/obj/item/weapon/implant name = "implant" var implanted = null mob/imp_in = null color = "b" allow_reagents = 0 proc trigger(emote, source as mob) activate() implanted(source as mob) get_data() hear(message, source as mob) trigger(emote, source as mob) return activate() return implanted(source as mob) return get_data() return "No information available" hear(message, source as mob) return /obj/item/weapon/implant/uplink name = "uplink" desc = "Summon things." var activation_emote = "chuckle" obj/item/device/uplink/radio/uplink = null New() activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink") uplink = new /obj/item/device/uplink/radio/implanted(src) ..() return implanted(mob/source as mob) activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink") source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0) source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate." return trigger(emote, mob/source as mob) if(emote == activation_emote) uplink.attack_self(source) return /obj/item/weapon/implant/tracking name = "tracking" desc = "Track with this." var id = 1.0 get_data() var/dat = {"Implant Specifications:
Name: Tracking Beacon
Life: 10 minutes after death of host
Important Notes: None

Implant Details:
Function: Continuously transmits low power signal. Useful for tracking.
Special Features:
Neuro-Safe- Specialized shell absorbs excess voltages self-destructing the chip if a malfunction occurs thereby securing safety of subject. The implant will melt and disintegrate into bio-safe elements.
Integrity: Gradient creates slight risk of being overcharged and frying the circuitry. As a result neurotoxins can cause massive damage.
Implant Specifics:
"} return dat //Nuke Agent Explosive /obj/item/weapon/implant/dexplosive name = "explosive" desc = "And boom goes the weasel." var/activation_emote = "deathgasp" var/coded = 0 New() verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote get_data() var/dat = {" Implant Specifications:
Name: Robust Corp RX-78 Employee Management Implant
Life: Activates upon death.
Important Notes: Explodes

Implant Details:
Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
Special Features: Explodes
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat trigger(emote, source as mob) if(emote == activation_emote) src.activate("death") return activate(var/cause) if((!cause) || (!src.imp_in)) return 0 explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see. if(src.imp_in) src.imp_in.gib() proc/set_emote() set name = "Set Emote" set category = "Object" set src in usr if(coded != 0) usr << "You've already set up your implant!" return activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink") usr.mind.store_memory("Explosive implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0) usr << "The implanted explosive implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate." coded = 1 verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote return /obj/item/weapon/implant/chem name = "chem" desc = "Injects things." allow_reagents = 1 get_data() var/dat = {" Implant Specifications:
Name: Robust Corp MJ-420 Prisoner Management Implant
Life: Deactivates upon death but remains within the body.
Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject
will suffer from an increased appetite.


Implant Details:
Function: Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal
the implant releases the chemicals directly into the blood stream.
Special Features: Micro-Capsule- Can be loaded with any sort of chemical agent via the common syringe and can hold 25 units.
Can only be loaded while still in it's original case.
Integrity: Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,
the implant may become unstable and either pre-maturely inject the subject or simply break."} return dat New() ..() var/datum/reagents/R = new/datum/reagents(10) reagents = R R.my_atom = src trigger(emote, source as mob) if(emote == "deathgasp") src.activate(10) return activate(var/cause) if((!cause) || (!src.imp_in)) return 0 var/mob/living/carbon/R = src.imp_in src.reagents.trans_to(R, cause) R << "You hear a faint *beep*." if(!src.reagents.total_volume) R << "You hear a faint click from your chest." spawn(0) del(src) return /obj/item/weapon/implant/loyalty name = "loyalty" desc = "Makes you loyal or such." get_data() var/dat = {" Implant Specifications:
Name: NanoTrasen Employee Management Implant
Life: Ten years.
Important Notes: Personnel injected with this device tend to be much more loyal to the company.

Implant Details:
Function: Contains a small pod of nanobots that manipulate the host's mental functions.
Special Features: Will prevent and cure most forms of brainwashing.
Integrity: Implant will last so long as the nanobots are inside the bloodstream."} return dat implanted(M as mob) if(!istype(M, /mob/living/carbon/human)) return var/mob/living/carbon/human/H = M if(H.mind in ticker.mode.head_revolutionaries) for(var/mob/O in viewers(H, null)) O.show_message(text("\red [] seems to resist the implant.", H), 1) return else if(H.mind in ticker.mode:revolutionaries) ticker.mode:remove_revolutionary(H.mind) H << "\blue You feel a surge of loyalty towards NanoTrasen." return //BS12 Explosive /obj/item/weapon/implant/explosive name = "explosive" desc = "And boom goes the weasel." var/phrase = "die" get_data() var/dat = {" Implant Specifications:
Name: Robust Corp RX-78 Intimidation Class Implant
Life: Activates upon codephrase.
Important Notes: Explodes

Implant Details:
Function: Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.
Special Features: Explodes
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat hear_talk(mob/M as mob, msg) hear(msg) return hear(var/msg) if(findtext(msg,phrase)) if(istype(loc, /mob/)) var/mob/T = loc T.gib() explosion(find_loc(src), 1, 3, 4, 6, 3) var/turf/t = find_loc(src) if(t) t.hotspot_expose(3500,125) del(src) implanted(mob/source as mob) phrase = input("Choose activation phrase:") as text usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', say [src.phrase] to attempt to activate.", 0, 0) usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', say [src.phrase] to attempt to activate." /obj/item/weapon/implant/death_alarm name = "death alarm" desc = "Danger Will Robinson!" var/mobname = "Will Robinson" get_data() var/dat = {" Implant Specifications:
Name: NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor
Life: Activates upon death.
Important Notes: Alerts crew to crewmember death.

Implant Details:
Function: Contains a compact radio signaler that triggers when the host's lifesigns cease.
Special Features: Alerts crew to crewmember death.
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat process() var/mob/M = src.loc if(M.stat == 2) var/turf/t = get_turf(M) var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null) a.autosay("states, \"[mobname] has died in [t.loc.name]!\"", "[mobname]'s Death Alarm") del(a) processing_objects.Remove(src) implanted(mob/source as mob) mobname = source.real_name processing_objects.Add(src) /obj/item/weapon/implant/compressed name = "compressed matter implant" desc = "*fwooomp*" var/activation_emote = "sigh" var/obj/item/scanned = null get_data() var/dat = {" Implant Specifications:
Name: NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor
Life: Activates upon death.
Important Notes: Alerts crew to crewmember death.

Implant Details:
Function: Contains a compact radio signaler that triggers when the host's lifesigns cease.
Special Features: Alerts crew to crewmember death.
Integrity: Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."} return dat trigger(emote, mob/source as mob) if (src.scanned == null) return 0 if (emote == src.activation_emote) source << "The air glows as \the [src.scanned.name] uncompresses." var/turf/t = get_turf(source) src.scanned.loc = t del src implanted(mob/source as mob) src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink") source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate.", 0, 0) source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, say *[src.activation_emote] to attempt to activate."