Files
Bubberstation/code/game/objects/items/implants/implant_misc.dm
2017-12-29 03:51:41 -05:00

117 lines
3.5 KiB
Plaintext

/obj/item/implant/weapons_auth
name = "firearms authentication implant"
desc = "Lets you shoot your guns."
icon_state = "auth"
activated = 0
/obj/item/implant/weapons_auth/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Firearms Authentication Implant<BR>
<b>Life:</b> 4 hours after death of host<BR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
return dat
/obj/item/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns."
icon_state = "adrenal"
uses = 3
/obj/item/implant/adrenalin/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
<b>Life:</b> Five days.<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
return dat
/obj/item/implant/adrenalin/activate()
uses--
to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
imp_in.SetStun(0)
imp_in.SetKnockdown(0)
imp_in.SetUnconscious(0)
imp_in.adjustStaminaLoss(-75)
imp_in.lying = 0
imp_in.update_canmove()
imp_in.reagents.add_reagent("synaptizine", 10)
imp_in.reagents.add_reagent("omnizine", 10)
imp_in.reagents.add_reagent("stimulants", 10)
if(!uses)
qdel(src)
/obj/item/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
icon_state = "emp"
uses = 3
/obj/item/implant/emp/activate()
uses--
empulse(imp_in, 3, 5)
if(!uses)
qdel(src)
//Health Tracker Implant
/obj/item/implant/health
name = "health implant"
activated = 0
var/healthstring = ""
/obj/item/implant/health/proc/sensehealth()
if (!imp_in)
return "ERROR"
else
if(isliving(imp_in))
var/mob/living/L = imp_in
healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
if (!healthstring)
healthstring = "ERROR"
return healthstring
/obj/item/implant/radio
name = "internal radio implant"
desc = "Are you there God? It's me, Syndicate Comms Agent."
activated = TRUE
var/obj/item/device/radio/radio
var/radio_key = /obj/item/device/encryptionkey/syndicate
icon = 'icons/obj/radio.dmi'
icon_state = "walkietalkie"
/obj/item/implant/radio/activate()
// needs to be GLOB.deep_inventory_state otherwise it won't open
radio.ui_interact(usr, "main", null, FALSE, null, GLOB.deep_inventory_state)
/obj/item/implant/radio/Initialize(mapload)
. = ..()
radio = new(src)
// almost like an internal headset, but without the
// "must be in ears to hear" restriction.
radio.name = "internal radio"
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.keyslot = new radio_key
radio.recalculateChannels()
/obj/item/implant/radio/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Internal Radio Implant<BR>
<b>Life:</b> 24 hours<BR>
<b>Implant Details:</b> Allows user to use an internal radio, useful if user expects equipment loss, or cannot equip conventional radios."}
return dat
/obj/item/implanter/radio
name = "implanter (internal radio)"
imp_type = /obj/item/implant/radio