// 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)