diff --git a/code/__DEFINES/hud.dm b/code/__DEFINES/hud.dm
index 6771d8062fc..4126fe1725f 100644
--- a/code/__DEFINES/hud.dm
+++ b/code/__DEFINES/hud.dm
@@ -7,7 +7,7 @@
#define STATUS_HUD "2" // a simple line rounding the mob's number health
#define ID_HUD "3" // the job asigned to your ID
#define WANTED_HUD "4" // wanted, released, parroled, security status
-#define IMPLOYAL_HUD "5" // loyality implant
+#define IMPMINDSHIELD_HUD "5" // mindshield implant
#define IMPCHEM_HUD "6" // chemical implant
#define IMPTRACK_HUD "7" // tracking implant
#define DIAG_STAT_HUD "8" // Silicon/Mech Status
diff --git a/code/datums/mind.dm b/code/datums/mind.dm
index 80ffd082f68..6efb102ca24 100644
--- a/code/datums/mind.dm
+++ b/code/datums/mind.dm
@@ -157,7 +157,7 @@
var/mob/living/carbon/human/H = current
if(ishuman(current))
/** Impanted**/
- if(isloyal(H))
+ if(ismindshielded(H))
text = "Mindshield Implant:Remove|Implanted"
else
text = "Mindshield Implant:No Implant|Implant him!"
@@ -167,7 +167,7 @@
if(ticker.mode.config_tag=="revolution")
text += uppertext(text)
text = "[text]: "
- if(isloyal(H))
+ if(ismindshielded(H))
text += "NO|headrev|rev"
else if(src in ticker.mode.head_revolutionaries)
text += "no|HEADREV|rev"
@@ -203,7 +203,7 @@
if(ticker.mode.config_tag=="cult")
text = uppertext(text)
text = "[text]: "
- if(isloyal(H))
+ if(ismindshielded(H))
text += "NO|cultist"
else if(src in ticker.mode.cult)
text += "no|CULTIST"
@@ -657,7 +657,7 @@
switch(href_list["implant"])
if("remove")
- for(var/obj/item/weapon/implant/loyalty/I in H.contents)
+ for(var/obj/item/weapon/implant/mindshield/I in H.contents)
if(I && I.implanted)
I.removed(H)
qdel(I)
@@ -665,7 +665,7 @@
log_admin("[key_name(usr)] has deactivated [key_name(current)]'s mindshield implant")
message_admins("[key_name_admin(usr)] has deactivated [key_name_admin(current)]'s mindshield implant")
if("add")
- var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
+ var/obj/item/weapon/implant/mindshield/L = new/obj/item/weapon/implant/mindshield(H)
L.imp_in = H
L.implanted = 1
H.sec_hud_set_implants()
diff --git a/code/datums/outfits/outfit_admin.dm b/code/datums/outfits/outfit_admin.dm
index 8dea043eea5..9bc700ebabe 100644
--- a/code/datums/outfits/outfit_admin.dm
+++ b/code/datums/outfits/outfit_admin.dm
@@ -218,7 +218,7 @@
if(istype(I))
apply_to_card(I, H, get_centcom_access("Nanotrasen Navy Officer"), "Nanotrasen Navy Officer")
- var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/loyalty(H)
+ var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/mindshield(H)
L.imp_in = H
L.implanted = 1
H.sec_hud_set_implants()
@@ -250,7 +250,7 @@
/obj/item/weapon/reagent_containers/hypospray/combat/nanites = 1,
/obj/item/weapon/storage/box/zipties = 1,
/obj/item/clothing/shoes/magboots/advance = 1,
- /obj/item/weapon/implanter/loyalty = 1,
+ /obj/item/weapon/implanter/mindshield = 1,
)
/datum/outfit/admin/nt_special_ops_officer/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
@@ -329,7 +329,7 @@
if(istype(I))
apply_to_card(I, H, get_centcom_access("Nanotrasen Navy Captain"), "Nanotrasen Navy Captain")
- var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/loyalty(H)
+ var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/mindshield(H)
L.imp_in = H
L.implanted = 1
H.sec_hud_set_implants()
@@ -755,7 +755,7 @@
if(istype(I))
apply_to_card(I, H, get_centcom_access("Emergency Response Team Member"), "Emergency Response Team Member")
- var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/loyalty(H)
+ var/obj/item/weapon/implant/L = new /obj/item/weapon/implant/mindshield(H)
L.imp_in = H
L.implanted = 1
H.sec_hud_set_implants()
diff --git a/code/datums/supplypacks.dm b/code/datums/supplypacks.dm
index e4eda250cf9..4e624696a10 100644
--- a/code/datums/supplypacks.dm
+++ b/code/datums/supplypacks.dm
@@ -376,9 +376,9 @@ var/list/all_supply_groups = list(supply_emergency,supply_security,supply_engine
/////// Implants & etc
-/datum/supply_packs/security/armory/loyalty
+/datum/supply_packs/security/armory/mindshield
name = "Mindshield Implants Crate"
- contains = list (/obj/item/weapon/storage/lockbox/loyalty)
+ contains = list (/obj/item/weapon/storage/lockbox/mindshield)
cost = 40
containername = "mindshield implant crate"
diff --git a/code/game/data_huds.dm b/code/game/data_huds.dm
index 240c53b0025..2a6aa2b3a39 100644
--- a/code/game/data_huds.dm
+++ b/code/game/data_huds.dm
@@ -41,7 +41,7 @@
hud_icons = list(ID_HUD)
/datum/atom_hud/data/human/security/advanced
- hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD, WANTED_HUD)
+ hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPMINDSHIELD_HUD, IMPCHEM_HUD, WANTED_HUD)
/datum/atom_hud/data/diagnostic
hud_icons = list (DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD)
@@ -172,7 +172,7 @@
/mob/living/carbon/human/proc/sec_hud_set_implants()
var/image/holder
- for(var/i in list(IMPTRACK_HUD, IMPLOYAL_HUD, IMPCHEM_HUD))
+ for(var/i in list(IMPTRACK_HUD, IMPMINDSHIELD_HUD, IMPCHEM_HUD))
holder = hud_list[i]
holder.icon_state = null
for(var/obj/item/weapon/implant/I in src)
@@ -180,8 +180,8 @@
if(istype(I,/obj/item/weapon/implant/tracking))
holder = hud_list[IMPTRACK_HUD]
holder.icon_state = "hud_imp_tracking"
- else if(istype(I,/obj/item/weapon/implant/loyalty))
- holder = hud_list[IMPLOYAL_HUD]
+ else if(istype(I,/obj/item/weapon/implant/mindshield))
+ holder = hud_list[IMPMINDSHIELD_HUD]
holder.icon_state = "hud_imp_loyal"
else if(istype(I,/obj/item/weapon/implant/chem))
holder = hud_list[IMPCHEM_HUD]
diff --git a/code/game/gamemodes/autotraitor/autotraitor.dm b/code/game/gamemodes/autotraitor/autotraitor.dm
index 7c307295dc7..263ae5b33d8 100644
--- a/code/game/gamemodes/autotraitor/autotraitor.dm
+++ b/code/game/gamemodes/autotraitor/autotraitor.dm
@@ -91,7 +91,7 @@
if(player.current) // Remove mindshield-implanted mobs from the list
if(ishuman(player.current))
var/mob/living/carbon/human/H = player.current
- for(var/obj/item/weapon/implant/loyalty/I in H.contents)
+ for(var/obj/item/weapon/implant/mindshield/I in H.contents)
if(I && I.implanted)
possible_traitors -= player
diff --git a/code/game/gamemodes/cult/cult.dm b/code/game/gamemodes/cult/cult.dm
index bce324ade0c..ff7c74a6fbb 100644
--- a/code/game/gamemodes/cult/cult.dm
+++ b/code/game/gamemodes/cult/cult.dm
@@ -19,7 +19,7 @@ var/global/list/all_cults = list()
return 0
if(ishuman(mind.current))
var/mob/living/carbon/human/H = mind.current
- if(isloyal(H))
+ if(ismindshielded(H))
return 0
if(issilicon(mind.current))
return 0 //can't convert machines, that's ratvar's thing
diff --git a/code/game/gamemodes/cult/ritual.dm b/code/game/gamemodes/cult/ritual.dm
index cbfa6e51f11..976f2cd8fc8 100644
--- a/code/game/gamemodes/cult/ritual.dm
+++ b/code/game/gamemodes/cult/ritual.dm
@@ -102,7 +102,7 @@
If any are found, the user can choose which rune to send to. Upon activation, the rune teleports everything above it to the selected rune.
"
text += "Rite of Enlightenment
This rune is critical to the success of the cult. It will allow you to convert normal crew members into cultists. \
- To do this, simply place the crew member upon the rune and invoke it. This rune requires two invokers to use. If the target to be converted is loyalty-implanted or a certain assignment, they will \
+ To do this, simply place the crew member upon the rune and invoke it. This rune requires two invokers to use. If the target to be converted is mindshielded or a certain assignment, they will \
be unable to be converted. People [ticker.mode.cultdat.entity_title3] wishes sacrificed will also be ineligible for conversion, and anyone with a shielding presence like the null rod will not be converted.
\
Successful conversions will produce a tome for the new cultist.
"
diff --git a/code/game/gamemodes/cult/runes.dm b/code/game/gamemodes/cult/runes.dm
index 41b8178c6f3..14fe620cc3c 100644
--- a/code/game/gamemodes/cult/runes.dm
+++ b/code/game/gamemodes/cult/runes.dm
@@ -323,7 +323,7 @@ var/list/teleport_runes = list()
//Rite of Enlightenment: Converts a normal crewmember to the cult. Faster for every cultist nearby.
/obj/effect/rune/convert
cultist_name = "Rite of Enlightenment"
- cultist_desc = "converts a normal crewmember on top of it to the cult. Does not work on loyalty-implanted crew."
+ cultist_desc = "converts a normal crewmember on top of it to the cult. Does not work on mindshielded crew."
invocation = "Mah'weyh pleggh at e'ntrath!"
icon_state = "3"
req_cultists = 2
@@ -336,7 +336,7 @@ var/list/teleport_runes = list()
var/turf/T = get_turf(src)
for(var/mob/living/M in T.contents)
- if(!iscultist(M) && !isloyal(M))
+ if(!iscultist(M) && !ismindshielded(M))
convertees.Add(M)
if(!convertees.len)
fail_invoke()
diff --git a/code/game/gamemodes/revolution/revolution.dm b/code/game/gamemodes/revolution/revolution.dm
index 08fbf0d4cc7..556b7f50e5b 100644
--- a/code/game/gamemodes/revolution/revolution.dm
+++ b/code/game/gamemodes/revolution/revolution.dm
@@ -234,7 +234,7 @@
if(rev_mind.assigned_role in command_positions)
return 0
var/mob/living/carbon/human/H = rev_mind.current//Check to see if the potential rev is implanted
- if(isloyal(H))
+ if(ismindshielded(H))
return 0
if((rev_mind in revolutionaries) || (rev_mind in head_revolutionaries))
return 0
diff --git a/code/game/gamemodes/shadowling/shadowling_abilities.dm b/code/game/gamemodes/shadowling/shadowling_abilities.dm
index fd63864442d..1212379eb1c 100644
--- a/code/game/gamemodes/shadowling/shadowling_abilities.dm
+++ b/code/game/gamemodes/shadowling/shadowling_abilities.dm
@@ -307,14 +307,14 @@
to_chat(target, "A terrible red light floods your mind. You collapse as conscious thought is wiped away.")
target.Weaken(12)
sleep(20)
- if(isloyal(target))
+ if(ismindshielded(target))
to_chat(user, "They have a mindshield implant. You begin to deactivate it - this will take some time.")
user.visible_message("[user] pauses, then dips their head in concentration!")
to_chat(target, "Your mindshield implant becomes hot as it comes under attack!")
sleep(100) //10 seconds - not spawn() so the enthralling takes longer
to_chat(user, "The nanobots composing the mindshield implant have been rendered inert. Now to continue.")
user.visible_message("[user] relaxes again.")
- for(var/obj/item/weapon/implant/loyalty/L in target)
+ for(var/obj/item/weapon/implant/mindshield/L in target)
if(L && L.implanted)
qdel(L)
to_chat(target, "Your mental protection implant unexpectedly falters, dims, dies.")
diff --git a/code/game/gamemodes/vampire/vampire_powers.dm b/code/game/gamemodes/vampire/vampire_powers.dm
index c38c50ad40a..0988c80fa71 100644
--- a/code/game/gamemodes/vampire/vampire_powers.dm
+++ b/code/game/gamemodes/vampire/vampire_powers.dm
@@ -294,7 +294,7 @@
/obj/effect/proc_holder/spell/vampire/targetted/enthrall/proc/can_enthrall(mob/living/user, mob/living/carbon/C)
var/enthrall_safe = 0
- for(var/obj/item/weapon/implant/loyalty/L in C)
+ for(var/obj/item/weapon/implant/mindshield/L in C)
if(L && L.implanted)
enthrall_safe = 1
break
diff --git a/code/game/jobs/job/central.dm b/code/game/jobs/job/central.dm
index 9d3d5a7ab7a..64298b70fbe 100644
--- a/code/game/jobs/job/central.dm
+++ b/code/game/jobs/job/central.dm
@@ -34,7 +34,7 @@
/obj/item/weapon/implanter/death_alarm = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/satchel
@@ -77,6 +77,6 @@
/obj/item/weapon/implanter/death_alarm = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/satchel
\ No newline at end of file
diff --git a/code/game/jobs/job/security.dm b/code/game/jobs/job/security.dm
index 62b248c4875..a7ed2b6b7a8 100644
--- a/code/game/jobs/job/security.dm
+++ b/code/game/jobs/job/security.dm
@@ -40,7 +40,7 @@
/obj/item/weapon/melee/classic_baton/telescopic = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/security
satchel = /obj/item/weapon/storage/backpack/satchel_sec
@@ -83,7 +83,7 @@
/obj/item/weapon/restraints/handcuffs = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/security
satchel = /obj/item/weapon/storage/backpack/satchel_sec
@@ -130,7 +130,7 @@
/obj/item/weapon/melee/classic_baton/telescopic = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
/datum/outfit/job/detective/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
. = ..()
@@ -183,7 +183,7 @@
/obj/item/weapon/restraints/handcuffs = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/security
satchel = /obj/item/weapon/storage/backpack/satchel_sec
@@ -218,7 +218,7 @@
l_hand = /obj/item/weapon/storage/firstaid/adv
pda = /obj/item/device/pda/medical
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/medic
satchel = /obj/item/weapon/storage/backpack/satchel_med
@@ -257,7 +257,7 @@
/obj/item/weapon/restraints/handcuffs = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/security
satchel = /obj/item/weapon/storage/backpack/satchel_sec
diff --git a/code/game/jobs/job/supervisor.dm b/code/game/jobs/job/supervisor.dm
index af91e7788bd..e1b6bfda98e 100644
--- a/code/game/jobs/job/supervisor.dm
+++ b/code/game/jobs/job/supervisor.dm
@@ -41,7 +41,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
/obj/item/weapon/melee/classic_baton/telescopic = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/captain
satchel = /obj/item/weapon/storage/backpack/satchel_cap
@@ -145,7 +145,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
/obj/item/weapon/melee/classic_baton/ntcane = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
@@ -188,7 +188,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
/obj/item/weapon/gun/energy/gun/blueshield = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
backpack = /obj/item/weapon/storage/backpack/security
@@ -232,7 +232,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
/obj/item/weapon/melee/classic_baton/telescopic = 1
)
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
@@ -269,4 +269,4 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 0)
l_hand = /obj/item/weapon/storage/briefcase
pda = /obj/item/device/pda/lawyer
- implants = list(/obj/item/weapon/implant/loyalty)
+ implants = list(/obj/item/weapon/implant/mindshield)
diff --git a/code/game/machinery/adv_med.dm b/code/game/machinery/adv_med.dm
index 151dc377f5d..576cc65868b 100644
--- a/code/game/machinery/adv_med.dm
+++ b/code/game/machinery/adv_med.dm
@@ -220,7 +220,7 @@
active_power_usage = 500
var/printing = null
var/printing_text = null
- var/known_implants = list(/obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/loyalty, /obj/item/weapon/implant/tracking)
+ var/known_implants = list(/obj/item/weapon/implant/chem, /obj/item/weapon/implant/death_alarm, /obj/item/weapon/implant/mindshield, /obj/item/weapon/implant/tracking)
/obj/machinery/body_scanconsole/power_change()
if(stat & BROKEN)
diff --git a/code/game/objects/items/devices/flash.dm b/code/game/objects/items/devices/flash.dm
index 52a9a343e6b..fefb20e90e4 100644
--- a/code/game/objects/items/devices/flash.dm
+++ b/code/game/objects/items/devices/flash.dm
@@ -152,7 +152,7 @@
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
- if(!isloyal(M))
+ if(!ismindshielded(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(ticker.mode.add_revolutionary(M.mind))
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
diff --git a/code/game/objects/items/weapons/holy_weapons.dm b/code/game/objects/items/weapons/holy_weapons.dm
index 68d75f1e7bb..cda1145d90c 100644
--- a/code/game/objects/items/weapons/holy_weapons.dm
+++ b/code/game/objects/items/weapons/holy_weapons.dm
@@ -592,7 +592,7 @@
to_chat(missionary, "Your faith is strong, but their mind is already slaved to someone else's ideals. Perhaps an inquisition would reveal more...")
faith -= 25 //same faith cost as losing sight of them mid-conversion, but did you just find someone who can lead you to a fellow traitor?
return
- if(isloyal(target))
+ if(ismindshielded(target))
if(prob(20)) //loyalty implants typically overpower this, but you CAN get lucky and convert still (20% chance of success)
faith -= 125 //yes, this puts it negative. it's gonna take longer to recharge if you manage to convert a one of these people to balance the new power you gained through them
to_chat(missionary, "Through sheer willpower, you overcome their closed mind and rally [target] to your cause! You may need a bit longer than usual before your faith is fully recharged, and they won't remain loyal to you for long ...")
diff --git a/code/game/objects/items/weapons/implants/implant_mindshield.dm b/code/game/objects/items/weapons/implants/implant_mindshield.dm
index a6efb21661f..a76b373e6b7 100644
--- a/code/game/objects/items/weapons/implants/implant_mindshield.dm
+++ b/code/game/objects/items/weapons/implants/implant_mindshield.dm
@@ -1,10 +1,10 @@
-/obj/item/weapon/implant/loyalty
+/obj/item/weapon/implant/mindshield
name = "mindshield implant"
desc = "Stops people messing with your mind."
origin_tech = "materials=2;biotech=4;programming=4"
activated = 0
-/obj/item/weapon/implant/loyalty/get_data()
+/obj/item/weapon/implant/mindshield/get_data()
var/dat = {"Implant Specifications:
Name: Nanotrasen Employee Management Implant
Life: Ten years.
@@ -17,7 +17,7 @@
return dat
-/obj/item/weapon/implant/loyalty/implant(mob/target)
+/obj/item/weapon/implant/mindshield/implant(mob/target)
if(..())
if(target.mind in ticker.mode.head_revolutionaries || is_shadow_or_thrall(target))
target.visible_message("[target] seems to resist the implant!", "You feel the corporate tendrils of Nanotrasen try to invade your mind!")
@@ -33,7 +33,7 @@
return 1
return 0
-/obj/item/weapon/implant/loyalty/removed(mob/target, var/silent = 0)
+/obj/item/weapon/implant/mindshield/removed(mob/target, var/silent = 0)
if(..())
if(target.stat != DEAD && !silent)
to_chat(target, "You feel a sense of liberation as Nanotrasen's grip on your mind fades away.")
@@ -41,19 +41,19 @@
return 0
-/obj/item/weapon/implanter/loyalty
+/obj/item/weapon/implanter/mindshield
name = "implanter (mindshield)"
-/obj/item/weapon/implanter/loyalty/New()
- imp = new /obj/item/weapon/implant/loyalty(src)
+/obj/item/weapon/implanter/mindshield/New()
+ imp = new /obj/item/weapon/implant/mindshield(src)
..()
update_icon()
-/obj/item/weapon/implantcase/loyalty
+/obj/item/weapon/implantcase/mindshield
name = "implant case - 'mindshield'"
desc = "A glass case containing a mindshield implant."
-/obj/item/weapon/implantcase/loyalty/New()
- imp = new /obj/item/weapon/implant/loyalty(src)
+/obj/item/weapon/implantcase/mindshield/New()
+ imp = new /obj/item/weapon/implant/mindshield(src)
..()
\ No newline at end of file
diff --git a/code/game/objects/items/weapons/implants/implant_traitor.dm b/code/game/objects/items/weapons/implants/implant_traitor.dm
index bb80d50845d..47b993b6007 100644
--- a/code/game/objects/items/weapons/implants/implant_traitor.dm
+++ b/code/game/objects/items/weapons/implants/implant_traitor.dm
@@ -38,7 +38,7 @@
removed(M)
qdel(src)
return -1
- if(isloyal(H))
+ if(ismindshielded(H))
H.visible_message("[H] seems to resist the implant!", "You feel a strange sensation in your head that quickly dissipates.")
removed(M)
qdel(src)
diff --git a/code/game/objects/items/weapons/implants/implantchair.dm b/code/game/objects/items/weapons/implants/implantchair.dm
index 141f9b14f89..53183e21d63 100644
--- a/code/game/objects/items/weapons/implants/implantchair.dm
+++ b/code/game/objects/items/weapons/implants/implantchair.dm
@@ -11,7 +11,7 @@
var/ready = 1
var/malfunction = 0
- var/list/obj/item/weapon/implant/loyalty/implant_list = list()
+ var/list/obj/item/weapon/implant/mindshield/implant_list = list()
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
@@ -122,9 +122,9 @@
if(!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
- for(var/obj/item/weapon/implant/loyalty/imp in implant_list)
+ for(var/obj/item/weapon/implant/mindshield/imp in implant_list)
if(!imp) continue
- if(istype(imp, /obj/item/weapon/implant/loyalty))
+ if(istype(imp, /obj/item/weapon/implant/mindshield))
M.visible_message("[M] has been implanted by the [src.name].")
if(imp.implant(M))
@@ -135,7 +135,7 @@
/obj/machinery/implantchair/add_implants()
for(var/i=0, iYou feel yourself agreeing with [user], and a surge of loyalty begins building.")
target.Weaken(12)
sleep(20)
- if(isloyal(target))
+ if(ismindshielded(target))
to_chat(user, "They are enslaved by Nanotrasen. You feel their interest in your cause wane and disappear.")
user.visible_message("[user] stops talking for a moment, then moves back away from [target].")
to_chat(target, "Your mindshield implant activates, protecting you from conversion.")
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index 6926e08af52..69bba669de0 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -41,8 +41,8 @@
else if(eyes) //If they're not, check to see if their eyes got one of them there colour matrices. Will be null if eyes are robotic/the mob isn't colourblind and they have no default colour matrix.
return eyes.get_colourmatrix()
-/proc/isloyal(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
- for(var/obj/item/weapon/implant/loyalty/L in A)
+/proc/ismindshielded(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
+ for(var/obj/item/weapon/implant/mindshield/L in A)
if(L && L.implanted)
return 1
return 0