/** * Players can use this item to put obj/item/implant's in living mobs. Can be renamed with a pen. */ /obj/item/implanter//SKYRAT EDIT - ICON OVERRIDDEN BY AESTHETICS - SEE MODULE name = "implanter" desc = "A sterile automatic implant injector." icon = 'icons/obj/medical/syringe.dmi' icon_state = "implanter0" inhand_icon_state = "syringe_0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL obj_flags = UNIQUE_RENAME | RENAME_NO_DESC custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass=SMALL_MATERIAL_AMOUNT *2) ///The implant in our implanter var/obj/item/implant/imp = null ///Type of implant this will spawn as imp upon being spawned var/imp_type = null /obj/item/implanter/update_icon_state() icon_state = "implanter[imp ? 1 : 0]" return ..() /obj/item/implanter/attack(mob/living/target, mob/user) if(!(istype(target) && user && imp)) return if(target != user) target.visible_message(span_warning("[user] is attempting to implant [target].")) if(!do_after(user, 5 SECONDS, target)) return if(!(src && imp)) return if(imp.implant(target, user)) if (target == user) to_chat(user, span_notice("You implant yourself.")) else target.visible_message(span_notice("[user] implants [target]."), span_notice("[user] implants you.")) imp = null update_appearance() else to_chat(user, span_warning("[src] fails to implant [target].")) /obj/item/implanter/Initialize(mapload) . = ..() if(!imp && imp_type) imp = new imp_type(src) update_appearance() /obj/item/implanter/nameformat(input, user) return "implanter[input? " ([input])" : null]"