// Dust implant, for CC officers. Prevents gear theft if they die. /obj/item/implant/dust name = "duster implant" desc = "A remote controlled implant that will dust the user upon activation (or death of user)." icon = 'icons/effects/blood.dmi' icon_state = "remains" actions_types = list(/datum/action/item_action/hands_free/activate/always) trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE | IMPLANT_TRIGGER_NOT_WHEN_GIBBED implant_data = /datum/implant_fluff/dust implant_state = "implant-nanotrasen" /obj/item/implant/dust/death_trigger(mob/source, force) activate("death") /obj/item/implant/dust/activate(cause) if(!cause || !imp_in || cause == "emp") return FALSE if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting implant? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes") return FALSE to_chat(imp_in, "Your dusting implant activates!") imp_in.visible_message("[imp_in] burns up in a flash!") for(var/obj/item/I in imp_in.contents) if(I == src) continue if(I.flags & NODROP) qdel(I) imp_in.dust() /obj/item/implant/dust/emp_act(severity) return /obj/item/implanter/dust name = "implanter (Dust-on-death)" /obj/item/implanter/dust/Initialize(mapload) . = ..() imp = new /obj/item/implant/dust(src) /obj/item/implantcase/dust name = "implant case - 'Dust'" desc = "A glass case containing a dust implant." /obj/item/implantcase/dust/Initialize(mapload) . = ..() imp = new /obj/item/implant/dust(src)