/obj/item/weapon/implanter name = "implanter" icon = 'icons/obj/items.dmi' icon_state = "implanter0_1" item_state = "syringe_0" throw_speed = 1 throw_range = 5 w_class = ITEMSIZE_SMALL matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000) var/obj/item/weapon/implant/imp = null var/active = 1 /obj/item/weapon/implanter/attack_self(var/mob/user) active = !active to_chat(user, "You [active ? "" : "de"]activate \the [src].") update() /obj/item/weapon/implanter/verb/remove_implant(var/mob/user) set category = "Object" set name = "Remove Implant" set src in usr if(!imp) return imp.loc = get_turf(src) user.put_in_hands(imp) to_chat(user, "You remove \the [imp] from \the [src].") name = "implanter" imp = null update() return /obj/item/weapon/implanter/proc/update() if (src.imp) src.icon_state = "implanter1" else src.icon_state = "implanter0" src.icon_state += "_[active]" return /obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob) if (!istype(M, /mob/living/carbon)) return if(active) if (imp) M.visible_message("[user] is attempting to implant [M].") user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) user.do_attack_animation(M) var/turf/T1 = get_turf(M) if (T1 && ((M == user) || do_after(user, 50))) if(user && M && (get_turf(M) == T1) && src && src.imp) M.visible_message("[M] has been implanted by [user].") add_attack_logs(user,M,"Implanted with [imp.name] using [name]") if(src.imp.implanted(M)) src.imp.loc = M src.imp.imp_in = M src.imp.implanted = 1 if (ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting) affected.implants += src.imp imp.part = affected BITSET(H.hud_updateflag, IMPLOYAL_HUD) src.imp = null update() else to_chat(user, "You need to activate \the [src.name] first.") return /obj/item/weapon/implanter/loyalty name = "implanter-loyalty" /obj/item/weapon/implanter/loyalty/New() src.imp = new /obj/item/weapon/implant/loyalty( src ) ..() update() return /obj/item/weapon/implanter/explosive name = "implanter (E)" /obj/item/weapon/implanter/explosive/New() src.imp = new /obj/item/weapon/implant/explosive( src ) ..() update() return /obj/item/weapon/implanter/adrenalin name = "implanter-adrenalin" /obj/item/weapon/implanter/adrenalin/New() src.imp = new /obj/item/weapon/implant/adrenalin(src) ..() update() return /obj/item/weapon/implanter/compressed name = "implanter (C)" icon_state = "cimplanter1" /obj/item/weapon/implanter/compressed/New() imp = new /obj/item/weapon/implant/compressed( src ) ..() update() return /obj/item/weapon/implanter/compressed/update() if (imp) var/obj/item/weapon/implant/compressed/c = imp if(!c.scanned) icon_state = "cimplanter1" else icon_state = "cimplanter2" else icon_state = "cimplanter0" return /obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob) var/obj/item/weapon/implant/compressed/c = imp if (!c) return if (c.scanned == null) to_chat(user, "Please scan an object with the implanter first.") return ..() /obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity) if(!proximity) return if(!active) to_chat(user, "Activate \the [src.name] first.") return if(istype(A,/obj/item) && imp) var/obj/item/weapon/implant/compressed/c = imp if (c.scanned) to_chat(user, "Something is already scanned inside the implant!") return c.scanned = A if(istype(A, /obj/item/weapon/storage)) to_chat(user, "You can't store \the [A.name] in this!") c.scanned = null return if(istype(A.loc,/mob/living/carbon/human)) var/mob/living/carbon/human/H = A.loc H.remove_from_mob(A) else if(istype(A.loc,/obj/item/weapon/storage)) var/obj/item/weapon/storage/S = A.loc S.remove_from_storage(A) A.loc.contents.Remove(A) update()