/obj/item/implant/sad_trombone
name = "sad trombone implant"
activated = FALSE
trigger_emotes = list("deathgasp")
// If something forces the clown to fake death, it's pretty funny to still see the sad trombone played
trigger_causes = IMPLANT_EMOTE_TRIGGER_UNINTENTIONAL | IMPLANT_TRIGGER_DEATH_ANY
/obj/item/implant/sad_trombone/get_data()
var/dat = {"Implant Specifications:
Name: Honk Co. Sad Trombone Implant
Life: Activates upon death.
"}
return dat
/obj/item/implant/sad_trombone/emote_trigger(emote, mob/source, force)
activate(emote)
/obj/item/implant/sad_trombone/death_trigger(mob/user, gibbed)
activate(gibbed)
/obj/item/implant/sad_trombone/activate()
playsound(loc, 'sound/misc/sadtrombone.ogg', 50, FALSE)
/obj/item/implanter/sad_trombone
name = "implanter (sad trombone)"
/obj/item/implanter/sad_trombone/New() //gross
imp = new /obj/item/implant/sad_trombone
..()
/obj/item/implantcase/sad_trombone
name = "implant case - 'Sad Trombone'"
desc = "A glass case containing a sad trombone implant."
/obj/item/implantcase/sad_trombone/New() //gross
imp = new /obj/item/implant/sad_trombone
..()