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* Minor implants refactor Fixes #24375. Implant cases and implanters now have an `imp_type` var for making the implant in New(), rather than individually creating the implant in New(), which would have worked fine except when you try to create subclasses of implanters. * Initialize gt New
24 lines
758 B
Plaintext
24 lines
758 B
Plaintext
/obj/item/weapon/implant/sad_trombone
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name = "sad trombone implant"
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activated = 0
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/obj/item/weapon/implant/sad_trombone/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Honk Co. Sad Trombone Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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"}
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return dat
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/obj/item/weapon/implant/sad_trombone/trigger(emote, mob/source)
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if(emote == "deathgasp")
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playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 0)
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/obj/item/weapon/implanter/sad_trombone
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name = "implanter (sad_trombone)"
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imp_type = /obj/item/weapon/implant/sad_trombone
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/obj/item/weapon/implantcase/sad_trombone
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name = "implant case - 'Sad Trombone'"
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desc = "A glass case containing a sad trombone implant."
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imp_type = /obj/item/weapon/implant/sad_trombone
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