diff --git a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm
index f0c1de856b8..b835b477661 100644
--- a/code/game/gamemodes/nuclear/nuclear.dm
+++ b/code/game/gamemodes/nuclear/nuclear.dm
@@ -217,6 +217,7 @@
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
E.imp_in = synd_mob
E.implanted = 1
+ E.implanted(synd_mob)
synd_mob.faction |= "syndicate"
synd_mob.update_icons()
return 1
diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm
index 18b9563867c..0689a85593b 100644
--- a/code/game/objects/items/weapons/implants/implant.dm
+++ b/code/game/objects/items/weapons/implants/implant.dm
@@ -1,7 +1,8 @@
/obj/item/weapon/implant
name = "implant"
- icon = 'icons/obj/stock_parts.dmi'
- icon_state = "rom"//Normally, you shouldn't see these. However, they can show up in the game via certain sources, like soul-stoning.
+ icon = 'icons/obj/implants.dmi'
+ icon_state = "generic" //Shows up as the action button icon
+ var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like loyalty implants
var/implanted = null
var/mob/imp_in = null
item_color = "b"
@@ -15,11 +16,16 @@
/obj/item/weapon/implant/proc/activate()
return
+/obj/item/weapon/implant/ui_action_click()
+ activate("action_button")
+
//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/weapon/implant/proc/implanted(var/mob/source)
+ if(activated)
+ action_button_name = "Activate [src.name]"
return 1
@@ -34,6 +40,7 @@
/obj/item/weapon/implant/tracking
name = "tracking implant"
desc = "Track with this."
+ activated = 0
var/id = 1.0
/obj/item/weapon/implant/tracking/get_data()
@@ -58,6 +65,7 @@
/obj/item/weapon/implant/explosive
name = "explosive implant"
desc = "And boom goes the weasel."
+ icon_state = "explosive"
/obj/item/weapon/implant/explosive/get_data()
var/dat = {"Implant Specifications:
@@ -77,6 +85,8 @@
/obj/item/weapon/implant/explosive/activate(var/cause)
if(!cause || !imp_in) return 0
+ if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your explosive implant? This will cause you to explode and gib!", "Explosive Implant Confirmation", "Yes", "No") != "Yes")
+ return 0
explosion(src, -1, 0, 2, 3, 0) //This might be a bit much, dono will have to see.
if(imp_in)
imp_in.gib()
@@ -85,6 +95,7 @@
/obj/item/weapon/implant/chem
name = "chem implant"
desc = "Injects things."
+ icon_state = "reagents"
allow_reagents = 1
/obj/item/weapon/implant/chem/get_data()
@@ -125,6 +136,7 @@
/obj/item/weapon/implant/loyalty
name = "loyalty implant"
desc = "Makes you loyal or such."
+ activated = 0
/obj/item/weapon/implant/loyalty/get_data()
var/dat = {"Implant Specifications:
@@ -140,6 +152,7 @@
/obj/item/weapon/implant/loyalty/implanted(mob/target)
+ ..()
if(target.mind in ticker.mode.head_revolutionaries)
target.visible_message("[target] seems to resist the implant!", "You feel the corporate tendrils of Nanotrasen try to invade your mind!")
return 0
@@ -152,6 +165,7 @@
/obj/item/weapon/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns and knockdowns."
+ icon_state = "adrenal"
var/uses = 3
/obj/item/weapon/implant/adrenalin/get_data()
@@ -165,47 +179,29 @@
Integrity: Implant can only be used three times before reserves are depleted."}
return dat
-/obj/item/weapon/implant/adrenalin/trigger(emote, mob/source)
+/obj/item/weapon/implant/adrenalin/activate()
if(uses < 1) return 0
- if(emote == "scream")
- uses--
- source << "You feel a sudden surge of energy!"
- source.SetStunned(0)
- source.SetWeakened(0)
- source.SetParalysis(0)
- source.lying = 0
- source.update_canmove()
+ uses--
+ imp_in << "You feel a sudden surge of energy!"
+ imp_in.SetStunned(0)
+ imp_in.SetWeakened(0)
+ imp_in.SetParalysis(0)
+ imp_in.lying = 0
+ imp_in.update_canmove()
- source.reagents.add_reagent("synaptizine", 10)
- source.reagents.add_reagent("tricordrazine", 10)
- source.reagents.add_reagent("hyperzine", 10)
-
-/obj/item/weapon/implant/adrenalin/implanted(mob/source)
- source.mind.store_memory("An adrenal implant can be activated [uses] time\s by using the scream emote, say *scream to attempt to activate.", 0, 0)
- source << "The implanted adrenaline implant can be activated [uses] time\s by using the scream emote, say *scream to attempt to activate."
- return 1
+ imp_in.reagents.add_reagent("synaptizine", 10)
+ imp_in.reagents.add_reagent("tricordrazine", 10)
+ imp_in.reagents.add_reagent("hyperzine", 10)
/obj/item/weapon/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
+ icon_state = "emp"
- var/activation_emote = "chuckle"
var/uses = 2
-/obj/item/weapon/implant/emp/New()
- activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "smile", "pale", "sniff", "whimper", "wink")
- ..()
- return
-
-/obj/item/weapon/implant/emp/trigger(emote, mob/living/carbon/source as mob)
+/obj/item/weapon/implant/emp/activate()
if (src.uses < 1) return 0
- if (emote == src.activation_emote)
- src.uses--
- empulse(source, 3, 5)
- return
-
-/obj/item/weapon/implant/emp/implanted(mob/living/carbon/source)
- source.mind.store_memory("EMP implant can be activated [uses] time\s by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0)
- source << "The implanted EMP implant can be activated [uses] time\s by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate."
- return 1
\ No newline at end of file
+ src.uses--
+ empulse(imp_in, 3, 5)
\ No newline at end of file
diff --git a/code/game/objects/items/weapons/implants/implantfreedom.dm b/code/game/objects/items/weapons/implants/implantfreedom.dm
index fdf63866f6b..db9f3a17c06 100644
--- a/code/game/objects/items/weapons/implants/implantfreedom.dm
+++ b/code/game/objects/items/weapons/implants/implantfreedom.dm
@@ -3,52 +3,39 @@
/obj/item/weapon/implant/freedom
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
+ icon_state = "freedom"
item_color = "r"
- var/activation_emote = "chuckle"
var/uses = 4.0
-/obj/item/weapon/implant/freedom/New()
- src.activation_emote = "shrug"
- src.uses = 4
- ..()
- return
-
-
-/obj/item/weapon/implant/freedom/trigger(emote, mob/living/carbon/source as mob)
+/obj/item/weapon/implant/freedom/activate()
if (src.uses < 1) return 0
- if (emote == src.activation_emote)
- src.uses--
- source << "You feel a faint click."
- if (source.handcuffed)
- var/obj/item/weapon/W = source.handcuffed
- source.handcuffed = null
- source.update_inv_handcuffed(0)
- if (source.client)
- source.client.screen -= W
+ src.uses--
+ imp_in << "You feel a faint click."
+ if(iscarbon(imp_in))
+ var/mob/living/carbon/C_imp_in = imp_in
+ if (C_imp_in.handcuffed)
+ var/obj/item/weapon/W = C_imp_in.handcuffed
+ C_imp_in.handcuffed = null
+ C_imp_in.update_inv_handcuffed(0)
+ if (C_imp_in.client)
+ C_imp_in.client.screen -= W
if (W)
- W.loc = source.loc
- dropped(source)
+ W.loc = C_imp_in.loc
+ W.dropped(C_imp_in)
if (W)
W.layer = initial(W.layer)
- if (source.legcuffed)
- var/obj/item/weapon/W = source.legcuffed
- source.legcuffed = null
- source.update_inv_legcuffed(0)
- if (source.client)
- source.client.screen -= W
+ if (C_imp_in.legcuffed)
+ var/obj/item/weapon/W = C_imp_in.legcuffed
+ C_imp_in.legcuffed = null
+ C_imp_in.update_inv_legcuffed(0)
+ if (C_imp_in.client)
+ C_imp_in.client.screen -= W
if (W)
- W.loc = source.loc
- dropped(source)
+ W.loc = C_imp_in.loc
+ W.dropped(C_imp_in)
if (W)
W.layer = initial(W.layer)
- return
-
-
-/obj/item/weapon/implant/freedom/implanted(mob/living/carbon/source)
- source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0)
- source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate."
- return 1
/obj/item/weapon/implant/freedom/get_data()
diff --git a/code/game/objects/items/weapons/implants/implantuplink.dm b/code/game/objects/items/weapons/implants/implantuplink.dm
index e3cae95152e..74a2b365aa9 100644
--- a/code/game/objects/items/weapons/implants/implantuplink.dm
+++ b/code/game/objects/items/weapons/implants/implantuplink.dm
@@ -1,24 +1,20 @@
/obj/item/weapon/implant/uplink
name = "uplink implant"
desc = "Summon things."
- var/activation_emote = "chuckle"
+ icon = 'icons/obj/radio.dmi'
+ icon_state = "radio"
/obj/item/weapon/implant/uplink/New()
- activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
hidden_uplink = new(src)
hidden_uplink.uses = 10
..()
- return
/obj/item/weapon/implant/uplink/implanted(mob/source)
- activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
- source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0)
- source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate."
+ ..()
hidden_uplink.uplink_owner="[source.key]"
return 1
-/obj/item/weapon/implant/uplink/trigger(emote, mob/source as mob)
- if(hidden_uplink && usr == source) // Let's not have another people activate our uplink
- hidden_uplink.check_trigger(source, emote, activation_emote)
- return
\ No newline at end of file
+/obj/item/weapon/implant/uplink/activate()
+ if(hidden_uplink)
+ hidden_uplink.check_trigger(imp_in)
\ No newline at end of file
diff --git a/code/modules/awaymissions/exile.dm b/code/modules/awaymissions/exile.dm
index 5f59848bf65..731c7faf252 100644
--- a/code/modules/awaymissions/exile.dm
+++ b/code/modules/awaymissions/exile.dm
@@ -13,6 +13,7 @@
/obj/item/weapon/implant/exile
name = "exile implant"
desc = "Prevents you from returning from away missions"
+ activated = 0
/obj/item/weapon/implant/exile/get_data()
var/dat = {"Implant Specifications:
diff --git a/icons/obj/implants.dmi b/icons/obj/implants.dmi
new file mode 100644
index 00000000000..ed530528cc3
Binary files /dev/null and b/icons/obj/implants.dmi differ