mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-05 15:04:21 +00:00
Merge pull request #6082 from VOREStation/upstream-merge-6465
[MIRROR] Medical Expansion
This commit is contained in:
@@ -175,6 +175,30 @@ HALOGEN COUNTER - Radcount on mobs
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dat += stomachunknownreagents[d]
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else
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dat += "<span class='warning'>Unknown substance[(unknown > 1)?"s":""] found in subject's stomach.</span><br>"
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if(C.touching && C.touching.total_volume)
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var/unknown = 0
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var/touchreagentdata[0]
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var/touchunknownreagents[0]
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for(var/B in C.touching.reagent_list)
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var/datum/reagent/T = B
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if(T.scannable)
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touchreagentdata["[T.id]"] = "<span class='notice'>\t[round(C.touching.get_reagent_amount(T.id), 1)]u [T.name]</span><br>"
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if (advscan == 0 || showadvscan == 0)
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dat += "<span class='notice'>[T.name] found in subject's dermis.</span><br>"
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else
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++unknown
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touchunknownreagents["[T.id]"] = "<span class='notice'>\t[round(C.ingested.get_reagent_amount(T.id), 1)]u [T.name]</span><br>"
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if(advscan >= 1 && showadvscan == 1)
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dat += "<span class='notice'>Beneficial reagents detected in subject's dermis:</span><br>"
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for(var/d in touchreagentdata)
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dat += touchreagentdata[d]
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if(unknown)
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if(advscan >= 3 && showadvscan == 1)
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dat += "<span class='warning'>Warning: Non-medical reagent[(unknown > 1)?"s":""] found in subject's dermis:</span><br>"
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for(var/d in touchunknownreagents)
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dat += touchunknownreagents[d]
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else
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dat += "<span class='warning'>Unknown substance[(unknown > 1)?"s":""] found in subject's dermis.</span><br>"
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if(C.virus2.len)
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for (var/ID in C.virus2)
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if (ID in virusDB)
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@@ -50,4 +50,9 @@
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/datum/matter_synth/wire
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name = "Wire Synthesizer"
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max_energy = 50
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recharge_rate = 2
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recharge_rate = 2
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/datum/matter_synth/bandage
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name = "Bandage Synthesizer"
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max_energy = 10
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recharge_rate = 1
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@@ -11,6 +11,8 @@
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var/heal_burn = 0
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var/apply_sounds
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var/upgrade_to // The type path this stack can be upgraded to.
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/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
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if (!istype(M))
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user << "<span class='warning'>\The [src] cannot be applied to [M]!</span>"
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@@ -59,6 +61,80 @@
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use(1)
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M.updatehealth()
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/obj/item/stack/medical/proc/upgrade_stack(var/upgrade_amount)
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. = FALSE
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var/turf/T = get_turf(src)
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if(ispath(upgrade_to) && use(upgrade_amount))
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var/obj/item/stack/medical/M = new upgrade_to(T, upgrade_amount)
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return M
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return .
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/obj/item/stack/medical/crude_pack
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name = "crude bandage"
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singular_name = "crude bandage length"
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desc = "Some bandages to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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upgrade_to = /obj/item/stack/medical/bruise_pack
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/obj/item/stack/medical/crude_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
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return
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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else
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user.visible_message("<span class='notice'>\The [user] starts bandaging [M]'s [affecting.name].</span>", \
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"<span class='notice'>You start bandaging [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/3))
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to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
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break
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if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>\The [user] places a bandage over \a [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandage over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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playsound(src, pick(apply_sounds), 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
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else
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to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
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use(used)
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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@@ -68,6 +144,8 @@
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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upgrade_to = /obj/item/stack/medical/advanced/bruise_pack
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/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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@@ -24,6 +24,9 @@
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var/list/datum/matter_synth/synths = null
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var/no_variants = TRUE // Determines whether the item should update it's sprites based on amount.
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var/pass_color = FALSE // Will the item pass its own color var to the created item? Dyed cloth, wood, etc.
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var/strict_color_stacking = FALSE // Will the stack merge with other stacks that are different colors? (Dyed cloth, wood, etc)
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/obj/item/stack/New(var/loc, var/amount=null)
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..()
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if (!stacktype)
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@@ -159,6 +162,17 @@
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for (var/obj/item/I in O)
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qdel(I)
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if ((pass_color || recipe.pass_color))
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if(!color)
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if(recipe.use_material)
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var/material/MAT = get_material_by_name(recipe.use_material)
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if(MAT.icon_colour)
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O.color = MAT.icon_colour
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else
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return
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else
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O.color = color
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/obj/item/stack/Topic(href, href_list)
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..()
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if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
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@@ -242,6 +256,9 @@
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return 0
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if ((stacktype != S.stacktype) && !type_verified)
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return 0
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if ((strict_color_stacking || S.strict_color_stacking) && S.color != color)
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return 0
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if (isnull(tamount))
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tamount = src.get_amount()
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@@ -355,8 +372,9 @@
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var/one_per_turf = 0
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var/on_floor = 0
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var/use_material
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var/pass_color
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New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null)
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New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1, time = 0, one_per_turf = 0, on_floor = 0, supplied_material = null, pass_stack_color)
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src.title = title
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src.result_type = result_type
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src.req_amount = req_amount
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@@ -366,6 +384,7 @@
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src.one_per_turf = one_per_turf
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src.on_floor = on_floor
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src.use_material = supplied_material
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src.pass_color = pass_stack_color
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/*
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* Recipe list datum
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@@ -80,6 +80,10 @@
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name = "\improper \"LiquidProtein\" ration"
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icon_state = "liquidprotein"
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/obj/item/trash/liquidvitamin
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name = "\improper \"VitaPaste\" ration"
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icon_state = "liquidvitamin"
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/obj/item/trash/tastybread
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name = "bread tube"
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icon_state = "tastybread"
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@@ -13,6 +13,7 @@
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var/implant_color = "b"
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var/allow_reagents = 0
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var/malfunction = 0
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var/initialize_loc = BP_TORSO
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show_messages = 1
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/obj/item/weapon/implant/proc/trigger(emote, source as mob)
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@@ -30,7 +31,7 @@
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var/mob/living/carbon/human/H = source
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var/obj/item/organ/external/affected = H.get_organ(target_zone)
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if(affected)
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affected.implants += src
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affected.implants |= src
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part = affected
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if(part)
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forceMove(part)
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@@ -65,8 +66,9 @@
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/obj/item/weapon/implant/proc/implant_loadout(var/mob/living/carbon/human/H)
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if(H)
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var/obj/item/organ/external/affected = H.organs_by_name[BP_HEAD]
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var/obj/item/organ/external/affected = H.organs_by_name[initialize_loc]
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if(handle_implant(H, affected))
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invisibility = initial(invisibility)
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post_implant(H)
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/obj/item/weapon/implant/Destroy()
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@@ -110,7 +112,7 @@ GLOBAL_LIST_BOILERPLATE(all_tracking_implants, /obj/item/weapon/implant/tracking
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..()
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/obj/item/weapon/implant/tracking/post_implant(var/mob/source)
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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/obj/item/weapon/implant/tracking/Destroy()
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STOP_PROCESSING(SSobj, src)
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@@ -563,7 +565,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/weapon/implant/death_alarm/post_implant(mob/source as mob)
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mobname = source.real_name
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START_PROCESSING(SSobj, src)
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START_PROCESSING(SSobj, src)
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//////////////////////////////
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// Compressed Matter Implant
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196
code/game/objects/items/weapons/implants/implantaugment.dm
Normal file
196
code/game/objects/items/weapons/implants/implantaugment.dm
Normal file
@@ -0,0 +1,196 @@
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//////////////////////////////
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// Nanite Organ Implant
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//////////////////////////////
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/obj/item/weapon/implant/organ
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name = "nanite fabrication implant"
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desc = "A buzzing implant covered in a writhing layer of metal insects."
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icon_state = "implant_evil"
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origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 2, TECH_ILLEGAL = 2)
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var/organ_to_implant = /obj/item/organ/internal/augment/bioaugment/thermalshades
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var/organ_display_name = "unknown organ"
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/obj/item/weapon/implant/organ/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> \"GreyDoctor\" Class Nanite Hive<BR>
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<b>Life:</b> Activates upon implantation, destroying itself in the process.<BR>
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<b>Important Notes:</b> Nanites will fail to complete their task if a suitable location cannot be found for the organ.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Nanites will fabricate: <span class='alien'>[organ_display_name]</span><BR>
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<b>Special Features:</b> Organ identification protocols.<BR>
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<b>Integrity:</b> N/A"}
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return dat
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/obj/item/weapon/implant/organ/post_implant(var/mob/M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/NewOrgan = new organ_to_implant()
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var/obj/item/organ/external/E = H.get_organ(NewOrgan.parent_organ)
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to_chat(H, "<span class='notice'>You feel a tingling sensation in your [part].</span>")
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if(E && !(H.internal_organs_by_name[NewOrgan.organ_tag]))
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spawn(rand(1 SECONDS, 30 SECONDS))
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to_chat(H, "<span class='alien'>You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.</span>")
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NewOrgan.forceMove(H)
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NewOrgan.owner = H
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if(E.internal_organs == null)
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E.internal_organs = list()
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E.internal_organs |= NewOrgan
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H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
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H.internal_organs |= NewOrgan
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NewOrgan.handle_organ_mod_special()
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spawn(1)
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if(!QDELETED(src))
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qdel(src)
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else
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qdel(NewOrgan)
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to_chat(H, "<span class='warning'>You feel a pinching sensation in your [part]. The implant remains.</span>")
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/obj/item/weapon/implant/organ/islegal()
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return 0
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/*
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* Arm / leg mounted augments.
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*/
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/obj/item/weapon/implant/organ/limbaugment
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name = "nanite implant"
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organ_to_implant = /obj/item/organ/internal/augment/armmounted/taser
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organ_display_name = "physiological augment"
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var/list/possible_targets = list(O_AUG_L_FOREARM, O_AUG_R_FOREARM)
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/obj/item/weapon/implant/organ/limbaugment/post_implant(var/mob/M)
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/NewOrgan = new organ_to_implant()
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var/obj/item/organ/external/E = setup_augment_slots(H, NewOrgan)
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to_chat(H, "<span class='notice'>You feel a tingling sensation in your [part].</span>")
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if(E && istype(E) && !(H.internal_organs_by_name[NewOrgan.organ_tag]))
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spawn(rand(1 SECONDS, 30 SECONDS))
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to_chat(H, "<span class='alien'>You feel a pressure in your [E] as the tingling fades, the lump caused by the implant now gone.</span>")
|
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NewOrgan.forceMove(H)
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NewOrgan.owner = H
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if(E.internal_organs == null)
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E.internal_organs = list()
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E.internal_organs |= NewOrgan
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H.internal_organs_by_name[NewOrgan.organ_tag] = NewOrgan
|
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H.internal_organs |= NewOrgan
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NewOrgan.handle_organ_mod_special()
|
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|
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spawn(1)
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if(!QDELETED(src))
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qdel(src)
|
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|
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else
|
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qdel(NewOrgan)
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to_chat(H, "<span class='warning'>You feel a pinching sensation in your [part]. The implant remains.</span>")
|
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|
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/obj/item/weapon/implant/organ/limbaugment/proc/setup_augment_slots(var/mob/living/carbon/human/H, var/obj/item/organ/internal/augment/armmounted/I)
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var/list/Choices = possible_targets.Copy()
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for(var/targ in possible_targets)
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if(H.internal_organs_by_name[targ])
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Choices -= targ
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var/target_choice = null
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if(Choices && Choices.len)
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if(Choices.len == 1)
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target_choice = Choices[1]
|
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else
|
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target_choice = input("Choose augment location:") in Choices
|
||||
|
||||
else
|
||||
return FALSE
|
||||
|
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if(target_choice)
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switch(target_choice)
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if(O_AUG_R_HAND)
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I.organ_tag = O_AUG_R_HAND
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I.parent_organ = BP_R_HAND
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I.target_slot = slot_r_hand
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if(O_AUG_L_HAND)
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I.organ_tag = O_AUG_L_HAND
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I.parent_organ = BP_L_HAND
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I.target_slot = slot_l_hand
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if(O_AUG_R_FOREARM)
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I.organ_tag = O_AUG_R_FOREARM
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I.parent_organ = BP_R_ARM
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I.target_slot = slot_r_hand
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if(O_AUG_L_FOREARM)
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I.organ_tag = O_AUG_L_FOREARM
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I.parent_organ = BP_L_ARM
|
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I.target_slot = slot_l_hand
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|
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if(O_AUG_R_UPPERARM)
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I.organ_tag = O_AUG_R_UPPERARM
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I.parent_organ = BP_R_ARM
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I.target_slot = slot_r_hand
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if(O_AUG_L_UPPERARM)
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I.organ_tag = O_AUG_L_UPPERARM
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||||
I.parent_organ = BP_L_ARM
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||||
I.target_slot = slot_l_hand
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. = H.get_organ(I.parent_organ)
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||||
|
||||
/*
|
||||
* Limb implant primary subtypes.
|
||||
*/
|
||||
|
||||
/obj/item/weapon/implant/organ/limbaugment/upperarm
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple
|
||||
organ_display_name = "multi-use augment"
|
||||
|
||||
possible_targets = list(O_AUG_R_UPPERARM,O_AUG_L_UPPERARM)
|
||||
|
||||
/obj/item/weapon/implant/organ/limbaugment/wrist
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand
|
||||
organ_display_name = "wrist augment"
|
||||
|
||||
possible_targets = list(O_AUG_R_HAND,O_AUG_L_HAND)
|
||||
|
||||
/*
|
||||
* Limb implant general subtypes.
|
||||
*/
|
||||
|
||||
// Wrist
|
||||
/obj/item/weapon/implant/organ/limbaugment/wrist/sword
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/hand/sword
|
||||
organ_display_name = "weapon augment"
|
||||
|
||||
// Fore-arm
|
||||
/obj/item/weapon/implant/organ/limbaugment/laser
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted
|
||||
organ_display_name = "weapon augment"
|
||||
|
||||
/obj/item/weapon/implant/organ/limbaugment/dart
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/dartbow
|
||||
organ_display_name = "weapon augment"
|
||||
|
||||
// Upper-arm.
|
||||
/obj/item/weapon/implant/organ/limbaugment/upperarm/medkit
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/multiple/medical
|
||||
|
||||
/obj/item/weapon/implant/organ/limbaugment/upperarm/surge
|
||||
organ_to_implant = /obj/item/organ/internal/augment/armmounted/shoulder/surge
|
||||
|
||||
/*
|
||||
* Others
|
||||
*/
|
||||
|
||||
/obj/item/weapon/implant/organ/pelvic
|
||||
name = "nanite fabrication implant"
|
||||
|
||||
organ_to_implant = /obj/item/organ/internal/augment/bioaugment/sprint_enhance
|
||||
organ_display_name = "pelvic augment"
|
||||
@@ -179,3 +179,103 @@
|
||||
src.imp = new /obj/item/weapon/implant/language/eal( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/shades
|
||||
name = "glass case - 'Integrated Shades'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/shades/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/taser
|
||||
name = "glass case - 'Taser'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/taser/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/laser
|
||||
name = "glass case - 'Laser'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/laser/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/laser( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/dart
|
||||
name = "glass case - 'Dart'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/dart/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/dart( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/toolkit
|
||||
name = "glass case - 'Toolkit'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/toolkit/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/medkit
|
||||
name = "glass case - 'Toolkit'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/medkit/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/medkit( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/surge
|
||||
name = "glass case - 'Muscle Overclocker'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/surge/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/surge( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/analyzer
|
||||
name = "glass case - 'Scanner'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/analyzer/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/sword
|
||||
name = "glass case - 'Scanner'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/sword/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/sword( src )
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/weapon/implantcase/sprinter
|
||||
name = "glass case - 'Sprinter'"
|
||||
desc = "A case containing a nanite fabricator implant."
|
||||
icon_state = "implantcase-b"
|
||||
|
||||
/obj/item/weapon/implantcase/sprinter/New()
|
||||
src.imp = new /obj/item/weapon/implant/organ/pelvic( src )
|
||||
..()
|
||||
return
|
||||
|
||||
30
code/game/objects/items/weapons/implants/implantdud.dm
Normal file
30
code/game/objects/items/weapons/implants/implantdud.dm
Normal file
@@ -0,0 +1,30 @@
|
||||
/obj/item/weapon/implant/dud
|
||||
name = "unknown implant"
|
||||
desc = "A small device with small connector wires."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "implant"
|
||||
initialize_loc = BP_HEAD
|
||||
var/roundstart = TRUE
|
||||
|
||||
/obj/item/weapon/implant/dud/torso
|
||||
name = "unknown implant"
|
||||
desc = "A small device with small connector wires."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "implant"
|
||||
initialize_loc = BP_TORSO
|
||||
|
||||
/obj/item/weapon/implant/dud/old
|
||||
name = "old implant"
|
||||
desc = "A small device with small connector wires."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "implant"
|
||||
roundstart = FALSE
|
||||
|
||||
/obj/item/weapon/implant/dud/Initialize()
|
||||
..()
|
||||
if(roundstart)
|
||||
invisibility = 100
|
||||
..()
|
||||
spawn(3)
|
||||
if(!ishuman(loc) && !QDELETED(src))
|
||||
qdel(src)
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/item/weapon/implant/neural
|
||||
name = "neural framework implant"
|
||||
desc = "A small metal casing with numerous wires stemming off of it."
|
||||
initialize_loc = BP_HEAD
|
||||
var/obj/item/organ/internal/brain/my_brain = null
|
||||
var/target_state = null
|
||||
var/robotic_brain = FALSE
|
||||
@@ -104,3 +105,10 @@ Implant Specifics:<BR>"}
|
||||
my_brain.take_damage(15)
|
||||
my_brain = null
|
||||
return
|
||||
|
||||
/obj/item/weapon/implant/neural/roundstart/Initialize()
|
||||
invisibility = 100
|
||||
..()
|
||||
spawn(3)
|
||||
if(!ishuman(loc) && !QDELETED(src))
|
||||
qdel(src)
|
||||
|
||||
@@ -185,6 +185,20 @@ MRE Stuff
|
||||
/obj/random/mre/sauce/crayon
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/mre/menu13
|
||||
name = "medical MRE"
|
||||
meal_desc = "This one is menu 13, vitamin paste & dessert. Only for emergencies."
|
||||
icon_state = "crayonmre"
|
||||
starts_with = list(
|
||||
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/liquidvitamin,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/liquidprotein,
|
||||
/obj/random/mre/drink,
|
||||
/obj/item/weapon/storage/mrebag/dessert,
|
||||
/obj/item/weapon/material/kitchen/utensil/spoon/plastic
|
||||
)
|
||||
|
||||
/obj/item/weapon/storage/mre/random
|
||||
meal_desc = "The menu label is faded out."
|
||||
starts_with = list(
|
||||
|
||||
@@ -93,6 +93,42 @@
|
||||
O.update()
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug
|
||||
name = "boxed augment implant (with injector)"
|
||||
var/case_type = /obj/item/weapon/implantcase/shades
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/Initialize()
|
||||
new /obj/item/weapon/implanter(src)
|
||||
new case_type(src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/taser
|
||||
case_type = /obj/item/weapon/implantcase/taser
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/laser
|
||||
case_type = /obj/item/weapon/implantcase/laser
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/dart
|
||||
case_type = /obj/item/weapon/implantcase/dart
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/toolkit
|
||||
case_type = /obj/item/weapon/implantcase/toolkit
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/medkit
|
||||
case_type = /obj/item/weapon/implantcase/medkit
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/surge
|
||||
case_type = /obj/item/weapon/implantcase/surge
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/analyzer
|
||||
case_type = /obj/item/weapon/implantcase/analyzer
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/sword
|
||||
case_type = /obj/item/weapon/implantcase/sword
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/imp_aug/sprinter
|
||||
case_type = /obj/item/weapon/implantcase/sprinter
|
||||
|
||||
/obj/item/weapon/storage/box/syndie_kit/space
|
||||
name = "boxed space suit and helmet"
|
||||
starts_with = list(
|
||||
|
||||
@@ -128,6 +128,15 @@
|
||||
icon_state = "scalpel_manager_on"
|
||||
force = 7.5
|
||||
|
||||
/obj/item/weapon/surgical/scalpel/ripper
|
||||
name = "organ pincers"
|
||||
desc = "A horrifying bladed tool with a large metal spike in its center. The tool is used for rapidly removing organs from hopefully willing patients."
|
||||
icon_state = "organ_ripper"
|
||||
item_state = "bone_setter"
|
||||
force = 15.0
|
||||
toolspeed = 0.75
|
||||
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 3, TECH_ILLEGAL = 2)
|
||||
|
||||
/*
|
||||
* Circular Saw
|
||||
*/
|
||||
@@ -147,6 +156,19 @@
|
||||
sharp = 1
|
||||
edge = 1
|
||||
|
||||
/obj/item/weapon/surgical/circular_saw/manager
|
||||
name = "energetic bone diverter"
|
||||
desc = "For heavy duty cutting (and sealing), with science!"
|
||||
icon_state = "adv_saw"
|
||||
item_state = "saw3"
|
||||
hitsound = 'sound/weapons/emitter2.ogg'
|
||||
damtype = SEARING
|
||||
w_class = ITEMSIZE_LARGE
|
||||
origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 12500)
|
||||
attack_verb = list("attacked", "slashed", "seared", "cut")
|
||||
toolspeed = 0.75
|
||||
|
||||
//misc, formerly from code/defines/weapons.dm
|
||||
/obj/item/weapon/surgical/bonegel
|
||||
name = "bone gel"
|
||||
@@ -245,4 +267,4 @@
|
||||
|
||||
/obj/item/weapon/surgical/bone_clamp/alien
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
toolspeed = 0.75
|
||||
toolspeed = 0.75
|
||||
|
||||
Reference in New Issue
Block a user