mirror of
https://github.com/Bubberstation/Bubberstation.git
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168 lines
5.0 KiB
Plaintext
168 lines
5.0 KiB
Plaintext
/obj/item/weapon/implant
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name = "implant"
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icon = 'icons/obj/implants.dmi'
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icon_state = "generic" //Shows up as the action button icon
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action_button_is_hands_free = 1
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origin_tech = "materials=2;biotech=3;programming=2"
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var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like loyalty implants
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var/implanted = null
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var/mob/living/imp_in = null
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item_color = "b"
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var/allow_multiple = 0
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var/uses = -1
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/obj/item/weapon/implant/proc/trigger(emote, mob/source)
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return
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/obj/item/weapon/implant/proc/activate()
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return
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/obj/item/weapon/implant/ui_action_click()
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activate("action_button")
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//What does the implant do upon injection?
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//return 1 if the implant injects
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//return -1 if the implant fails to inject
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//return 0 if there is no room for implant
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/obj/item/weapon/implant/proc/implant(var/mob/source, var/mob/user)
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var/obj/item/weapon/implant/imp_e = locate(src.type) in source
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if(!allow_multiple && imp_e && imp_e != src)
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if(imp_e.uses < initial(imp_e.uses)*2)
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if(uses == -1)
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imp_e.uses = -1
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else
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imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
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qdel(src)
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return 1
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else
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return 0
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if(activated)
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action_button_name = "Activate [src.name]"
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src.loc = source
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imp_in = source
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implanted = 1
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if(istype(source, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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if(user)
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add_logs(user, source, "implanted", object="[name]")
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return 1
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/obj/item/weapon/implant/proc/removed(var/mob/source)
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src.loc = null
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imp_in = null
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implanted = 0
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if(istype(source, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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return 1
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/obj/item/weapon/implant/Destroy()
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if(imp_in)
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removed(imp_in)
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return ..()
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/obj/item/weapon/implant/proc/get_data()
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return "No information available"
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/obj/item/weapon/implant/dropped(mob/user)
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. = 1
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qdel(src)
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return .
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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desc = "Track with this."
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activated = 0
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origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
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var/id = 1.0
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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/obj/item/weapon/implant/weapons_auth
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name = "firearms authentication implant"
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desc = "Lets you shoot your guns"
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icon_state = "auth"
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origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
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activated = 0
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/obj/item/weapon/implant/weapons_auth/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Firearms Authentication Implant<BR>
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<b>Life:</b> 4 hours after death of host<BR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
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return dat
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/obj/item/weapon/implant/adrenalin
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name = "adrenal implant"
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desc = "Removes all stuns and knockdowns."
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icon_state = "adrenal"
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origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
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uses = 3
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/obj/item/weapon/implant/adrenalin/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
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<b>Life:</b> Five days.<BR>
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<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
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<HR>
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<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
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<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
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<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
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return dat
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/obj/item/weapon/implant/adrenalin/activate()
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if(uses < 1) return 0
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uses--
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imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
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imp_in.SetStunned(0)
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imp_in.SetWeakened(0)
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imp_in.SetParalysis(0)
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imp_in.adjustStaminaLoss(-75)
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imp_in.lying = 0
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imp_in.update_canmove()
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imp_in.reagents.add_reagent("synaptizine", 10)
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imp_in.reagents.add_reagent("omnizine", 10)
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imp_in.reagents.add_reagent("stimulants", 10)
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/obj/item/weapon/implant/emp
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name = "emp implant"
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desc = "Triggers an EMP."
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icon_state = "emp"
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origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
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uses = 2
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/obj/item/weapon/implant/emp/activate()
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if (src.uses < 1) return 0
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src.uses--
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empulse(imp_in, 3, 5)
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