/obj/item/weapon/implant
name = "implant"
var
implanted = null
mob/imp_in = null
color = "b"
allow_reagents = 0
proc
trigger(emote, source as mob)
activate()
implanted(source as mob)
get_data()
trigger(emote, source as mob)
return
activate()
return
implanted(source as mob)
return
get_data()
return "No information available"
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/weapon/syndicate_uplink/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
..()
return
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, say *[activation_emote] to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, say *[activation_emote] to attempt to activate."
return
trigger(emote, mob/source as mob)
if(emote == activation_emote)
uplink.attack_self(source)
return
/obj/item/weapon/implant/tracking
name = "tracking"
desc = "Track with this."
var
id = 1.0
get_data()
var/dat = {"Implant Specifications:
Name: Tracking Beacon
Life: 10 minutes after death of host
Important Notes: None
Implant Details:
Function: Continuously transmits low power signal. Useful for tracking.
Special Features:
Neuro-Safe- 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.
Integrity: Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.
Implant Specifics:
"}
return dat
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
get_data()
var/dat = {"
Implant Specifications:
Name: Robust Corp RX-78 Employee Management Implant
Life: Activates upon death.
Important Notes: Explodes
Implant Details:
Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
Special Features: Explodes
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate("death")
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
if(src.imp_in)
src.imp_in.gib()
/obj/item/weapon/implant/chem
name = "chem"
desc = "Injects things."
allow_reagents = 1
get_data()
var/dat = {"
Implant Specifications:
Name: Robust Corp MJ-420 Prisoner Management Implant
Life: Deactivates upon death but remains within the body.
Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject
will suffer from an increased appetite.
Implant Details:
Function: Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal
the implant releases the chemicals directly into the blood stream.
Special Features:
Micro-Capsule- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.
Can only be loaded while still in it's original case.
Integrity: Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,
the implant may become unstable and either pre-maturely inject the subject or simply break."}
return dat
New()
..()
var/datum/reagents/R = new/datum/reagents(10)
reagents = R
R.my_atom = src
trigger(emote, source as mob)
if(emote == "deathgasp")
src.activate(10)
return
activate(var/cause)
if((!cause) || (!src.imp_in)) return 0
var/mob/living/carbon/R = src.imp_in
src.reagents.trans_to(R, cause)
R << "You hear a faint *beep*."
if(!src.reagents.total_volume)
R << "You hear a faint click from your chest."
spawn(0)
del(src)
return
/obj/item/weapon/implant/loyalty
name = "loyalty"
desc = "Makes you loyal or such."
get_data()
var/dat = {"
Implant Specifications:
Name: NanoTrasen Employee Management Implant
Life: Ten years.
Important Notes: Personnel injected with this device tend to be much more loyal to the company.
Implant Details:
Function: Contains a small pod of nanobots that manipulate the host's mental functions.
Special Features: Will prevent and cure most forms of brainwashing.
Integrity: Implant will last so long as the nanobots are inside the bloodstream."}
return dat
implanted(M as mob)
if(!istype(M, /mob/living/carbon/human)) return
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode.head_revolutionaries)
for(var/mob/O in viewers(H, null))
O.show_message(text("\red [] seems to resist the implant.", H), 1)
return
else if(H.mind in ticker.mode:revolutionaries)
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return