mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-09 16:12:17 +00:00
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: Kashargul <KashL@t-online.de>
628 lines
22 KiB
Plaintext
628 lines
22 KiB
Plaintext
/obj/item/weapon/implant
|
|
name = "implant"
|
|
icon = 'icons/obj/device.dmi'
|
|
icon_state = "implant"
|
|
w_class = ITEMSIZE_TINY
|
|
show_messages = TRUE
|
|
|
|
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
|
|
var/initialize_loc = BP_TORSO
|
|
var/known_implant = FALSE
|
|
|
|
/obj/item/weapon/implant/proc/trigger(emote, source as mob)
|
|
return
|
|
|
|
/obj/item/weapon/implant/proc/activate()
|
|
return
|
|
|
|
// Moves the implant where it needs to go, and tells it if there's more to be done in post_implant
|
|
/obj/item/weapon/implant/proc/handle_implant(var/mob/source, var/target_zone = BP_TORSO)
|
|
. = TRUE
|
|
imp_in = source
|
|
implanted = TRUE
|
|
if(ishuman(source))
|
|
var/mob/living/carbon/human/H = source
|
|
var/obj/item/organ/external/affected = H.get_organ(target_zone)
|
|
if(affected)
|
|
affected.implants |= src
|
|
part = affected
|
|
if(part)
|
|
forceMove(part)
|
|
else
|
|
forceMove(source)
|
|
|
|
listening_objects |= src
|
|
|
|
// Takes place after handle_implant, if that returns TRUE
|
|
/obj/item/weapon/implant/proc/post_implant(var/mob/source)
|
|
|
|
/obj/item/weapon/implant/proc/get_data()
|
|
return "No information available"
|
|
|
|
/obj/item/weapon/implant/proc/hear(message, source as mob)
|
|
return
|
|
|
|
/obj/item/weapon/implant/proc/islegal()
|
|
return 0
|
|
|
|
/obj/item/weapon/implant/proc/meltdown() //breaks it down, making implant unrecongizible
|
|
to_chat(imp_in, "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>")
|
|
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
|
|
|
|
/obj/item/weapon/implant/proc/implant_loadout(var/mob/living/carbon/human/H)
|
|
. = istype(H) && handle_implant(H, initialize_loc)
|
|
if(.)
|
|
invisibility = initial(invisibility)
|
|
known_implant = TRUE
|
|
post_implant(H)
|
|
|
|
/obj/item/weapon/implant/Destroy()
|
|
if(part)
|
|
part.implants.Remove(src)
|
|
part = null
|
|
listening_objects.Remove(src)
|
|
imp_in = null
|
|
return ..()
|
|
|
|
/obj/item/weapon/implant/attackby(obj/item/I, mob/user)
|
|
if(istype(I, /obj/item/weapon/implanter))
|
|
var/obj/item/weapon/implanter/implanter = I
|
|
if(implanter.imp)
|
|
return // It's full.
|
|
user.drop_from_inventory(src)
|
|
forceMove(implanter)
|
|
implanter.imp = src
|
|
implanter.update()
|
|
else
|
|
..()
|
|
|
|
|
|
|
|
//////////////////////////////
|
|
// Tracking Implant
|
|
//////////////////////////////
|
|
GLOBAL_LIST_BOILERPLATE(all_tracking_implants, /obj/item/weapon/implant/tracking)
|
|
|
|
/obj/item/weapon/implant/tracking
|
|
name = "tracking implant"
|
|
desc = "An implant normally given to dangerous criminals. Allows security to track your location."
|
|
known_implant = TRUE
|
|
var/id = 1
|
|
var/degrade_time = 10 MINUTES //How long before the implant stops working outside of a living body.
|
|
|
|
/obj/item/weapon/implant/tracking/weak //This is for the loadout
|
|
degrade_time = 2.5 MINUTES
|
|
|
|
/obj/item/weapon/implant/tracking/New()
|
|
id = rand(1, 1000)
|
|
..()
|
|
|
|
/obj/item/weapon/implant/tracking/post_implant(var/mob/source)
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/weapon/implant/tracking/Destroy()
|
|
STOP_PROCESSING(SSobj, src)
|
|
if(part)
|
|
part.implants -= src
|
|
part = imp_in = null
|
|
return ..()
|
|
|
|
/obj/item/weapon/implant/tracking/process()
|
|
var/implant_location = src.loc
|
|
if(ismob(implant_location))
|
|
var/mob/living/L = implant_location
|
|
if(L.stat == DEAD)
|
|
if(world.time >= L.timeofdeath + degrade_time)
|
|
name = "melted implant"
|
|
desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
|
|
icon_state = "implant_melted"
|
|
malfunction = MALFUNCTION_PERMANENT
|
|
STOP_PROCESSING(SSobj, src)
|
|
return 1
|
|
|
|
/obj/item/weapon/implant/tracking/get_data()
|
|
var/dat = {"<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> Tracking Beacon<BR>
|
|
<b>Life:</b> 10 minutes after death of host<BR>
|
|
<b>Important Notes:</b> None<BR>
|
|
<HR>
|
|
<b>Implant Details:</b> <BR>
|
|
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
|
|
<b>Special Features:</b><BR>
|
|
<i>Neuro-Safe</i>- 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.<BR>
|
|
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
|
|
circuitry. As a result neurotoxins can cause massive damage.<HR>
|
|
Implant Specifics:<BR>"}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/tracking/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
|
|
if(3)
|
|
delay = rand(2*60*10,5*60*10) //from 2 to 5 minutes of free time
|
|
if(4)
|
|
delay = rand(0.5*60*10,1*60*10) //from .5 to 1 minutes of free time
|
|
|
|
spawn(delay)
|
|
malfunction--
|
|
|
|
//////////////////////////////
|
|
// Death Explosive Implant
|
|
//////////////////////////////
|
|
/obj/item/weapon/implant/dexplosive
|
|
name = "explosive"
|
|
desc = "And boom goes the weasel."
|
|
icon_state = "implant_evil"
|
|
|
|
/obj/item/weapon/implant/dexplosive/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
|
|
<b>Life:</b> Activates upon death.<BR>
|
|
<b>Important Notes:</b> Explodes<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
|
<b>Special Features:</b> Explodes<BR>
|
|
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
|
return dat
|
|
|
|
|
|
/obj/item/weapon/implant/dexplosive/trigger(emote, source as mob)
|
|
if(emote == "deathgasp")
|
|
src.activate("death")
|
|
return
|
|
|
|
|
|
/obj/item/weapon/implant/dexplosive/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()
|
|
|
|
/obj/item/weapon/implant/dexplosive/islegal()
|
|
return 0
|
|
|
|
//////////////////////////////
|
|
// Explosive Implant
|
|
//////////////////////////////
|
|
/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"
|
|
|
|
/obj/item/weapon/implant/explosive/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
|
|
<b>Life:</b> Activates upon codephrase.<BR>
|
|
<b>Important Notes:</b> Explodes<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
|
|
<b>Special Features:</b> Explodes<BR>
|
|
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/explosive/hear_talk(mob/M, list/message_pieces, verb)
|
|
var/msg = multilingual_to_message(message_pieces)
|
|
hear(msg)
|
|
return
|
|
|
|
/obj/item/weapon/implant/explosive/hear(var/msg)
|
|
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
|
msg = replace_characters(msg, replacechars)
|
|
if(findtext(msg,phrase))
|
|
activate()
|
|
qdel(src)
|
|
|
|
/obj/item/weapon/implant/explosive/activate()
|
|
if (malfunction == MALFUNCTION_PERMANENT)
|
|
return
|
|
|
|
if(istype(imp_in, /mob/))
|
|
var/mob/T = imp_in
|
|
message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
|
|
log_game("Explosive implant triggered in [T] ([T.key]).")
|
|
|
|
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("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
|
playsound(src, '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, 80) //mangle them instead
|
|
explosion(get_turf(imp_in), -1, -1, 1, 3)
|
|
qdel(src)
|
|
else
|
|
explosion(get_turf(imp_in), -1, -1, 1, 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)
|
|
|
|
var/turf/t = get_turf(imp_in)
|
|
|
|
if(t)
|
|
t.hotspot_expose(3500,125)
|
|
|
|
/obj/item/weapon/implant/explosive/post_implant(mob/source as mob)
|
|
elevel = tgui_alert(usr, "What sort of explosion would you prefer?", "Implant Intent", list("Localized Limb", "Destroy Body", "Full Explosion"))
|
|
phrase = tgui_input_text(usr, "Choose activation phrase:")
|
|
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]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
|
|
to_chat(usr, "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.")
|
|
|
|
/obj/item/weapon/implant/explosive/emp_act(severity)
|
|
if (malfunction)
|
|
return
|
|
malfunction = MALFUNCTION_TEMPORARY
|
|
switch (severity)
|
|
if (4) //Weak EMP will make implant tear limbs off.
|
|
if (prob(25))
|
|
small_boom()
|
|
if (3) //Weak EMP will make implant tear limbs off.
|
|
if (prob(50))
|
|
small_boom()
|
|
if (2) //strong EMP will melt implant either making it go off, or disarming it
|
|
if (prob(70))
|
|
if (prob(75))
|
|
small_boom()
|
|
else
|
|
if (prob(13))
|
|
activate() //chance of bye bye
|
|
else
|
|
meltdown() //chance of implant disarming
|
|
if (1) //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--
|
|
|
|
/obj/item/weapon/implant/explosive/islegal()
|
|
return 0
|
|
|
|
/obj/item/weapon/implant/explosive/proc/small_boom()
|
|
if (ishuman(imp_in) && part)
|
|
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
|
playsound(src, '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, 80) //mangle them instead
|
|
else
|
|
part.droplimb(0,DROPLIMB_BLUNT)
|
|
explosion(get_turf(imp_in), -1, -1, 1, 3)
|
|
qdel(src)
|
|
|
|
//////////////////////////////
|
|
// Chemical Implant
|
|
//////////////////////////////
|
|
GLOBAL_LIST_BOILERPLATE(all_chem_implants, /obj/item/weapon/implant/chem)
|
|
|
|
/obj/item/weapon/implant/chem
|
|
name = "chemical implant"
|
|
desc = "Injects things."
|
|
allow_reagents = 1
|
|
known_implant = TRUE
|
|
|
|
/obj/item/weapon/implant/chem/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
|
|
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
|
|
<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
|
|
will suffer from an increased appetite.</B><BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
|
|
the implant releases the chemicals directly into the blood stream.<BR>
|
|
<b>Special Features:</b>
|
|
<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
|
|
Can only be loaded while still in its original case.<BR>
|
|
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
|
|
the implant may become unstable and either pre-maturely inject the subject or simply break."}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/chem/New()
|
|
..()
|
|
var/datum/reagents/R = new/datum/reagents(50)
|
|
reagents = R
|
|
R.my_atom = src
|
|
|
|
/obj/item/weapon/implant/chem/trigger(emote, source as mob)
|
|
if(emote == "deathgasp")
|
|
src.activate(src.reagents.total_volume)
|
|
return
|
|
|
|
/obj/item/weapon/implant/chem/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)
|
|
to_chat(R, "You hear a faint *beep*.")
|
|
if(!src.reagents.total_volume)
|
|
to_chat(R, "You hear a faint click from your chest.")
|
|
playsound(R, 'sound/weapons/empty.ogg', 10, 1)
|
|
spawn(0)
|
|
qdel(src)
|
|
return
|
|
|
|
/obj/item/weapon/implant/chem/emp_act(severity)
|
|
if (malfunction)
|
|
return
|
|
malfunction = MALFUNCTION_TEMPORARY
|
|
|
|
switch(severity)
|
|
if(1)
|
|
if(prob(60))
|
|
activate(20)
|
|
if(2)
|
|
if(prob(40))
|
|
activate(20)
|
|
if(3)
|
|
if(prob(40))
|
|
activate(5)
|
|
if(4)
|
|
if(prob(20))
|
|
activate(5)
|
|
|
|
spawn(20)
|
|
malfunction--
|
|
|
|
//////////////////////////////
|
|
// Loyalty Implant
|
|
//////////////////////////////
|
|
/obj/item/weapon/implant/loyalty
|
|
name = "loyalty implant"
|
|
desc = "Makes you loyal or such."
|
|
known_implant = TRUE
|
|
|
|
/obj/item/weapon/implant/loyalty/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> [using_map.company_name] Employee Management Implant<BR>
|
|
<b>Life:</b> Ten years.<BR>
|
|
<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
|
|
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
|
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/loyalty/handle_implant(mob/M, target_zone = BP_TORSO)
|
|
. = ..(M, target_zone)
|
|
if(!istype(M, /mob/living/carbon/human))
|
|
. = FALSE
|
|
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 [using_map.company_name] try to invade your mind!")
|
|
. = FALSE
|
|
|
|
/obj/item/weapon/implant/loyalty/post_implant(mob/M)
|
|
var/mob/living/carbon/human/H = M
|
|
clear_antag_roles(H.mind, 1)
|
|
to_chat(H, "<span class='notice'>You feel a surge of loyalty towards [using_map.company_name].</span>")
|
|
|
|
//////////////////////////////
|
|
// Adrenaline Implant
|
|
//////////////////////////////
|
|
/obj/item/weapon/implant/adrenalin
|
|
name = "adrenalin"
|
|
desc = "Removes all stuns and knockdowns."
|
|
var/uses
|
|
|
|
/obj/item/weapon/implant/adrenalin/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> Cybersun Industries Adrenalin Implant<BR>
|
|
<b>Life:</b> Five days.<BR>
|
|
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
|
|
<HR>
|
|
<b>Implant Details:</b> Subjects injected with implant can activate a massive injection of adrenalin.<BR>
|
|
<b>Function:</b> Contains nanobots to stimulate body to mass-produce Adrenalin.<BR>
|
|
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
|
<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
|
|
return dat
|
|
|
|
|
|
/obj/item/weapon/implant/adrenalin/trigger(emote, mob/source as mob)
|
|
if (src.uses < 1) return 0
|
|
if (emote == "pale")
|
|
src.uses--
|
|
to_chat(source, "<span class='notice'>You feel a sudden surge of energy!</span>")
|
|
source.SetStunned(0)
|
|
source.SetWeakened(0)
|
|
source.SetParalysis(0)
|
|
|
|
return
|
|
|
|
/obj/item/weapon/implant/adrenalin/post_implant(mob/source)
|
|
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
|
|
to_chat(source, "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.")
|
|
|
|
//////////////////////////////
|
|
// Death Alarm Implant
|
|
//////////////////////////////
|
|
/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."
|
|
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 2, TECH_DATA = 1)
|
|
known_implant = TRUE
|
|
var/mobname = "Will Robinson"
|
|
|
|
/obj/item/weapon/implant/death_alarm/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> [using_map.company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
|
<b>Life:</b> Activates upon death.<BR>
|
|
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
|
|
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
|
|
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/death_alarm/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")
|
|
|
|
/obj/item/weapon/implant/death_alarm/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/heads/captain(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")
|
|
// a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Security")
|
|
// a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Medical")
|
|
else
|
|
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm")
|
|
// a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Security")
|
|
// a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Medical")
|
|
qdel(a)
|
|
STOP_PROCESSING(SSobj, src)
|
|
if ("emp")
|
|
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
|
var/name = prob(50) ? t.name : pick(teleportlocs)
|
|
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm")
|
|
// a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Security")
|
|
// a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Medical")
|
|
qdel(a)
|
|
else
|
|
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
|
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
|
|
// a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Security")
|
|
// a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Medical")
|
|
qdel(a)
|
|
STOP_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/weapon/implant/death_alarm/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
|
|
if(prob(40)) //CHOMPEDIT: Make the malfunction a probability because annoying
|
|
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
|
|
STOP_PROCESSING(SSobj, src)
|
|
|
|
spawn(20)
|
|
malfunction--
|
|
|
|
/obj/item/weapon/implant/death_alarm/post_implant(mob/source as mob)
|
|
mobname = source.real_name
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
//////////////////////////////
|
|
// Compressed Matter Implant
|
|
//////////////////////////////
|
|
/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
|
|
origin_tech = list(TECH_MATERIAL = 4, TECH_BIO = 2, TECH_ILLEGAL = 2)
|
|
|
|
/obj/item/weapon/implant/compressed/get_data()
|
|
var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> [using_map.company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
|
<b>Life:</b> Activates upon death.<BR>
|
|
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
|
|
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
|
|
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
|
|
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
|
return dat
|
|
|
|
/obj/item/weapon/implant/compressed/trigger(emote, mob/source as mob)
|
|
if (src.scanned == null)
|
|
return 0
|
|
|
|
if (emote == src.activation_emote)
|
|
to_chat(source, "The air glows as \the [src.scanned.name] uncompresses.")
|
|
activate()
|
|
|
|
/obj/item/weapon/implant/compressed/activate()
|
|
var/turf/t = get_turf(src)
|
|
if (imp_in)
|
|
imp_in.put_in_hands(scanned)
|
|
else
|
|
scanned.loc = t
|
|
qdel(src)
|
|
|
|
/obj/item/weapon/implant/compressed/post_implant(mob/source)
|
|
var/choices = list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
|
activation_emote = tgui_input_list(usr, "Choose activation emote. If you cancel this, one will be picked at random.", "Implant Activation", choices)
|
|
if(!activation_emote)
|
|
activation_emote = pick(choices)
|
|
if (source.mind)
|
|
source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
|
to_chat(source, "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.")
|
|
|
|
|
|
/obj/item/weapon/implant/compressed/islegal()
|
|
return 0
|