//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32 /obj/item/weapon/implantcase name = "Glass Case" desc = "A case containing an implant." icon_state = "implantcase-0" item_state = "implantcase" throw_speed = 1 throw_range = 5 w_class = 1.0 var/obj/item/weapon/implant/imp = null proc update() update() if (src.imp) src.icon_state = text("implantcase-[]", src.imp._color) else src.icon_state = "implantcase-0" return attackby(obj/item/weapon/I as obj, mob/user as mob, params) ..() if (istype(I, /obj/item/weapon/pen)) var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text if (user.get_active_hand() != I) return if((!in_range(src, usr) && src.loc != user)) return t = sanitize(copytext(t,1,MAX_MESSAGE_LEN)) if(t) src.name = text("Glass Case- '[]'", t) else src.name = "Glass Case" else if(istype(I, /obj/item/weapon/reagent_containers/syringe)) if(!src.imp) return if(!src.imp.allow_reagents) return if(src.imp.reagents.total_volume >= src.imp.reagents.maximum_volume) user << "\red [src] is full." else spawn(5) I.reagents.trans_to(src.imp, 5) user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units." else if (istype(I, /obj/item/weapon/implanter)) if (I:imp) if ((src.imp || I:imp.implanted)) return I:imp.loc = src src.imp = I:imp I:imp = null src.update() I:update() else if (src.imp) if (I:imp) return src.imp.loc = I I:imp = src.imp src.imp = null update() I:update() return /obj/item/weapon/implantcase/tracking name = "Glass Case- 'Tracking'" desc = "A case containing a tracking implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-b" New() src.imp = new /obj/item/weapon/implant/tracking( src ) ..() return /obj/item/weapon/implantcase/explosive name = "Glass Case- 'Explosive'" desc = "A case containing an explosive implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-r" New() src.imp = new /obj/item/weapon/implant/explosive( src ) ..() return /obj/item/weapon/implantcase/dexplosive name = "Glass Case- 'Death Explosive'" desc = "A case containing an explosive implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-r" New() src.imp = new /obj/item/weapon/implant/dexplosive( src ) ..() return /obj/item/weapon/implantcase/chem name = "Glass Case- 'Chem'" desc = "A case containing a chemical implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-b" /obj/item/weapon/implantcase/chem/New() src.imp = new /obj/item/weapon/implant/chem( src ) ..() return /obj/item/weapon/implantcase/loyalty name = "Glass Case- 'Loyalty'" desc = "A case containing a loyalty implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-r" New() src.imp = new /obj/item/weapon/implant/loyalty( src ) ..() return /obj/item/weapon/implantcase/death_alarm name = "Glass Case- 'Death Alarm'" desc = "A case containing a death alarm implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-b" New() src.imp = new /obj/item/weapon/implant/death_alarm( src ) ..() return /obj/item/weapon/implantcase/freedom name = "Glass Case- 'Freedom'" desc = "A case containing a freedom implant." icon = 'icons/obj/items.dmi' icon_state = "implantcase-b" New() src.imp = new /obj/item/weapon/implant/freedom( src ) ..() return