File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 18:08:51 -04:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
@@ -8,4 +8,4 @@
return "ERROR"
else
healthstring = "[round(imp_in.getOxyLoss())] - [round(imp_in.getFireLoss())] - [round(imp_in.getToxLoss())] - [round(imp_in.getBruteLoss())]"
return healthstring
return healthstring
@@ -1,87 +1,87 @@
/obj/item/implant
name = "implant"
icon = 'icons/obj/implants.dmi'
icon_state = "generic" //Shows up as the action button icon
origin_tech = "materials=2;biotech=3;programming=2"
actions_types = list(/datum/action/item_action/hands_free/activate)
var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like mindshield implants
var/implanted = null
var/mob/living/imp_in = null
item_color = "b"
var/allow_multiple = 0
var/uses = -1
flags = DROPDEL
/obj/item/implant/proc/trigger(emote, mob/source, force)
return
/obj/item/implant/proc/activate()
return
/obj/item/implant/ui_action_click()
activate("action_button")
//What does the implant do upon injection?
//return 1 if the implant injects
//return -1 if the implant fails to inject
//return 0 if there is no room for implant
/obj/item/implant/proc/implant(var/mob/source, var/mob/user)
var/obj/item/implant/imp_e = locate(src.type) in source
if(!allow_multiple && imp_e && imp_e != src)
if(imp_e.uses < initial(imp_e.uses)*2)
if(uses == -1)
imp_e.uses = -1
else
imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
qdel(src)
return 1
else
return 0
src.loc = source
imp_in = source
implanted = 1
if(activated)
for(var/X in actions)
var/datum/action/A = X
A.Grant(source)
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
if(user)
add_attack_logs(user, source, "Implanted with [src]")
return 1
/obj/item/implant/proc/removed(var/mob/source)
src.loc = null
imp_in = null
implanted = 0
for(var/X in actions)
var/datum/action/A = X
A.Grant(source)
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
return 1
/obj/item/implant/Destroy()
if(imp_in)
removed(imp_in)
return ..()
/obj/item/implant/proc/get_data()
return "No information available"
/obj/item/implant/dropped(mob/user)
. = 1
..()
/obj/item/implant
name = "implant"
icon = 'icons/obj/implants.dmi'
icon_state = "generic" //Shows up as the action button icon
origin_tech = "materials=2;biotech=3;programming=2"
actions_types = list(/datum/action/item_action/hands_free/activate)
var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like mindshield implants
var/implanted = null
var/mob/living/imp_in = null
item_color = "b"
var/allow_multiple = 0
var/uses = -1
flags = DROPDEL
/obj/item/implant/proc/trigger(emote, mob/source, force)
return
/obj/item/implant/proc/activate()
return
/obj/item/implant/ui_action_click()
activate("action_button")
//What does the implant do upon injection?
//return 1 if the implant injects
//return -1 if the implant fails to inject
//return 0 if there is no room for implant
/obj/item/implant/proc/implant(var/mob/source, var/mob/user)
var/obj/item/implant/imp_e = locate(src.type) in source
if(!allow_multiple && imp_e && imp_e != src)
if(imp_e.uses < initial(imp_e.uses)*2)
if(uses == -1)
imp_e.uses = -1
else
imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
qdel(src)
return 1
else
return 0
src.loc = source
imp_in = source
implanted = 1
if(activated)
for(var/X in actions)
var/datum/action/A = X
A.Grant(source)
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
if(user)
add_attack_logs(user, source, "Implanted with [src]")
return 1
/obj/item/implant/proc/removed(var/mob/source)
src.loc = null
imp_in = null
implanted = 0
for(var/X in actions)
var/datum/action/A = X
A.Grant(source)
if(ishuman(source))
var/mob/living/carbon/human/H = source
H.sec_hud_set_implants()
return 1
/obj/item/implant/Destroy()
if(imp_in)
removed(imp_in)
return ..()
/obj/item/implant/proc/get_data()
return "No information available"
/obj/item/implant/dropped(mob/user)
. = 1
..()
@@ -44,4 +44,4 @@
if(c.team == team)
console = c
break
return console
return console
@@ -174,4 +174,4 @@
/obj/item/implanter/dust/New()
imp = new /obj/item/implant/dust(src)
..()
..()
@@ -37,4 +37,4 @@
/obj/item/implantcase/krav_maga/New()
imp = new /obj/item/implant/krav_maga(src)
..()
..()
@@ -56,4 +56,4 @@
/obj/item/implantcase/mindshield/New()
imp = new /obj/item/implant/mindshield(src)
..()
..()
@@ -37,4 +37,4 @@
/obj/item/implantcase/track/New()
imp = new /obj/item/implant/tracking(src)
..()
..()
@@ -1,102 +1,102 @@
/obj/item/implantcase
name = "implant case"
desc = "A glass case containing an implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=2"
container_type = OPENCONTAINER | INJECTABLE | DRAWABLE
materials = list(MAT_GLASS=500)
var/obj/item/implant/imp = null
/obj/item/implantcase/update_icon()
if(imp)
icon_state = "implantcase-[imp.item_color]"
origin_tech = imp.origin_tech
flags = imp.flags & ~DROPDEL
reagents = imp.reagents
else
icon_state = "implantcase-0"
origin_tech = initial(origin_tech)
flags = initial(flags)
reagents = null
/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implant case - '[t]'"
else
name = "implant case"
else if(istype(W, /obj/item/implanter))
var/obj/item/implanter/I = W
if(I.imp)
if(imp || I.imp.implanted)
return
I.imp.loc = src
imp = I.imp
I.imp = null
update_icon()
I.update_icon()
else
if(imp)
if(I.imp)
return
imp.loc = I
I.imp = imp
imp = null
update_icon()
I.update_icon()
/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
var/obj/item/ammo_casing/shotgun/implanter/I = W
if(I.implanter)
src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
/obj/item/implantcase/New()
..()
update_icon()
/obj/item/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
/obj/item/implantcase/tracking/New()
imp = new /obj/item/implant/tracking(src)
..()
/obj/item/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
/obj/item/implantcase/weapons_auth/New()
imp = new /obj/item/implant/weapons_auth(src)
..()
/obj/item/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
/obj/item/implantcase/adrenaline/New()
imp = new /obj/item/implant/adrenalin(src)
..()
/obj/item/implantcase/death_alarm
name = "Glass Case- 'Death Alarm'"
desc = "A case containing a death alarm implant."
/obj/item/implantcase/death_alarm/New()
imp = new /obj/item/implant/death_alarm(src)
..()
/obj/item/implantcase
name = "implant case"
desc = "A glass case containing an implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=2"
container_type = OPENCONTAINER | INJECTABLE | DRAWABLE
materials = list(MAT_GLASS=500)
var/obj/item/implant/imp = null
/obj/item/implantcase/update_icon()
if(imp)
icon_state = "implantcase-[imp.item_color]"
origin_tech = imp.origin_tech
flags = imp.flags & ~DROPDEL
reagents = imp.reagents
else
icon_state = "implantcase-0"
origin_tech = initial(origin_tech)
flags = initial(flags)
reagents = null
/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implant case - '[t]'"
else
name = "implant case"
else if(istype(W, /obj/item/implanter))
var/obj/item/implanter/I = W
if(I.imp)
if(imp || I.imp.implanted)
return
I.imp.loc = src
imp = I.imp
I.imp = null
update_icon()
I.update_icon()
else
if(imp)
if(I.imp)
return
imp.loc = I
I.imp = imp
imp = null
update_icon()
I.update_icon()
/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
var/obj/item/ammo_casing/shotgun/implanter/I = W
if(I.implanter)
src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
/obj/item/implantcase/New()
..()
update_icon()
/obj/item/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
/obj/item/implantcase/tracking/New()
imp = new /obj/item/implant/tracking(src)
..()
/obj/item/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
/obj/item/implantcase/weapons_auth/New()
imp = new /obj/item/implant/weapons_auth(src)
..()
/obj/item/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
/obj/item/implantcase/adrenaline/New()
imp = new /obj/item/implant/adrenalin(src)
..()
/obj/item/implantcase/death_alarm
name = "Glass Case- 'Death Alarm'"
desc = "A case containing a death alarm implant."
/obj/item/implantcase/death_alarm/New()
imp = new /obj/item/implant/death_alarm(src)
..()
@@ -1,158 +1,158 @@
/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = 1
opacity = 0
anchored = 1
var/ready = 1
var/malfunction = 0
var/list/obj/item/implant/mindshield/implant_list = list()
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/replenishing = 0
var/mob/living/carbon/occupant = null
var/injecting = 0
/obj/machinery/implantchair/proc
go_out()
put_mob(mob/living/carbon/M)
implant(var/mob/M)
add_implants()
/obj/machinery/implantchair/New()
..()
add_implants()
/obj/machinery/implantchair/attack_hand(mob/user)
user.set_machine(src)
var/health_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
var/dat ="<B>Implanter Status</B><BR>"
dat +="<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>"
dat += "<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=[UID()];replenish=1'>Replenish</A>"]<BR>"
if(src.occupant)
dat += "[src.ready ? "<A href='?src=[UID()];implant=1'>Implant</A>" : "Recharging"]<BR>"
user.set_machine(src)
user << browse(dat, "window=implant")
onclose(user, "implant")
/obj/machinery/implantchair/Topic(href, href_list)
if(..())
return
if(href_list["implant"])
if(src.occupant)
injecting = 1
go_out()
ready = 0
spawn(injection_cooldown)
ready = 1
if(href_list["replenish"])
ready = 0
spawn(replenish_cooldown)
add_implants()
ready = 1
src.updateUsrDialog()
return
/obj/machinery/implantchair/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/grab))
var/obj/item/grab/G = W
if(!ismob(G.affecting))
return
var/mob/M = G.affecting
if(M.has_buckled_mobs())
to_chat(user, "[M] will not fit into [src] because [M.p_they()] [M.p_have()] a slime latched onto [M.p_their()] head.")
return
if(put_mob(M))
qdel(G)
src.updateUsrDialog()
return
/obj/machinery/implantchair/go_out(mob/M)
if(!( src.occupant ))
return
if(M == occupant) // so that the guy inside can't eject himself -Agouri
return
occupant.forceMove(loc)
if(injecting)
implant(src.occupant)
injecting = 0
src.occupant = null
icon_state = "implantchair"
return
/obj/machinery/implantchair/put_mob(mob/living/carbon/M)
if(!iscarbon(M))
to_chat(usr, "<span class='warning'>The [src.name] cannot hold this!</span>")
return
if(src.occupant)
to_chat(usr, "<span class='warning'>The [src.name] is already occupied!</span>")
return
M.stop_pulling()
M.forceMove(src)
src.occupant = M
src.add_fingerprint(usr)
icon_state = "implantchair_on"
return 1
/obj/machinery/implantchair/implant(mob/M)
if(!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
for(var/obj/item/implant/mindshield/imp in implant_list)
if(!imp) continue
if(istype(imp, /obj/item/implant/mindshield))
M.visible_message("<span class='warning'>[M] has been implanted by the [src.name].</span>")
if(imp.implant(M))
implant_list -= imp
break
return
/obj/machinery/implantchair/add_implants()
for(var/i=0, i<src.max_implants, i++)
var/obj/item/implant/mindshield/I = new /obj/item/implant/mindshield(src)
implant_list += I
return
/obj/machinery/implantchair/verb/get_out()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
src.go_out(usr)
add_fingerprint(usr)
return
/obj/machinery/implantchair/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return
/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = 1
opacity = 0
anchored = 1
var/ready = 1
var/malfunction = 0
var/list/obj/item/implant/mindshield/implant_list = list()
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/replenishing = 0
var/mob/living/carbon/occupant = null
var/injecting = 0
/obj/machinery/implantchair/proc
go_out()
put_mob(mob/living/carbon/M)
implant(var/mob/M)
add_implants()
/obj/machinery/implantchair/New()
..()
add_implants()
/obj/machinery/implantchair/attack_hand(mob/user)
user.set_machine(src)
var/health_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
var/dat ="<B>Implanter Status</B><BR>"
dat +="<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>"
dat += "<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=[UID()];replenish=1'>Replenish</A>"]<BR>"
if(src.occupant)
dat += "[src.ready ? "<A href='?src=[UID()];implant=1'>Implant</A>" : "Recharging"]<BR>"
user.set_machine(src)
user << browse(dat, "window=implant")
onclose(user, "implant")
/obj/machinery/implantchair/Topic(href, href_list)
if(..())
return
if(href_list["implant"])
if(src.occupant)
injecting = 1
go_out()
ready = 0
spawn(injection_cooldown)
ready = 1
if(href_list["replenish"])
ready = 0
spawn(replenish_cooldown)
add_implants()
ready = 1
src.updateUsrDialog()
return
/obj/machinery/implantchair/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/grab))
var/obj/item/grab/G = W
if(!ismob(G.affecting))
return
var/mob/M = G.affecting
if(M.has_buckled_mobs())
to_chat(user, "[M] will not fit into [src] because [M.p_they()] [M.p_have()] a slime latched onto [M.p_their()] head.")
return
if(put_mob(M))
qdel(G)
src.updateUsrDialog()
return
/obj/machinery/implantchair/go_out(mob/M)
if(!( src.occupant ))
return
if(M == occupant) // so that the guy inside can't eject himself -Agouri
return
occupant.forceMove(loc)
if(injecting)
implant(src.occupant)
injecting = 0
src.occupant = null
icon_state = "implantchair"
return
/obj/machinery/implantchair/put_mob(mob/living/carbon/M)
if(!iscarbon(M))
to_chat(usr, "<span class='warning'>The [src.name] cannot hold this!</span>")
return
if(src.occupant)
to_chat(usr, "<span class='warning'>The [src.name] is already occupied!</span>")
return
M.stop_pulling()
M.forceMove(src)
src.occupant = M
src.add_fingerprint(usr)
icon_state = "implantchair_on"
return 1
/obj/machinery/implantchair/implant(mob/M)
if(!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
for(var/obj/item/implant/mindshield/imp in implant_list)
if(!imp) continue
if(istype(imp, /obj/item/implant/mindshield))
M.visible_message("<span class='warning'>[M] has been implanted by the [src.name].</span>")
if(imp.implant(M))
implant_list -= imp
break
return
/obj/machinery/implantchair/add_implants()
for(var/i=0, i<src.max_implants, i++)
var/obj/item/implant/mindshield/I = new /obj/item/implant/mindshield(src)
implant_list += I
return
/obj/machinery/implantchair/verb/get_out()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
src.go_out(usr)
add_fingerprint(usr)
return
/obj/machinery/implantchair/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return
@@ -1,89 +1,89 @@
/obj/item/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
toolspeed = 1
var/obj/item/implant/imp = null
/obj/item/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/implanter/attack(mob/living/carbon/M, mob/user)
if(!iscarbon(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_after(user, 50 * toolspeed, target = M)))
if(user && M && (get_turf(M) == T) && src && imp)
if(imp.implant(M, user))
if(M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
/obj/item/implanter/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
/obj/item/implanter/New()
..()
spawn(1)
update_icon()
/obj/item/implanter/adrenalin
name = "implanter (adrenalin)"
/obj/item/implanter/adrenalin/New()
imp = new /obj/item/implant/adrenalin(src)
..()
/obj/item/implanter/emp
name = "implanter (EMP)"
/obj/item/implanter/emp/New()
imp = new /obj/item/implant/emp(src)
..()
/obj/item/implanter/traitor
name = "implanter (Mindslave)"
/obj/item/implanter/traitor/New()
imp = new /obj/item/implant/traitor(src)
..()
/obj/item/implanter/death_alarm
name = "implanter (Death Alarm)"
/obj/item/implanter/death_alarm/New()
imp = new /obj/item/implant/death_alarm(src)
..()
/obj/item/implanter
name = "implanter"
desc = "A sterile automatic implant injector."
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
toolspeed = 1
var/obj/item/implant/imp = null
/obj/item/implanter/update_icon()
if(imp)
icon_state = "implanter1"
origin_tech = imp.origin_tech
else
icon_state = "implanter0"
origin_tech = initial(origin_tech)
/obj/item/implanter/attack(mob/living/carbon/M, mob/user)
if(!iscarbon(M))
return
if(user && imp)
if(M != user)
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
var/turf/T = get_turf(M)
if(T && (M == user || do_after(user, 50 * toolspeed, target = M)))
if(user && M && (get_turf(M) == T) && src && imp)
if(imp.implant(M, user))
if(M == user)
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
/obj/item/implanter/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/pen))
var/t = stripped_input(user, "What would you like the label to be?", name, null)
if(user.get_active_hand() != W)
return
if(!in_range(src, user) && loc != user)
return
if(t)
name = "implanter ([t])"
else
name = "implanter"
/obj/item/implanter/New()
..()
spawn(1)
update_icon()
/obj/item/implanter/adrenalin
name = "implanter (adrenalin)"
/obj/item/implanter/adrenalin/New()
imp = new /obj/item/implant/adrenalin(src)
..()
/obj/item/implanter/emp
name = "implanter (EMP)"
/obj/item/implanter/emp/New()
imp = new /obj/item/implant/emp(src)
..()
/obj/item/implanter/traitor
name = "implanter (Mindslave)"
/obj/item/implanter/traitor/New()
imp = new /obj/item/implant/traitor(src)
..()
/obj/item/implanter/death_alarm
name = "implanter (Death Alarm)"
/obj/item/implanter/death_alarm/New()
imp = new /obj/item/implant/death_alarm(src)
..()
@@ -1,107 +1,107 @@
/obj/item/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'icons/obj/items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/obj/item/implantcase/case = null
/obj/item/implantpad/Destroy()
if(case)
dropcase()
return ..()
/obj/item/implantpad/update_icon()
if(case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
/obj/item/implantpad/proc/addcase(mob/user as mob, obj/item/implantcase/C as obj)
if(!user || !C)
return
if(case)
to_chat(user, "<span class='warning'>There's already an implant in the pad!</span>")
return
user.unEquip(C)
C.forceMove(src)
case = C
update_icon()
/obj/item/implantpad/proc/dropcase(mob/user as mob)
if(!case)
to_chat(user, "<span class='warning'>There's no implant in the pad!</span>")
return
if(user)
if(user.put_in_hands(case))
add_fingerprint(user)
case.add_fingerprint(user)
case = null
update_icon()
return
case.forceMove(get_turf(src))
case = null
update_icon()
/obj/item/implantpad/verb/remove_implant()
set category = "Object"
set name = "Remove Implant"
set src in usr
if(usr.stat || usr.restrained())
return
dropcase(usr)
/obj/item/implantpad/attackby(obj/item/implantcase/C as obj, mob/user as mob, params)
if(istype(C, /obj/item/implantcase))
addcase(user, C)
else
return ..()
/obj/item/implantpad/attack_self(mob/user as mob)
add_fingerprint(user)
user.set_machine(src)
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if(case)
if(case.imp)
if(istype(case.imp, /obj/item/implant))
dat += "<A href='byond://?src=[UID()];removecase=1'>Remove Case</A><HR>"
dat += case.imp.get_data()
if(istype(case.imp, /obj/item/implant/tracking))
var/obj/item/implant/tracking/T = case.imp
dat += {"ID (1-100):
<A href='byond://?src=[UID()];tracking_id=-10'>-</A>
<A href='byond://?src=[UID()];tracking_id=-1'>-</A> [T.id]
<A href='byond://?src=[UID()];tracking_id=1'>+</A>
<A href='byond://?src=[UID()];tracking_id=10'>+</A><BR>"}
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/obj/item/implantpad/Topic(href, href_list)
if(..())
return 1
var/mob/living/user = usr
if(href_list["tracking_id"])
if(case && case.imp)
var/obj/item/implant/tracking/T = case.imp
T.id += text2num(href_list["tracking_id"])
T.id = min(100, T.id)
T.id = max(1, T.id)
else if(href_list["removecase"])
dropcase(user)
attack_self(user)
return 1
/obj/item/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'icons/obj/items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/obj/item/implantcase/case = null
/obj/item/implantpad/Destroy()
if(case)
dropcase()
return ..()
/obj/item/implantpad/update_icon()
if(case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
/obj/item/implantpad/proc/addcase(mob/user as mob, obj/item/implantcase/C as obj)
if(!user || !C)
return
if(case)
to_chat(user, "<span class='warning'>There's already an implant in the pad!</span>")
return
user.unEquip(C)
C.forceMove(src)
case = C
update_icon()
/obj/item/implantpad/proc/dropcase(mob/user as mob)
if(!case)
to_chat(user, "<span class='warning'>There's no implant in the pad!</span>")
return
if(user)
if(user.put_in_hands(case))
add_fingerprint(user)
case.add_fingerprint(user)
case = null
update_icon()
return
case.forceMove(get_turf(src))
case = null
update_icon()
/obj/item/implantpad/verb/remove_implant()
set category = "Object"
set name = "Remove Implant"
set src in usr
if(usr.stat || usr.restrained())
return
dropcase(usr)
/obj/item/implantpad/attackby(obj/item/implantcase/C as obj, mob/user as mob, params)
if(istype(C, /obj/item/implantcase))
addcase(user, C)
else
return ..()
/obj/item/implantpad/attack_self(mob/user as mob)
add_fingerprint(user)
user.set_machine(src)
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if(case)
if(case.imp)
if(istype(case.imp, /obj/item/implant))
dat += "<A href='byond://?src=[UID()];removecase=1'>Remove Case</A><HR>"
dat += case.imp.get_data()
if(istype(case.imp, /obj/item/implant/tracking))
var/obj/item/implant/tracking/T = case.imp
dat += {"ID (1-100):
<A href='byond://?src=[UID()];tracking_id=-10'>-</A>
<A href='byond://?src=[UID()];tracking_id=-1'>-</A> [T.id]
<A href='byond://?src=[UID()];tracking_id=1'>+</A>
<A href='byond://?src=[UID()];tracking_id=10'>+</A><BR>"}
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/obj/item/implantpad/Topic(href, href_list)
if(..())
return 1
var/mob/living/user = usr
if(href_list["tracking_id"])
if(case && case.imp)
var/obj/item/implant/tracking/T = case.imp
T.id += text2num(href_list["tracking_id"])
T.id = min(100, T.id)
T.id = max(1, T.id)
else if(href_list["removecase"])
dropcase(user)
attack_self(user)
return 1
@@ -1,45 +1,45 @@
/obj/item/implant/uplink
name = "uplink implant"
desc = "Summon things."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
origin_tech = "materials=4;magnets=4;programming=4;biotech=4;syndicate=5;bluespace=5"
/obj/item/implant/uplink/New()
hidden_uplink = new(src)
hidden_uplink.uses = 10
..()
/obj/item/implant/uplink/sit/New()
..()
if(hidden_uplink)
hidden_uplink.uplink_type = "sit"
/obj/item/implant/uplink/admin/New()
..()
if(hidden_uplink)
hidden_uplink.uplink_type = "admin"
/obj/item/implant/uplink/implant(mob/source)
var/obj/item/implant/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
imp_e.hidden_uplink.uses += hidden_uplink.uses
qdel(src)
return 1
if(..())
hidden_uplink.uplink_owner="[source.key]"
return 1
return 0
/obj/item/implant/uplink/activate()
if(hidden_uplink)
hidden_uplink.check_trigger(imp_in)
/obj/item/implanter/uplink
name = "implanter (uplink)"
/obj/item/implanter/uplink/New()
imp = new /obj/item/implant/uplink(src)
..()
/obj/item/implant/uplink
name = "uplink implant"
desc = "Summon things."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
origin_tech = "materials=4;magnets=4;programming=4;biotech=4;syndicate=5;bluespace=5"
/obj/item/implant/uplink/New()
hidden_uplink = new(src)
hidden_uplink.uses = 10
..()
/obj/item/implant/uplink/sit/New()
..()
if(hidden_uplink)
hidden_uplink.uplink_type = "sit"
/obj/item/implant/uplink/admin/New()
..()
if(hidden_uplink)
hidden_uplink.uplink_type = "admin"
/obj/item/implant/uplink/implant(mob/source)
var/obj/item/implant/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
imp_e.hidden_uplink.uses += hidden_uplink.uses
qdel(src)
return 1
if(..())
hidden_uplink.uplink_owner="[source.key]"
return 1
return 0
/obj/item/implant/uplink/activate()
if(hidden_uplink)
hidden_uplink.check_trigger(imp_in)
/obj/item/implanter/uplink
name = "implanter (uplink)"
/obj/item/implanter/uplink/New()
imp = new /obj/item/implant/uplink(src)
..()