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* Move pilot helmets from southern_cross to main files, they are used on multiple maps now. * Ports export reports (#5051) * Ports export reports * Absolute pathing, small touchups * remove both layers * POLARIS: No string compare for assistants * Make turf obfuscation lists lazy * Improve two image cleanups * POLARIS: zshadows should be as invisible as their origin * POLARIS: Allow alteration of mob default see_invisible * say() safety check on client Spawn keeps it from destroying all say(), thankfully, but needs to be fixed. * POLARIS: Reduce double admin logs * POLARIS: Clean up adminpm logs * POLARIS: Communicator small refactor * POLARIS: UI Tweak involving species rarity * POLARIS: Allow species-specific statpanels * POLARIS: "0x32" is not a valid single-bit flag * POLARIS: Lazylen species restricted list * POLARIS: Prevent ghosts from ejecting borgs from rechargers * POLARIS: Make borg recharger test more robust * POLARIS: Another recharger fix * Fix nif logs * Removes some problematic HIDEJUMPSUIT flags * Camera fix * adds statue * adds statue * Revert "adds statue" This reverts commitf1c9193797. * POLARIS: Improve robot and typing overlays * Change to Teshari to test for bug Removing these, to see if they are related to the Teshari bug. These are the only two unique sprite features that I can see. * Promethean tweaks (hunger, regen time) * Xenoarch Multitool & Xenoarch Excavation Drill (#5058) * Xenoarch Multitool & Xenoarch Excavation Drill * Makes the tool work better * Cuts down on lines & left comments * change to m * Ports antibiotics overhaul (#5050) * Ports antibiotics overhaul * Update the rest of the places "spaceacillin" is used where antibiotics is meant. * Antibiotics port compiles * Fixes the drone borg ID thing AGAIN. (#5080) * Fixes the drone borg ID thing * Updates tracking implant description * Update tools_pickaxe_vr.dm * Removes excavation drill * Fixes default synth tails necessitating potentially harmful mystery delays in mannequin generation. -Now get_tail_image() can check the owner's syntheticness without having to wait for something else to call it whenever/wherever the fuck it happens. * Fixes missing pixel on human ass. * Update update_icons_vr.dm * absolute pathing * added slashes. No idea for what, but I don't want anyone to ask me to do it because they have OCD * Some size stuff for Proteans * Removes a bunch of my unused fluff stuff * fixed vale borg flashlight eye sprites * Changes to objects random - Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner - Added a random chance tool spawn for power tools (most of the time it should still just be regular tools) - Adjusted the spawn rate of medkits, combat medkits should be more rare - Cash split into its own loot item - Plushies split into large and small plushies - All the extra plushie spawns added to the random plushie spawn - Eightball and conch shell added to toy spawns - Added spawn points for the large plushies, cash, and the power tools * Removes an inconsistency in custom species code This line had no real use at all. It may even have contributed to various issues. All basic humanoid species have had their appearances constructed onto an existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi. There are no untitled blanks either inside the effects.dmi file, so the funky deviant custom species icon_states would never have had any proper fallback. * Re-establishes existing foundations for human icon This line had no real use at all that I could find. It may even have contributed to various issues. Before this line was added, all basic humanoid species have had their appearances constructed onto an actually existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi. There are no untitled blanks either inside the effects.dmi file, so the funky deviant species specific icon_states would never have had any proper fallback either. No negative effects whatsoever detected in testing runs. Maybe slight framerate increase, but that was likely unrelated/placebo lmao * Couple security otie fixes -Fixes sec oties failing to announce arrests for sec comms. -Adds another announcement for sec oties to confirm successfully detained crimester. * Fixes custom accessories not showing up on things Contradictory hardcoding babe. * Fixes inconsistencies in organ system -Seems the years old conversion to turn old limb names and tags and such to BP constants was never finished. -This also fixes warning spammy diona organ tags. * Balance pass on custom species traits * Revert "Fixes cameras making completely black photos" * Fixes handheld cameras * Resh - Navy HoS Jacket https://forum.vore-station.net/viewtopic.php?f=27&t=1065 - approved fluff app. Long time coming, lol. (And first time 'coding'/using github to change files. hope I did it right. Oof.) * Increase prom limb health by 60% * changes hairstyles to use species defines * Correct Resh custom_items.txt for HoS jacket * (SQ-Merge) Adds in Floppy Bunny ears. (#3348) * (SQ-Merge) Possible fix for drop-nomming (#3331) * possible drop-nomming fix * no longer 100% fall cushion on non-aligning prefs * fixed some checks * (SQ-Merge) Makes rads not kill people in stomachs (#3342) * Makes rads not kill people in stomachs * There we go * Update radiation.dm * POLARIS: Fixes #3308 (VS) - Skrell lack eyes * POLARIS: Fixes #3280 (VS) - Typing as ghost removes overlays Also gives them the proper ghost speech bubble. Unsure why it wasn't used! * POLARIS: Fixes #3298 (VS) - Observer-ghosts were naked instead of dressed * POLARIS: Fixes #3270 (VS) - Cleanbots make noise too often, reduce chance * POLARIS: Fixes #3264 (VS) - MMI insertion sanitizes w/o numbers allowed * POLARIS: Fixes #3237 (VS) - Cryoconsoles are lit even when unpowered * POLARIS: Fixes #3238 (VS) - Nothing but humans can understand silicons talking * POLARIS: Fixes #3221 (VS) - No explanation of what to do in the case of system instability * POLARIS: Fixes #2601 (VS) - Allows mechs to continue charging after battery swap w/o moving * POLARIS: Fixes #5282 (VS) - Allow use of pens to label pill bottles, like glass bottles * POLARIS: Fixes #2573 (VS) - Slap cigarettes off people's faces * POLARIS: Ventcrawling assistance * POLARIS: Fix holders to avoid forcemoving held mob to nullspace * POLARIS: Allow crawling through vertical pipes * POLARIS: Weird snacks runtime * POLARIS: Sometimes items have this set to null because they are bad. * POLARIS: Beam weapons runtime when you shoot yourself * POLARIS: Fix a call to the wrong update icons in prom regen * POLARIS: Fix incorrect robolimb checks * POLARIS: Heal robolimbs when you heal everything Typically only used in magic and stuff, makes sense to heal both (otherwise there's no way to heal whole FBP bodies) * POLARIS: Add eye color to shapeshifters * POLARIS: Adds an animation thing, uses it on ventcrawls * Fixes Suit Storage Icons Items in suit storage should no longer vanish. * Adds Keypad Auth to CE Office * 44 revolvers Port from Bay - Addition of two more revolvers in 44 cal for variety - Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights) - Includes 44 ammo speedloaders, regular and rubber speedloaders - Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays) - Includes in hand sprites We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs. * Adds bioprinter to medical Only internal organs work well * Fixes feathered tesh tail and removes an useless piece of code. -Feathered tesh tail now uses the proper dual color system now that it no longer comes with the default tail. -Removes completely redundant body hair code from robolimb icon generation. * byond beta back on its bullshit * Update organ_icon.dm * Update organ_icon.dm * Probably maybe fixes blank lines for prey * Fixes incorrect camera naming/networks. Fixes #3353 * Nanoui now supports use of multiple templates (#5105) * Nanoui now supports use of multiple templates * Removing debug code, indentation * Indentation * Arranges lots of things into planes (#5072) * Rearranges a billion things into planes * Make cryotubes fancy * Update Travis * Fix hiding logic * Lore-Compliant Oculum News Channel (#5111) * adds an e-reader full of news to the loadout * Political Almanac -> Pocket Newscaster * new news channel containing lore-compliant news that's not bad * prettified lorecodex, added a month's worth of news (#5112) * prettified lorecodex : added a month's worth of news * what the hell elgie * all according to kaikoku * Grant remote profile access to R_DEBUG holders * Fix for MOB_CAN_SEE_PLANE * Normal brute kits disinfect wounds * Fixes fullbright mode hiding lighting overlays. Fullbright plane master being above lighting plane master is important, shouldn't be removed. * Fixes machines being below tables they should sit upon. * Fixes Runtime in logging.dm,61 * Removes vials * Update and rename pai_manifest.tmpl to crew_manifest.tmpl * Change of template * Fixes infinite loop in FBP naming w/o client * Adds Map Template Groups Adds ability to have many different 'versions' of a PoI, yet only having one show up per round. An example on how to do this is provided with Radio Free Sif (aka DJOutpost). Just make sure all the different versions have the same 'template_group' value. * Adds a message on emag to the battle arcade machine. (#5129) * Updates one arcade machine emag message to to_chat, adds another. * Returns 1 in emag_act for orion trail. * Converts a bunch of stuff to macros. Should probably not break anything. * Fixes an improper macro usage. * Attempts to fix all 20 errors. * Makes syndie dufflebags hint that they let you move faster * Fixes untagged sorting junction * Actually adds adhoc_fallback to pilot headsets * Map fixes and tweaks - Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims. - Inproper access, SMES rooms. - Trader start point being dark now fixed. - Medical Vendor Plus has more advanced burn and trauma kits. Also splints. - Cell 1 and 2 in the brig can now be accessed by detectives. - Additional r-walls next to the engine room to help with rads. - Floor decals in a couple areas. - RD office now has its telescreen back. * Fix unused variable warnings. * Fix light/camera layers for macros and fix constants for them too. * Updates changelog * Camera types exist to determine networks! * Reverted use of 'usr' back to 'user' from commit05fd53ebcc* Fixes a bug. It's flatland zorren. Fixes #3376 * Fixes wallet-HUD interaction issues. (#5130) * Fixes wallet-HUD interaction issues. * Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap. * Fixes an indentation error. * Nerfs solargrub drain speed. Due to the lack of saturation in the moderate event container, solargrubs show up way too frequently, and changing the frequency doesn't help. The container has to pick. This change will just bump the drain speed down so severely, that if you kill one or two grubs, the station should barely feel the impact anymore. As opposed to having to kill 4/5 grubs on average. Gradual nerfs seem logical, as grubs get more and mroe of a day-to-day experience, and most people know about them now. Time to stop the witch hunting for those annoying grubs :p * In which MC is dumb. Actually removes network override * Initial cleanup/changes * More optimizations for character joins * Switch cables and pipes to use define constants instead of literals for layers. Also fix a few things to be on the correct plane. Basically the under-floor stuff is supposed to be on PLATING_PLANE. Portable atmospherics go on object layer so they are above stationary machinery, given that they move around. Fixed wires to be on top of pipes like they used to be, otherwise they'd be obscured too often. * Don't kick admin observers for inactivity. They might be waiting for ahelps. * Fixes vox not having hardsuit sprites. Uses the new defines. * Replaces base egun sprite * Small fixes and ports discovered during merge. (#5138) * POLARIS: No string compare for assistants * POLARIS: Move these planes to more useful places * POLARIS: Only spam ghosts with chat messages from things with real clients * Fix small forgotten lines of text accidentally left out of VS syncs. * Fix typo'd plane in lighting.dm and remove redundant definitions. * Fixes a bunch of simple animal vore icon issues. * Fixes Pathing * Small Shock/Holo collar tweaks. -Updates their old >> dialogue. -Makes shock collars taggable. Was gonna fix them showing up in forced lowercase on people but that turned out to be a separate polaris issue that I just opened a fix for up there. * more fixes etc * Update solargrub.dm * Improves contrasts on sprites and removes the need for mirroring upstream sprites * adds generic gibs to vore mob icons to prevent sneks * Adds a bunch of stuff to cargo selection. -Xenowear crate, 13 non-random xenowear items for 100 points. -Teshari smocks crate, comes with all the 5 basic colors for 25 points. -Teshari undercoats, comes with 4 random colors from basic and grey selection for 20 points. -Teshari undercoats black, comes with 4 random colors from the black trim selection for 20 points. -Teshari cloaks, comes with 4 random colors from basic and grey selection for 40 points. -Teshari cloaks black, comes with 4 random colors from the black trim selection for 40 points. -Utility uniforms, comes with the 3 loadout utility uniforms (black/blue/grey) for 30 points. -Skirts crate, comes with the 10 regular type skirts for 40 points. -Varsity jackets, comes with the set of 6 colors for 60 points. -Leather gear crate, comes with 5 random items from a selection of 21 more or less tough/kinky gear for 50 points. -Eyewear crate, comes with 11 cosmetic and/or prescription pieces for 50 points. -Gloves crate, comes with 4 random gloves with a chance to hit a couple fancier ones among the basic colors for 40 points. -Boots crate, comes with 3 random pairs of boots freely available in loadout for 60 points. -Taurbags crate, comes with the 3 universal saddlebags we have (basic/robust/vest) for 60 points. -Cuisine crate, comes with 5 random foods from a list of varying cultural fanciness for 25 points. -Burger crate, comes with 5 random basic burgers for 15 points. -Special burger crate, comes with 3 random special burgers for 60 points. -Bakery products, comes with 5 random bakery products for 15 points. -Cakes crate, comes with 5 random cakes for 50 points. -Mexican food crate, comes with 5 random mexican foods for 15 points. -Asian food crate, comes with 5 random asian foods for 15 points. -Action figures crate, comes with 5 random figures for 50 points. -Tabletop miniatures crate, delivers the set of those characters for 30 points. -Plushies crate, comes with 3 random plushies for 30 points. * Changes wedding rings to be a subtype of ring Also moves them to their own .dm, since they're now a subtype of the thing in rings.dm. Also changed bethrothed to spouse, as the former is usually before marriage and not after. Benefits of this include: Being able to wear gloves over wedding rings. Making them tiny instead of small. Making their gender neuter instead of plural, so it wont say "some wedding ring" when you examine someone wearing them. Probably more good things. Issue reported by HzDonut. * Cargo pack tweaks. * Adds a machine for recoloring apparel ingame. -Not mapped in currently. -Still unsure whether to have it whitelisted for white/grey items only or to let people have their fun experimenting on nasty aesthetics. -Also supports bags and belts. Yes, I've heard the pleas of the people not liking the default grey being the only public backpack option there is. * Reverts gauze disinfecting until a proper solution can be put in place. * Fixed mesons NIFSoft overlay not highlighting open spaces above * Fixes #3368 - Teleporting now often respects dropnom pref * Fixes #3344 - Holocarp set DM_HOLD when holodeck is safe * Squashed commit of the following: commit f55edb98499b600186be9f58c0d245b454479b74 Author: Verkister <superverkelian@hotmail.com> Date: Sun Apr 8 17:05:19 2018 +0300 we'll see about that whitelist crap later then commit 186ce2aba274c4009c42a730d1ba7c67dddf8ea6 Author: Verkister <superverkelian@hotmail.com> Date: Sun Apr 8 16:32:08 2018 +0300 screw you too travis commit 470789300bda3949de4027dc8e2c25ae8427eaae Author: Verkister <superverkelian@hotmail.com> Date: Sun Apr 8 16:10:29 2018 +0300 Update painter_vr.dm commit e9dee86b0cb84172c95f3a91ba73ce0b2661820c Author: Verkister <superverkelian@hotmail.com> Date: Sun Apr 8 15:51:37 2018 +0300 Update painter_vr.dm * allows meteors to be deflected by baseball bats * snib * oh, and the DME, too * fixes the meteor refusing to move at all after being deflected * done * Fix shuttle corner turfs disappearing when shuttle moves. When shuttles land on a turf, it takes the appearance of the turf it lands on as an underlay. Must make sure this underlay is on FLOAT_PLANE otherwise it will likely end up OVER the turf itself. * Set appropriate vars for persisting adminspawned characters * Minor Psych office tweaks. Closes 2090 * Adds compact defib to CC medbay. Closes #2287 * Makes the door button in EVA ACTUALLY WORK * Squashed commit of the following: commit bd470fd0276e83fa1516cc1b966308165d081b1b Author: Verkister <superverkelian@hotmail.com> Date: Tue Apr 10 20:45:00 2018 +0300 Update painter_vr.dm commit 12e39bcec9b717d477a64aca0f8dfe917917986b Author: Verkister <superverkelian@hotmail.com> Date: Mon Apr 9 09:34:50 2018 +0300 Update painter_vr.dm * Reduce abduction chance 1%->0.5%, add logs * Removes Camilla's plush as per request * Some protean fixes (regen, size as blob, gender) * switch map to tgm for merge * convert map to tgm for merge
580 lines
21 KiB
Plaintext
580 lines
21 KiB
Plaintext
#define MALFUNCTION_TEMPORARY 1
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#define MALFUNCTION_PERMANENT 2
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/obj/item/weapon/implant
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name = "implant"
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icon = 'icons/obj/device.dmi'
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icon_state = "implant"
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w_class = ITEMSIZE_TINY
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var/implanted = null
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var/mob/imp_in = null
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var/obj/item/organ/external/part = null
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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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show_messages = 1
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/obj/item/weapon/implant/proc/trigger(emote, source as mob)
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return
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/obj/item/weapon/implant/proc/activate()
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return
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// What does the implant do upon injection?
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// return 0 if the implant fails (ex. Revhead and loyalty implant.)
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// return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
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/obj/item/weapon/implant/proc/implanted(var/mob/source)
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listening_objects |= src
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return 1
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/obj/item/weapon/implant/proc/get_data()
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return "No information available"
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/obj/item/weapon/implant/proc/hear(message, source as mob)
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return
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/obj/item/weapon/implant/proc/islegal()
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return 0
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/obj/item/weapon/implant/proc/meltdown() //breaks it down, making implant unrecongizible
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imp_in << "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>"
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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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var/mob/living/M = imp_in
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M.apply_damage(15,BURN)
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name = "melted implant"
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desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
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icon_state = "implant_melted"
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malfunction = MALFUNCTION_PERMANENT
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/obj/item/weapon/implant/Destroy()
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if(part)
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part.implants.Remove(src)
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listening_objects.Remove(src)
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part = null
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imp_in = null
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return ..()
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/obj/item/weapon/implant/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/implanter))
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var/obj/item/weapon/implanter/implanter = I
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if(implanter.imp)
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return // It's full.
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user.drop_from_inventory(src)
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forceMove(implanter)
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implanter.imp = src
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implanter.update()
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else
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..()
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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desc = "An implant normally given to dangerous criminals. Allows security to track your location."
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var/id = 1
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var/degrade_time = 10 MINUTES //How long before the implant stops working outside of a living body.
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/obj/item/weapon/implant/tracking/weak //This is for the loadout
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degrade_time = 2.5 MINUTES
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/obj/item/weapon/implant/tracking/New()
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id = rand(1, 1000)
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..()
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/obj/item/weapon/implant/tracking/implanted(var/mob/source)
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processing_objects.Add(src)
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return 1
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/obj/item/weapon/implant/tracking/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/implant/tracking/process()
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var/implant_location = src.loc
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if(ismob(implant_location))
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var/mob/living/L = implant_location
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if(L.stat == DEAD)
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if(world.time >= L.timeofdeath + degrade_time)
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name = "melted implant"
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desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
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icon_state = "implant_melted"
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malfunction = MALFUNCTION_PERMANENT
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processing_objects.Remove(src)
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return 1
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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/obj/item/weapon/implant/tracking/emp_act(severity)
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if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
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return
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malfunction = MALFUNCTION_TEMPORARY
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var/delay = 20
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switch(severity)
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if(1)
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if(prob(60))
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meltdown()
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if(2)
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delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
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if(3)
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delay = rand(2*60*10,5*60*10) //from 2 to 5 minutes of free time
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if(4)
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delay = rand(0.5*60*10,1*60*10) //from .5 to 1 minutes of free time
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spawn(delay)
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malfunction--
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/obj/item/weapon/implant/dexplosive
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name = "explosive"
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desc = "And boom goes the weasel."
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icon_state = "implant_evil"
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/obj/item/weapon/implant/dexplosive/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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/obj/item/weapon/implant/dexplosive/trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate("death")
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return
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/obj/item/weapon/implant/dexplosive/activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
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if(src.imp_in)
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src.imp_in.gib()
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/obj/item/weapon/implant/dexplosive/islegal()
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return 0
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/elevel = "Localized Limb"
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var/phrase = "supercalifragilisticexpialidocious"
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icon_state = "implant_evil"
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/obj/item/weapon/implant/explosive/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
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<b>Life:</b> Activates upon codephrase.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<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 as mob, msg)
|
|
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;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(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, 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/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]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
|
|
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."
|
|
listening_objects |= src
|
|
return 1
|
|
|
|
/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(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, 80) //mangle them instead
|
|
else
|
|
part.droplimb(0,DROPLIMB_BLUNT)
|
|
explosion(get_turf(imp_in), -1, -1, 1, 3)
|
|
qdel(src)
|
|
|
|
/obj/item/weapon/implant/chem
|
|
name = "chemical implant"
|
|
desc = "Injects things."
|
|
allow_reagents = 1
|
|
|
|
/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)
|
|
R << "You hear a faint *beep*."
|
|
if(!src.reagents.total_volume)
|
|
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--
|
|
|
|
/obj/item/weapon/implant/loyalty
|
|
name = "loyalty implant"
|
|
desc = "Makes you loyal or such."
|
|
|
|
/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/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 [using_map.company_name] try to invade your mind!")
|
|
return 0
|
|
else
|
|
clear_antag_roles(H.mind, 1)
|
|
H << "<span class='notice'>You feel a surge of loyalty towards [using_map.company_name].</span>"
|
|
return 1
|
|
|
|
|
|
/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--
|
|
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/implanted(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)
|
|
source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
|
|
listening_objects |= src
|
|
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."
|
|
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 2, TECH_DATA = 1)
|
|
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)
|
|
processing_objects.Remove(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)
|
|
processing_objects.Remove(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
|
|
|
|
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--
|
|
|
|
/obj/item/weapon/implant/death_alarm/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
|
|
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)
|
|
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/implanted(mob/source as mob)
|
|
src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "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, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
|
|
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."
|
|
listening_objects |= src
|
|
return 1
|
|
|
|
/obj/item/weapon/implant/compressed/islegal()
|
|
return 0
|