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/**
* 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]"