/obj/item/implant/explosive name = "microbomb implant" desc = "And boom goes the weasel." icon_state = "explosive" actions_types = list(/datum/action/item_action/explosive_implant) // Explosive implant action is always available. var/weak = 2 var/medium = 0.8 var/heavy = 0.4 var/delay = 7 var/popup = FALSE // is the DOUWANNABLOWUP window open? var/active = FALSE /obj/item/implant/explosive/proc/on_death(datum/source, gibbed) SIGNAL_HANDLER // There may be other signals that want to handle mob's death // and the process of activating destroys the body, so let the other // signal handlers at least finish. Also, the "delayed explosion" // uses sleeps, which is bad for signal handlers to do. INVOKE_ASYNC(src, .proc/activate, "death") /obj/item/implant/explosive/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
"} return dat /obj/item/implant/explosive/activate(cause) . = ..() if(!cause || !imp_in || active) return 0 if(cause == "action_button" && !popup) popup = TRUE var/response = alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", "Yes", "No") popup = FALSE if(response == "No") return 0 heavy = round(heavy) medium = round(medium) weak = round(weak) to_chat(imp_in, "You activate your [name].") active = TRUE var/turf/boomturf = get_turf(imp_in) message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].") //If the delay is short, just blow up already jeez if(delay <= 7) explosion(src,heavy,medium,weak,weak, flame_range = weak) if(imp_in) imp_in.gib(1) qdel(src) return timed_explosion() /obj/item/implant/explosive/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE) for(var/X in target.implants) if(istype(X, /obj/item/implant/explosive)) //we don't use our own type here, because macrobombs inherit this proc and need to be able to upgrade microbombs var/obj/item/implant/explosive/imp_e = X imp_e.heavy += heavy imp_e.medium += medium imp_e.weak += weak imp_e.delay += delay qdel(src) return TRUE . = ..() if(.) RegisterSignal(target, COMSIG_LIVING_DEATH, .proc/on_death) /obj/item/implant/explosive/proc/timed_explosion() imp_in.visible_message("[imp_in] starts beeping ominously!") playsound(loc, 'sound/items/timer.ogg', 30, FALSE) sleep(delay*0.25) if(imp_in && !imp_in.stat) imp_in.visible_message("[imp_in] doubles over in pain!") imp_in.Paralyze(140) playsound(loc, 'sound/items/timer.ogg', 30, FALSE) sleep(delay*0.25) playsound(loc, 'sound/items/timer.ogg', 30, FALSE) sleep(delay*0.25) playsound(loc, 'sound/items/timer.ogg', 30, FALSE) sleep(delay*0.25) explosion(src,heavy,medium,weak,weak, flame_range = weak) if(imp_in) imp_in.gib(1) qdel(src) /obj/item/implant/explosive/macro name = "macrobomb implant" desc = "And boom goes the weasel. And everything else nearby." icon_state = "explosive" weak = 20 //the strength and delay of 10 microbombs medium = 8 heavy = 4 delay = 70 /obj/item/implanter/explosive name = "implanter (microbomb)" imp_type = /obj/item/implant/explosive /obj/item/implantcase/explosive name = "implant case - 'Explosive'" desc = "A glass case containing an explosive implant." imp_type = /obj/item/implant/explosive /obj/item/implanter/explosive_macro name = "implanter (macrobomb)" imp_type = /obj/item/implant/explosive/macro