/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."