/obj/item/implant/mindshield/I in H)
if(I.implanted)
to_chat(H, SPAN_DANGER("Rage surges through your body, but the nanobots from your mind shield implant stop it soon after it starts!"))
return TRUE
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
if(antag_data?.flags & ANTAG_IMPLANT_IMMUNE)
H.visible_message("[H] seems to resist the implant!", "You feel rage overtake your body, but you manage to fend it off by sheer will!")
log_and_message_admins("[key_name(H)] was implanted by an aggression implant, but was not effected.", H)
else if(antag_data?.id == MODE_LOYALIST)
clear_antag_roles(H.mind, 1)
to_chat(H, SPAN_DANGER("You feel a surge of rage override your loyalty!"))
log_and_message_admins("[key_name(H)] was implanted by an aggression implant, clearing their loyalist status!", H)
else
to_chat(H, SPAN_DANGER("You feel a surge of rage course through your body and very soul!"))
log_and_message_admins("[key_name(H)] was implanted by an aggression implant!", H)
return TRUE
/obj/item/implant/aggression/emp_act(severity)
if(malfunction)
return
malfunction = MALFUNCTION_TEMPORARY
activate("emp")
if(severity == 1)
if(prob(50))
meltdown()
else if(prob(50))
malfunction = MALFUNCTION_PERMANENT
return
spawn(20)
malfunction--
/obj/item/implant/anti_augment
name = "augmentation disrupter implant"
desc = "An implant that emits signals able to disrupt the use of commonly used augments."
/obj/item/implant/anti_augment/get_data()
. = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Augmentation Disrupter Implant<BR>
<b>Life:</b> Three Months.<BR>
<b>Important Notes:</b> Emits a signal able to block most augments from functioning..<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Emits a short radio wave that will block most augments.<BR>
<b>Special Features:</b> Will stop the host from using any augment they might have.<BR>
<b>Integrity:</b> Implant will last so long as it inside the host."}
/obj/item/implant/anti_augment/emp_act(severity)
switch(severity)
if(1.0)
if (prob(75))
qdel(src)
if(2.0)
if (prob(50))
qdel(src)
if(3.0)
if (prob(25))
qdel(src)
return