mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-03 14:02:49 +00:00
744 lines
25 KiB
Plaintext
744 lines
25 KiB
Plaintext
#define MALFUNCTION_TEMPORARY 1
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#define MALFUNCTION_PERMANENT 2
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/obj/item/implant
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name = "implant"
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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w_class = ITEMSIZE_TINY
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var/implanted = null
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var/mob/imp_in = null
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var/obj/item/organ/external/part = null
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var/implant_color = "b"
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var/allow_reagents = 0
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var/malfunction = 0
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/obj/item/implant/Initialize()
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. = ..()
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implants += src
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/obj/item/implant/proc/trigger(emote, source as mob)
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return
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/obj/item/implant/proc/activate()
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return
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// What does the implant do upon injection?
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// return 0 if the implant fails (ex. Revhead and loyalty implant.)
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// return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
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/obj/item/implant/proc/implanted(var/mob/source, mob/user)
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return 1
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/obj/item/implant/proc/get_data()
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return "No information available"
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/obj/item/implant/proc/hear(message, source as mob)
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return
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/obj/item/implant/proc/islegal()
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return 0
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/obj/item/implant/proc/meltdown() //breaks it down, making implant unrecongizible
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to_chat(imp_in, "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>")
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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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var/mob/living/M = imp_in
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M.apply_damage(15,BURN)
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name = "melted implant"
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desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
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icon_state = "implant_melted"
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malfunction = MALFUNCTION_PERMANENT
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/obj/item/implant/Destroy()
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if(part)
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part.implants.Remove(src)
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STOP_PROCESSING(SSprocessing, src)
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implants -= src
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return ..()
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/obj/item/implant/proc/removed()
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imp_in = null
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if(part)
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part.implants -= src
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part = null
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implanted = 0
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/obj/item/implant/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/implanter))
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var/obj/item/implanter/implanter = I
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if(implanter.imp)
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to_chat(user, SPAN_NOTICE("\The [implanter] already has an implant loaded."))
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return // It's full.
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user.drop_from_inventory(src)
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forceMove(implanter)
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implanter.imp = src
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implanter.update()
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else
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..()
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/obj/item/implant/tracking
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name = "tracking implant"
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desc = "Track with this."
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var/id = 1.0
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/obj/item/implant/tracking/Initialize()
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var/list/tracking_list = list()
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for(var/obj/item/implant/tracking/T in implants)
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tracking_list += T
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id = length(tracking_list) + 1
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. = ..()
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/obj/item/implant/tracking/get_data()
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. = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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/obj/item/implant/tracking/emp_act(severity)
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if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
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return
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malfunction = MALFUNCTION_TEMPORARY
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var/delay = 20
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switch(severity)
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if(1)
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if(prob(60))
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meltdown()
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if(2)
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delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
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spawn(delay)
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malfunction--
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//BS12 Explosive
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/obj/item/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/elevel = "Localized Limb"
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var/phrase
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var/setup_done = FALSE //Have we set this yet?
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var/uses_codewords = TRUE
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var/list/possible_explosions = list("Localized Limb", "Destroy Body")
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icon_state = "implant_evil"
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/obj/item/implant/explosive/Initialize()
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. = ..()
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if(uses_codewords)
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phrase = "You are [pick(adjectives)]"
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/obj/item/implant/explosive/get_data()
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. = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
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<b>Life:</b> Activates upon codephrase.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes. Explosion severity can be altered.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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/obj/item/implant/explosive/attackby(obj/item/I, mob/user)
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if(uses_codewords)
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if(istype(I, /obj/item/implanter))
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var/obj/item/implanter/implanter = I
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if(implanter.imp)
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to_chat(user, SPAN_NOTICE("\The [implanter] already has an implant loaded."))
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return // It's full.
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if(!setup_done)
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var/choice = alert("\The [src]'s default settings have not been changed. Continue?", "Ready for Implantation?", "Yes", "Cancel")
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if(choice == "Cancel")
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return
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to_chat(user, "<B>You load \the [src] into \the [I]. The current setting is \"[elevel]\" and the current phrase is \"[phrase]\".</B>")
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user.drop_from_inventory(src)
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forceMove(implanter)
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implanter.imp = src
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implanter.update()
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else
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..()
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/obj/item/implant/explosive/hear_talk(mob/M, msg)
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hear(msg)
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/obj/item/implant/explosive/hear(var/msg)
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var/list/replacechars = list("\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = replace_characters(msg, replacechars)
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if(findtext(msg,phrase))
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activate()
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/obj/item/implant/explosive/activate()
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if(malfunction == MALFUNCTION_PERMANENT)
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return
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if(!imp_in)
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small_countdown()
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return
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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>) ")
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log_game("Explosive implant triggered in [imp_in] ([imp_in.key]).")
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if(ishuman(imp_in))
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var/mob/living/carbon/human/T = imp_in
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if(elevel == "Localized Limb" && part)
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small_countdown()
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return //to avoid hotspot_expose.
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if(elevel == "Destroy Body")
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explosion(get_turf(T), -1, 0, 2, 6)
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T.gib()
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if(elevel == "Full Explosion")
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explosion_spread(get_turf(T), rand(8,13))
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T.gib()
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else if(ismob(imp_in))
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var/mob/M = imp_in
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M.gib()
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var/turf/F = get_turf(imp_in)
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if(F)
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F.hotspot_expose(3500,125)
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qdel(src)
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/obj/item/implant/explosive/proc/small_countdown()
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if(!imp_in)
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visible_message(SPAN_WARNING("Something begins beeping..."))
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if(ishuman(imp_in))
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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
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imp_in.visible_message(SPAN_WARNING(message))
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else if(ismob(imp_in))
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imp_in.visible_message(SPAN_WARNING("Something beeps inside of [imp_in]..."))
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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addtimer(CALLBACK(src, .proc/small_boom), 25)
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/obj/item/implant/explosive/proc/small_boom()
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if(!imp_in)
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explosion(get_turf(src), -1, 0, 2, 4)
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if(ishuman(imp_in) && part)
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//No tearing off these parts since it's pretty much killing. Mangle them.
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if(part.vital && !istype(part, /obj/item/organ/external/head)) //Head explodes
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part.createwound(BRUISE, 70)
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part.add_pain(50)
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imp_in.visible_message(SPAN_WARNING("[imp_in]'s [part.name] bursts open with a horrible ripping noise!"),
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SPAN_DANGER("Your [part.name] bursts open with a horrible ripping noise!"),
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SPAN_WARNING("You hear a horrible ripping noise."))
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else
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part.droplimb(0,DROPLIMB_BLUNT)
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playsound(get_turf(imp_in), BP_IS_ROBOTIC(part) ? 'sound/effects/meteorimpact.ogg' : 'sound/effects/splat.ogg')
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else if(ismob(imp_in))
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var/mob/M = imp_in
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M.gib() //Simple mobs just get got
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qdel(src)
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/proc/explosion_spread(turf/epicenter, power, adminlog = 1, z_transfer = UP|DOWN)
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var/datum/explosiondata/data = new
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data.epicenter = epicenter
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data.rec_pow = power
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data.spreading = TRUE
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data.adminlog = adminlog
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data.z_transfer = z_transfer
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SSexplosives.queue(data)
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/obj/item/implant/explosive/implanted(mob/source, mob/user)
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if(user.mind)
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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)
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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.")
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return TRUE
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/obj/item/implant/explosive/attack_self(mob/user)
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elevel = input(user, "What sort of explosion would you prefer?", "Implant Intent") as null|anything in possible_explosions
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phrase = input("Choose activation phrase:") as text
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var/list/replacechars = list("\"" = "",">" = "","<" = "","(" = "",")" = "")
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phrase = replace_characters(phrase, replacechars)
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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)
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to_chat(user, "\The [src] can be activated by saying something containing the phrase ''[phrase]'', <B>say [phrase]</B> to attempt to activate.")
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setup_done = TRUE
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/obj/item/implant/explosive/emp_act(severity)
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if(malfunction)
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return
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malfunction = MALFUNCTION_TEMPORARY
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switch (severity)
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if(2.0) //Weak EMP will make implant tear limbs off.
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if(prob(50))
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small_countdown()
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if(1.0) //strong EMP will melt implant either making it go off, or disarming it
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if(prob(70))
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if(prob(50))
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small_countdown()
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else
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if(prob(50))
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activate() //50% chance of bye bye
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else
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meltdown() //50% chance of implant disarming
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addtimer(CALLBACK(src, .proc/self_correct), 20)
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/obj/item/implant/explosive/proc/self_correct()
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malfunction--
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/obj/item/implant/explosive/islegal()
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return FALSE
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/obj/item/implant/explosive/New()
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..()
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become_hearing_sensitive(ROUNDSTART_TRAIT)
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/obj/item/implant/explosive/Destroy()
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return ..()
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/obj/item/implant/explosive/full
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possible_explosions = list("Localized Limb", "Destroy Body", "Full Explosion")
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/obj/item/implant/explosive/deadman
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name = "deadman explosive"
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desc = "A military grade micro bio-explosive that detonates upon death."
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icon_state = "implant_evil"
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uses_codewords = FALSE
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/obj/item/implant/explosive/deadman/get_data()
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. = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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/obj/item/implant/explosive/deadman/attack_self(mob/user)
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return
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/obj/item/implant/explosive/deadman/hear(var/msg)
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return
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/obj/item/implant/explosive/deadman/process()
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if(malfunction)
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STOP_PROCESSING(SSprocessing, src)
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return
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if (!implanted)
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return
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var/mob/M = imp_in
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if(M.stat == DEAD)
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activate()
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/obj/item/implant/explosive/deadman/activate(var/cause)
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small_countdown(src)
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/implant/explosive/deadman/small_boom()
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if(imp_in)
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explosion(get_turf(src), -1, 0, 1, 6)
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imp_in.gib()
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qdel(src)
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/obj/item/implant/explosive/deadman/implanted(mob/source)
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START_PROCESSING(SSprocessing, src)
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return TRUE
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/obj/item/implant/explosive/deadman/emp_act(severity)
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if(malfunction)
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return
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malfunction = MALFUNCTION_TEMPORARY
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switch (severity)
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if(3.0)
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if(prob(1))
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small_countdown()
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else if(prob(5))
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meltdown()
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if(2.0)
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if(prob(5))
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small_countdown()
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else if (prob(10))
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meltdown()
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if(1.0)
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if(prob(10))
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small_countdown()
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else if (prob(30))
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meltdown()
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/obj/item/implant/chem
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name = "chemical implant"
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desc = "Injects things."
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allow_reagents = 1
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/obj/item/implant/chem/get_data()
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. = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
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Can only be loaded while still in its original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
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the implant may become unstable and either pre-maturely inject the subject or simply break."}
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/obj/item/implant/chem/New()
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..()
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var/datum/reagents/R = new/datum/reagents(50)
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reagents = R
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R.my_atom = src
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/obj/item/implant/chem/trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate(src.reagents.total_volume)
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return
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/obj/item/implant/chem/activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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var/mob/living/carbon/R = src.imp_in
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src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
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to_chat(R, "You hear a faint *beep*.")
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if(!src.reagents.total_volume)
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to_chat(R, "You hear a faint click from your chest.")
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spawn(0)
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qdel(src)
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/obj/item/implant/chem/emp_act(severity)
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if (malfunction)
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return
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malfunction = MALFUNCTION_TEMPORARY
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switch(severity)
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if(1)
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if(prob(60))
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activate(20)
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if(2)
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if(prob(30))
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activate(5)
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spawn(20)
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malfunction--
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/obj/item/implant/mindshield
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name = "mind shield implant"
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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."
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/obj/item/implant/mindshield/get_data()
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. = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> [current_map.company_name] Employee Management Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be much more resistant to brain washing and other external influences.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
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<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
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<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
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/obj/item/implant/mindshield/emp_act(severity)
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if (malfunction)
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return
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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
|