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//////Exile implants will allow you to use the station gate, but not return home. This will allow security to exile badguys/for badguys to exile their kill targets////////
/obj/item/implanter/exile
name = "implanter-exile"
/obj/item/implanter/exile/Initialize(mapload)
src.imp = new /obj/item/implant/exile( src )
. = ..()
update()
/obj/item/implant/exile
name = "exile"
desc = "Prevents you from returning from away missions"
/obj/item/implant/exile/get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> [(LEGACY_MAP_DATUM).company_name] Employee Exile Implant<BR>
<b>Implant Details:</b> The onboard gateway system has been modified to reject entry by individuals containing this implant<BR>"}
return dat
/obj/item/implantcase/exile
name = "Glass Case- 'Exile'"
desc = "A case containing an exile implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-r"
/obj/item/implantcase/exile/Initialize(mapload)
QDEL_NULL(imp)
imp = new /obj/item/implant/exile(src)
return ..()
/obj/structure/closet/secure_closet/exile
name = "Exile Implants"
req_access = list(ACCESS_SECURITY_HOS)
/obj/structure/closet/secure_closet/exile/Initialize(mapload, singleton/closet_appearance/use_closet_appearance)
. = ..()
if(. == INITIALIZE_HINT_QDEL)
return
new /obj/item/implanter/exile(src)
new /obj/item/implantcase/exile(src)
new /obj/item/implantcase/exile(src)
new /obj/item/implantcase/exile(src)
new /obj/item/implantcase/exile(src)
new /obj/item/implantcase/exile(src)