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Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into xenoarch
Conflicts: baystation12.dme code/WorkInProgress/Cael_Aislinn/ShieldGen/energy_field.dm icons/obj/device.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
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@@ -180,33 +180,39 @@ Implant Specifics:<BR>"}
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switch (severity)
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if (2.0) //Weak EMP will make implant tear limbs off.
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if (prob(50))
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if (ishuman(imp_in) && part)
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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spawn(25)
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if (ishuman(imp_in) && part)
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//No tearing off these parts since it's pretty much killing
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//and you can't replace groins
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if (istype(part,/datum/organ/external/chest) || \
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istype(part,/datum/organ/external/groin) || \
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istype(part,/datum/organ/external/head))
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part.createwound(BRUISE, 60) //mangle them instead
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else
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part.droplimb(1)
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explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
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del(src)
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small_boom()
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if (1.0) //strong EMP will melt implant either making it go off, or disarming it
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if (prob(50))
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activate() //50% chance of bye bye
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else
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meltdown() //50% chance of implant disarming
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if (prob(70))
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if (prob(50))
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small_boom()
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else
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if (prob(50))
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activate() //50% chance of bye bye
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else
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meltdown() //50% chance of implant disarming
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spawn (20)
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malfunction--
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islegal()
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return 0
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proc/small_boom()
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if (ishuman(imp_in) && part)
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imp_in.visible_message("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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spawn(25)
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if (ishuman(imp_in) && part)
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//No tearing off these parts since it's pretty much killing
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//and you can't replace groins
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if (istype(part,/datum/organ/external/chest) || \
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istype(part,/datum/organ/external/groin) || \
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istype(part,/datum/organ/external/head))
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part.createwound(BRUISE, 60) //mangle them instead
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else
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part.droplimb(1)
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explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
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del(src)
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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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@@ -440,7 +446,10 @@ the implant may become unstable and either pre-maturely inject the subject or si
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activate()
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var/turf/t = get_turf(src)
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src.scanned.loc = t
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if (imp_in)
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imp_in.put_in_hands(scanned)
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else
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scanned.loc = t
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del src
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implanted(mob/source as mob)
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@@ -1,7 +1,7 @@
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/obj/item/weapon/storage/wallet
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name = "wallet"
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desc = "It can hold a few small and personal things."
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storage_slots = 4
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storage_slots = 10
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icon_state = "wallet"
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w_class = 2
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can_hold = list(
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