#define MALFUNCTION_TEMPORARY 1 #define MALFUNCTION_PERMANENT 2 /obj/item/weapon/implant name = "implant" icon = 'icons/obj/device.dmi' icon_state = "implant" var/implanted = null var/mob/imp_in = null var/obj/item/organ/external/part = null var/implant_color = "b" var/allow_reagents = 0 var/malfunction = 0 show_messages = 1 proc/trigger(emote, source as mob) return proc/activate() return // What does the implant do upon injection? // return 0 if the implant fails (ex. Revhead and loyalty implant.) // return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.) proc/implanted(var/mob/source) return 1 proc/get_data() return "No information available" proc/hear(message, source as mob) return proc/islegal() return 0 proc/meltdown() //breaks it down, making implant unrecongizible imp_in << "You feel something melting inside [part ? "your [part.name]" : "you"]!" if (part) part.take_damage(burn = 15, used_weapon = "Electronics meltdown") else var/mob/living/M = imp_in M.apply_damage(15,BURN) name = "melted implant" desc = "Charred circuit in melted plastic case. Wonder what that used to be..." icon_state = "implant_melted" malfunction = MALFUNCTION_PERMANENT Destroy() if(part) part.implants.Remove(src) ..() /obj/item/weapon/implant/tracking name = "tracking implant" desc = "Track with this." var/id = 1.0 get_data() var/dat = {"Implant Specifications:
Name: Tracking Beacon
Life: 10 minutes after death of host
Important Notes: None

Implant Details:
Function: Continuously transmits low power signal. Useful for tracking.
Special Features:
Neuro-Safe- Specialized shell absorbs excess voltages self-destructing the chip if a malfunction occurs thereby securing safety of subject. The implant will melt and disintegrate into bio-safe elements.
Integrity: Gradient creates slight risk of being overcharged and frying the circuitry. As a result neurotoxins can cause massive damage.
Implant Specifics:
"} return dat emp_act(severity) if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning return malfunction = MALFUNCTION_TEMPORARY var/delay = 20 switch(severity) if(1) if(prob(60)) meltdown() if(2) delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time spawn(delay) malfunction-- /obj/item/weapon/implant/dexplosive name = "explosive" desc = "And boom goes the weasel." icon_state = "implant_evil" get_data() var/dat = {" Implant Specifications:
Name: Robust Corp RX-78 Employee Management Implant
Life: Activates upon death.
Important Notes: Explodes

Implant Details:
Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
Special Features: Explodes
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat trigger(emote, source as mob) if(emote == "deathgasp") src.activate("death") return activate(var/cause) if((!cause) || (!src.imp_in)) return 0 explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see. if(src.imp_in) src.imp_in.gib() islegal() return 0 //BS12 Explosive /obj/item/weapon/implant/explosive name = "explosive implant" desc = "A military grade micro bio-explosive. Highly dangerous." var/elevel = "Localized Limb" var/phrase = "supercalifragilisticexpialidocious" icon_state = "implant_evil" get_data() var/dat = {" Implant Specifications:
Name: Robust Corp RX-78 Intimidation Class Implant
Life: Activates upon codephrase.
Important Notes: Explodes

Implant Details:
Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
Special Features: Explodes
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat hear_talk(mob/M as mob, msg) hear(msg) return hear(var/msg) var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "") msg = replace_characters(msg, replacechars) if(findtext(msg,phrase)) activate() qdel(src) activate() if (malfunction == MALFUNCTION_PERMANENT) return var/need_gib = null if(istype(imp_in, /mob/)) var/mob/T = imp_in message_admins("Explosive implant triggered in [T] ([T.key]). (JMP) ") log_game("Explosive implant triggered in [T] ([T.key]).") need_gib = 1 if(ishuman(imp_in)) if (elevel == "Localized Limb") if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste. imp_in.visible_message("Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!") playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3) sleep(25) if (istype(part,/obj/item/organ/external/chest) || \ istype(part,/obj/item/organ/external/groin) || \ istype(part,/obj/item/organ/external/head)) part.createwound(BRUISE, 60) //mangle them instead explosion(get_turf(imp_in), -1, -1, 2, 3) qdel(src) else explosion(get_turf(imp_in), -1, -1, 2, 3) part.droplimb(0,DROPLIMB_BLUNT) qdel(src) if (elevel == "Destroy Body") explosion(get_turf(T), -1, 0, 1, 6) T.gib() if (elevel == "Full Explosion") explosion(get_turf(T), 0, 1, 3, 6) T.gib() else explosion(get_turf(imp_in), 0, 1, 3, 6) if(need_gib) imp_in.gib() var/turf/t = get_turf(imp_in) if(t) t.hotspot_expose(3500,125) implanted(mob/source as mob) elevel = alert("What sort of explosion would you prefer?", "Implant Intent", "Localized Limb", "Destroy Body", "Full Explosion") phrase = input("Choose activation phrase:") as text var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "") phrase = replace_characters(phrase, replacechars) usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', say [src.phrase] to attempt to activate.", 0, 0) usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', say [src.phrase] to attempt to activate." return 1 emp_act(severity) if (malfunction) return malfunction = MALFUNCTION_TEMPORARY switch (severity) if (2.0) //Weak EMP will make implant tear limbs off. if (prob(50)) small_boom() if (1.0) //strong EMP will melt implant either making it go off, or disarming it if (prob(70)) if (prob(50)) small_boom() else if (prob(50)) activate() //50% chance of bye bye else meltdown() //50% chance of implant disarming spawn (20) malfunction-- islegal() return 0 proc/small_boom() if (ishuman(imp_in) && part) imp_in.visible_message("Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!") playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3) spawn(25) if (ishuman(imp_in) && part) //No tearing off these parts since it's pretty much killing //and you can't replace groins if (istype(part,/obj/item/organ/external/chest) || \ istype(part,/obj/item/organ/external/groin) || \ istype(part,/obj/item/organ/external/head)) part.createwound(BRUISE, 60) //mangle them instead else part.droplimb(0,DROPLIMB_BLUNT) explosion(get_turf(imp_in), -1, -1, 2, 3) qdel(src) /obj/item/weapon/implant/chem name = "chemical implant" desc = "Injects things." allow_reagents = 1 get_data() var/dat = {" Implant Specifications:
Name: Robust Corp MJ-420 Prisoner Management Implant
Life: Deactivates upon death but remains within the body.
Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject
will suffer from an increased appetite.


Implant Details:
Function: Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal
the implant releases the chemicals directly into the blood stream.
Special Features: Micro-Capsule- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.
Can only be loaded while still in its original case.
Integrity: Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,
the implant may become unstable and either pre-maturely inject the subject or simply break."} return dat New() ..() var/datum/reagents/R = new/datum/reagents(50) reagents = R R.my_atom = src trigger(emote, source as mob) if(emote == "deathgasp") src.activate(src.reagents.total_volume) return activate(var/cause) if((!cause) || (!src.imp_in)) return 0 var/mob/living/carbon/R = src.imp_in src.reagents.trans_to_mob(R, cause, CHEM_BLOOD) R << "You hear a faint *beep*." if(!src.reagents.total_volume) R << "You hear a faint click from your chest." spawn(0) qdel(src) return emp_act(severity) if (malfunction) return malfunction = MALFUNCTION_TEMPORARY switch(severity) if(1) if(prob(60)) activate(20) if(2) if(prob(30)) activate(5) spawn(20) malfunction-- /obj/item/weapon/implant/loyalty name = "loyalty implant" desc = "Makes you loyal or such." get_data() var/dat = {" Implant Specifications:
Name: [company_name] Employee Management Implant
Life: Ten years.
Important Notes: Personnel injected with this device tend to be much more loyal to the company.

Implant Details:
Function: Contains a small pod of nanobots that manipulate the host's mental functions.
Special Features: Will prevent and cure most forms of brainwashing.
Integrity: Implant will last so long as the nanobots are inside the bloodstream."} return dat implanted(mob/M) if(!istype(M, /mob/living/carbon/human)) return 0 var/mob/living/carbon/human/H = M var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role) if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE)) H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!") return 0 else clear_antag_roles(H.mind, 1) H << "You feel a surge of loyalty towards [company_name]." return 1 /obj/item/weapon/implant/adrenalin name = "adrenalin" desc = "Removes all stuns and knockdowns." var/uses get_data() var/dat = {" Implant Specifications:
Name: Cybersun Industries Adrenalin Implant
Life: Five days.
Important Notes: Illegal

Implant Details: Subjects injected with implant can activate a massive injection of adrenalin.
Function: Contains nanobots to stimulate body to mass-produce Adrenalin.
Special Features: Will prevent and cure most forms of brainwashing.
Integrity: Implant can only be used three times before the nanobots are depleted."} return dat trigger(emote, mob/source as mob) if (src.uses < 1) return 0 if (emote == "pale") src.uses-- source << "You feel a sudden surge of energy!" source.SetStunned(0) source.SetWeakened(0) source.SetParalysis(0) return implanted(mob/source) source.mind.store_memory("A implant can be activated by using the pale emote, say *pale to attempt to activate.", 0, 0) source << "The implanted freedom implant can be activated by using the pale emote, say *pale to attempt to activate." return 1 /obj/item/weapon/implant/death_alarm name = "death alarm implant" desc = "An alarm which monitors host vital signs and transmits a radio message upon death." var/mobname = "Will Robinson" get_data() var/dat = {" Implant Specifications:
Name: [company_name] \"Profit Margin\" Class Employee Lifesign Sensor
Life: Activates upon death.
Important Notes: Alerts crew to crewmember death.

Implant Details:
Function: Contains a compact radio signaler that triggers when the host's lifesigns cease.
Special Features: Alerts crew to crewmember death.
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat process() if (!implanted) return var/mob/M = imp_in if(isnull(M)) // If the mob got gibbed activate() else if(M.stat == 2) activate("death") activate(var/cause) var/mob/M = imp_in var/area/t = get_area(M) switch (cause) if("death") var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) ) //give the syndies a bit of stealth a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm") else a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm") qdel(a) processing_objects.Remove(src) if ("emp") var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) var/name = prob(50) ? t.name : pick(teleportlocs) a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm") qdel(a) else var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm") qdel(a) processing_objects.Remove(src) emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this if (malfunction) //so I'm just going to add a meltdown chance here return malfunction = MALFUNCTION_TEMPORARY activate("emp") //let's shout that this dude is dead if(severity == 1) if(prob(40)) //small chance of obvious meltdown meltdown() else if (prob(60)) //but more likely it will just quietly die malfunction = MALFUNCTION_PERMANENT processing_objects.Remove(src) spawn(20) malfunction-- implanted(mob/source as mob) mobname = source.real_name processing_objects.Add(src) return 1 /obj/item/weapon/implant/compressed name = "compressed matter implant" desc = "Based on compressed matter technology, can store a single item." icon_state = "implant_evil" var/activation_emote = "sigh" var/obj/item/scanned = null get_data() var/dat = {" Implant Specifications:
Name: [company_name] \"Profit Margin\" Class Employee Lifesign Sensor
Life: Activates upon death.
Important Notes: Alerts crew to crewmember death.

Implant Details:
Function: Contains a compact radio signaler that triggers when the host's lifesigns cease.
Special Features: Alerts crew to crewmember death.
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat trigger(emote, mob/source as mob) if (src.scanned == null) return 0 if (emote == src.activation_emote) source << "The air glows as \the [src.scanned.name] uncompresses." activate() activate() var/turf/t = get_turf(src) if (imp_in) imp_in.put_in_hands(scanned) else scanned.loc = t qdel(src) implanted(mob/source as mob) src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink") if (source.mind) source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0) source << "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate." return 1 islegal() return 0