/obj/item/weapon/implanter name = "implanter" icon = 'icons/obj/items.dmi' icon_state = "implanter0" item_state = "syringe_0" throw_speed = 1 throw_range = 5 w_class = 2.0 var/obj/item/weapon/implant/imp = null /obj/item/weapon/implanter/proc/update() /obj/item/weapon/implanter/update() if (src.imp) src.icon_state = "implanter1" else src.icon_state = "implanter0" return /obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob) if (!istype(M, /mob/living/carbon)) return if (user && src.imp) for (var/mob/O in viewers(M, null)) O.show_message("\red [user] is attemping to implant [M].", 1) var/turf/T1 = get_turf(M) if (T1 && ((M == user) || do_after(user, 50))) if(user && M && (get_turf(M) == T1) && src && src.imp) for (var/mob/O in viewers(M, null)) O.show_message("\red [M] has been implanted by [user].", 1) M.attack_log += text("\[[time_stamp()]\] Implanted with [src.name] ([src.imp.name]) by [user.name] ([user.ckey])") user.attack_log += text("\[[time_stamp()]\] Used the [src.name] ([src.imp.name]) to implant [M.name] ([M.ckey])") msg_admin_attack("[user.name] ([user.ckey])[isAntag(user) ? "(ANTAG)" : ""] implanted [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (JMP)") user.show_message("\red You implanted the implant into [M].") if(src.imp.implanted(M, user)) src.imp.loc = M src.imp.imp_in = M src.imp.implanted = 1 if (ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting) affected.implants += src.imp imp.part = affected H.hud_updateflag |= 1 << IMPLOYAL_HUD M:implanting = 0 src.imp = null update() /obj/item/weapon/implanter/traitor name = "implanter (Mindslave)" desc = "Divide and Conquer." New() src.imp = new /obj/item/weapon/implant/traitor(src) ..() update() return /obj/item/weapon/implanter/loyalty name = "implanter (Loyalty)" /obj/item/weapon/implanter/loyalty/New() src.imp = new /obj/item/weapon/implant/loyalty( src ) ..() update() return /obj/item/weapon/implanter/dexplosive name = "implanter (Microbomb)" /obj/item/weapon/implanter/dexplosive/New() src.imp = new /obj/item/weapon/implant/dexplosive( src ) ..() update() return /obj/item/weapon/implanter/explosive name = "implanter (Explosive)" /obj/item/weapon/implanter/explosive/New() src.imp = new /obj/item/weapon/implant/explosive( src ) ..() update() return /obj/item/weapon/implanter/adrenalin name = "implanter (Adrenaline)" /obj/item/weapon/implanter/adrenalin/New() src.imp = new /obj/item/weapon/implant/adrenalin(src) ..() update() return /obj/item/weapon/implanter/compressed name = "implanter (Compressed)" icon_state = "cimplanter1" var/list/forbidden_types=list( // /obj/item/weapon/storage/bible // VG #11 - Recursion. ) /obj/item/weapon/implanter/compressed/New() imp = new /obj/item/weapon/implant/compressed( src ) ..() update() return /obj/item/weapon/implanter/compressed/update() if (imp) var/obj/item/weapon/implant/compressed/c = imp if(!c.scanned) icon_state = "cimplanter1" else icon_state = "cimplanter2" else icon_state = "cimplanter0" return /obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob) // Attacking things in your hands tends to make this fuck up. if(!istype(M)) return var/obj/item/weapon/implant/compressed/c = imp if (!c) return if (c.scanned == null) user << "Please scan an object with the implanter first." return ..() /obj/item/weapon/implanter/compressed/afterattack(var/obj/item/I, mob/user as mob) if(is_type_in_list(I,forbidden_types)) user << "\red A red light flickers on the implanter." return if(istype(I) && imp) var/obj/item/weapon/implant/compressed/c = imp if (c.scanned) user << "\red Something is already scanned inside the implant!" return if(user) user.unEquip(I) user.update_icons() //update our overlays c.scanned = I c.scanned.loc = c update() /obj/item/weapon/implanter/deadman name = "implanter (Deadman)" desc = "Switch it." New() src.imp = new /obj/item/weapon/implant/deadman(src) ..() update() return /obj/item/weapon/implanter/death_alarm name = "implanter (Death Alarm)" desc = "Announces the death of the implanted person over radio" New() src.imp = new /obj/item/weapon/implant/death_alarm(src) ..() update() return /obj/item/weapon/implanter/emp name = "implanter (EMP)" New() src.imp = new /obj/item/weapon/implant/emp(src) ..() update() return /obj/item/weapon/implanter/freedom name = "implanter (Freedom)" New() src.imp = new /obj/item/weapon/implant/freedom(src) ..() update() return /obj/item/weapon/implanter/uplink name = "implanter (Uplink)" New() src.imp = new /obj/item/weapon/implant/uplink(src) ..() update() return