/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 ..()