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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
/obj/item/implant/freedom
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name = "freedom implant"
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desc = "Use this to escape from those evil Red Shirts."
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icon_state = "freedom"
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implant_color = "r"
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uses = FREEDOM_IMPLANT_CHARGES
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implant_info = "Activated manually. \
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Unlocks bindings on arms and legs when activated, but not larger ones e.g. straightjackets."
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implant_lore = "The CSMD Freedom Beacon is a hybrid signal transmitter and specialized nanite manufactory \
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designed to defeat handcuffs, legcuffs, and other equivalent arm and leg bindings by both transmitting \
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unlock signals for electrical cuff lock systems and, in the event of failure, generating thin nanite tendrils \
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to nondestructively unsecure relevant bindings. Unfortunately, this only works for bindings on the arms and legs; \
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larger restraints, such as straightjackets are too complex for the nanites to deal with."
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/obj/item/implant/freedom/implant(mob/living/target, mob/user, silent, force)
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. = ..()
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if(!.)
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return FALSE
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if(!iscarbon(target)) //This is pretty much useless for anyone else since they can't be cuffed
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balloon_alert(user, "that would be a waste!")
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return FALSE
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return TRUE
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/obj/item/implant/freedom/activate()
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. = ..()
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var/mob/living/carbon/carbon_imp_in = imp_in
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if(!can_trigger(carbon_imp_in))
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balloon_alert(carbon_imp_in, "no restraints!")
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return
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uses--
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carbon_imp_in.uncuff()
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var/obj/item/clothing/shoes/shoes = carbon_imp_in.shoes
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if(istype(shoes) && shoes.tied == SHOES_KNOTTED)
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shoes.adjust_laces(SHOES_TIED, carbon_imp_in)
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if(!uses)
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addtimer(CALLBACK(carbon_imp_in, TYPE_PROC_REF(/atom, balloon_alert), carbon_imp_in, "implant degraded!"), 1 SECONDS)
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qdel(src)
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/obj/item/implant/freedom/proc/can_trigger(mob/living/carbon/implanted_in)
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if(implanted_in.handcuffed || implanted_in.legcuffed)
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return TRUE
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var/obj/item/clothing/shoes/shoes = implanted_in.shoes
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if(istype(shoes) && shoes.tied == SHOES_KNOTTED)
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return TRUE
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return FALSE
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/obj/item/implanter/freedom
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name = "implanter" // Skyrat edit , was implanter (freedom)
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imp_type = /obj/item/implant/freedom
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special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
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special_desc = "A Syndicate implanter used for a freedom implant" // Skyrat edit
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/obj/item/implantcase/freedom
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name = "implant case - 'Freedom'"
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desc = "A glass case containing a freedom implant."
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imp_type = /obj/item/implant/freedom
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