mirror of
https://github.com/CHOMPstation/CHOMPstation.git
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Cleaned up the objectives a bit and made a new "kill" one for rev. Cleaned up implants and implanters a bit. Cleaned up the prisoner computer a bit. Sec Huds can be placed on security helmets (Still needs a sprite) The beachball now has in hand sprites (Kor) Cult: Heads other than the Captain and HoS are now able to start as or be converted to a cultist. Loyalty implants will block conversion but will not unconvert cultists. Rev: Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level. Loyalty implants will block conversion and will unconvert revs upon injection. Once a mind has been unconverted it may not be reconverted New items: Loyalty implants, small implant that prevents reving/cult The Captain, Warden, Officers, and Detective all start with one already implanted Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
203 lines
6.2 KiB
Plaintext
203 lines
6.2 KiB
Plaintext
/obj/item/weapon/implant
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name = "implant"
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var
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implanted = null
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mob/imp_in = null
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color = "b"
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allow_reagents = 0
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proc
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trigger(emote, source as mob)
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implanted(source as mob)
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get_data()
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trigger()
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return
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implanted(source as mob)
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return
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get_data()
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return "No information available"
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/obj/item/weapon/implant/uplink
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name = "uplink"
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desc = "Summon things."
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var
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activation_emote = "chuckle"
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obj/item/weapon/syndicate_uplink/uplink = null
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New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
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..()
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return
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implanted(mob/source as mob)
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source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
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return
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trigger(emote, mob/source as mob)
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if(emote == activation_emote)
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uplink.attack_self(source)
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return
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/obj/item/weapon/implant/tracking
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name = "tracking"
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desc = "Track with this."
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var
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id = 1.0
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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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ID (1-100):
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<A href='byond://?src=\ref[src];tracking_id=-10'>-</A>
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<A href='byond://?src=\ref[src];tracking_id=-1'>-</A> [id]
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<A href='byond://?src=\ref[src];tracking_id=1'>+</A>
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<A href='byond://?src=\ref[src];tracking_id=10'>+</A><BR>"}
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return dat
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Topic(href, href_list)
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..()
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if (usr.stat)
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return
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var/obj/item/weapon/implantpad/IP = (locate(/obj/item/weapon/implantpad) in usr)
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if(IP)
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if(IP.case)
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if(IP.case.imp == src)
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usr.machine = src
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if (href_list["id"])
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src.id += text2num(href_list["id"])
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src.id = min(100, src.id)
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src.id = max(1, src.id)
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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src.add_fingerprint(usr)
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return
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usr << browse(null, "window=implantpad")
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return
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/obj/item/weapon/implant/explosive
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name = "explosive"
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desc = "And boom goes the weasel."
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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/chem
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name = "chem"
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desc = "Injects things."
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allow_reagents = 1
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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 MJ-420 Prisoner Management Implant<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.<BR>
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Can only be loaded while still in it's original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
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the implant may become unstable and either pre-maturely inject the subject or simply break."}
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return dat
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New()
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..()
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var/datum/reagents/R = new/datum/reagents(10)
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reagents = R
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R.my_atom = src
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trigger(var/number = 0)
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if((!number) || (!src.imp_in)) return 0
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var/mob/living/carbon/R = src.imp_in
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src.reagents.trans_to(R, number)
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R << "You hear a faint *beep*."
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if(!src.reagents.total_volume)
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R << "You hear a faint click from your chest."
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spawn(0)
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del(src)
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return
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/obj/item/weapon/implant/loyalty
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name = "loyalty"
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desc = "Makes you loyal or such."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Employee Management Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
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<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
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<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
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return dat
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implanted(M as mob)
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if(!istype(M, /mob/living/carbon/human)) return
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var/mob/living/carbon/human/H = M
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if(H.mind in ticker.mode:head_revolutionaries)
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for (var/mob/O in viewers(H, null))
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O.show_message("\red [H] seems to resist the implant.", 1)
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return
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else if(H.mind in ticker.mode:revolutionaries)
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ticker.mode:remove_revolutionary(H.mind)
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H << "\blue You feel a surge of loyalty towards NanoTrasen."
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return
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