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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/obj/item/bio_chip - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="obj/item/bio_chip.html#var">Var Details</a> - <a href="obj/item/bio_chip.html#proc">Proc Details</a></header><main><h1>Implants <aside>/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/bio_chip.html">bio_chip</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L7"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 7"></a></h1><p>Code for implants that can be inserted into a person and have some sort of passive or triggered action.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="obj/item/bio_chip.html#var/activated">activated</a></th><td>How the implant is activated.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/allow_multiple">allow_multiple</a></th><td>Whether multiple implants of this same type can be inserted into someone.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/has_triggered_on_death">has_triggered_on_death</a></th><td>Whether this implant has already triggered on death or not, to prevent it firing multiple times.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/imp_in">imp_in</a></th><td>Who the implant is inside of.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/implant_data">implant_data</a></th><td>the implant_fluff datum attached to this implant, purely cosmetic "lore" information</td></tr><tr><th><a href="obj/item/bio_chip.html#var/implant_state">implant_state</a></th><td>which implant overlay should be used for implant cases. This should point to a state in bio_chips.dmi</td></tr><tr><th><a href="obj/item/bio_chip.html#var/implanted">implanted</a></th><td>Whether the implant is implanted. Null if it's never been inserted, TRUE if it's currently inside someone, or FALSE if it's been removed.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/trigger_causes">trigger_causes</a></th><td>What type of action will trigger this emote. Bitfield of IMPLANT_EMOTE_* defines.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/trigger_emotes">trigger_emotes</a></th><td>List of emote keys that activate this implant when used.</td></tr><tr><th><a href="obj/item/bio_chip.html#var/uses">uses</a></th><td>Amount of times that the implant can be triggered by the user. If the implant can't be used, it can't be inserted.</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="obj/item/bio_chip.html#proc/can_implant">can_implant</a></th><td>Check that we can actually implant this before implanting it</td></tr><tr><th><a href="obj/item/bio_chip.html#proc/implant">implant</a></th><td>Try to implant ourselves into a mob.</td></tr><tr><th><a href="obj/item/bio_chip.html#proc/removed">removed</a></th><td>Clean up when an implant is removed.</td></tr><tr><th><a href="obj/item/bio_chip.html#proc/set_trigger">set_trigger</a></th><td>Set the emote that will trigger the implant.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/activated"><aside class="declaration">var </aside>activated <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L18"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 18"></a></h3><p>How the implant is activated.</p><h3 id="var/allow_multiple"><aside class="declaration">var </aside>allow_multiple <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L25"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 25"></a></h3><p>Whether multiple implants of this same type can be inserted into someone.</p><h3 id="var/has_triggered_on_death"><aside class="declaration">var </aside>has_triggered_on_death <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L34"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 34"></a></h3><p>Whether this implant has already triggered on death or not, to prevent it firing multiple times.</p><h3 id="var/imp_in"><aside class="declaration">var </aside>imp_in <aside>– /<a href="mob.html">mob</a>/<a href="mob/living.html">living</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L22"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 22"></a></h3><p>Who the implant is inside of.</p><h3 id="var/implant_data"><aside class="declaration">var </aside>implant_data <aside>– /<a href="datum.html">datum</a>/implant_fluff</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L37"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 37"></a></h3><p>the implant_fluff datum attached to this implant, purely cosmetic "lore" information</p><h3 id="var/implant_state"><aside class="declaration">var </aside>implant_state <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L16"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 16"></a></h3><p>which implant overlay should be used for implant cases. This should point to a state in bio_chips.dmi</p><h3 id="var/implanted"><aside class="declaration">var </aside>implanted <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L20"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 20"></a></h3><p>Whether the implant is implanted. Null if it's never been inserted, TRUE if it's currently inside someone, or FALSE if it's been removed.</p><h3 id="var/trigger_causes"><aside class="declaration">var </aside>trigger_causes <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L32"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 32"></a></h3><p>What type of action will trigger this emote. Bitfield of IMPLANT_EMOTE_* defines.</p><h3 id="var/trigger_emotes"><aside class="declaration">var </aside>trigger_emotes <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L30"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 30"></a></h3><p>List of emote keys that activate this implant when used.</p><h3 id="var/uses"><aside class="declaration">var </aside>uses <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L27"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 27"></a></h3><p>Amount of times that the implant can be triggered by the user. If the implant can't be used, it can't be inserted.</p><h2 id="proc">Proc Details</h2><h3 id="proc/can_implant"><aside class="declaration">proc </aside>can_implant<aside>(/<a href="mob.html">mob</a>/source, /<a href="mob.html">mob</a>/user) <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L196"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 196"></a></aside></h3><p>Check that we can actually implant this before implanting it</p>
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<ul>
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<li>source - The person being implanted</li>
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<li>user - The person doing the implanting</li>
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</ul>
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<p>Returns
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TRUE - I could care less, implant it, maybe don't. I don't care.
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FALSE - Don't implant!</p><h3 id="proc/implant"><aside class="declaration">proc </aside>implant<aside>(/<a href="mob.html">mob</a>/source, /<a href="mob.html">mob</a>/user, force) <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L145"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 145"></a></aside></h3><p>Try to implant ourselves into a mob.</p>
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<ul>
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<li>source - The person the implant is being administered to.</li>
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<li>user - The person who is doing the implanting.</li>
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</ul>
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<p>Returns
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1 if the implant injects successfully
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-1 if the implant fails to inject
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0 if there's no room for the implant.</p><h3 id="proc/removed"><aside class="declaration">proc </aside>removed<aside>(/<a href="mob.html">mob</a>/source) <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L204"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 204"></a></aside></h3><p>Clean up when an implant is removed.</p>
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<ul>
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<li>source - the user who the implant was removed from.</li>
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</ul><h3 id="proc/set_trigger"><aside class="declaration">proc </aside>set_trigger<aside>(/<a href="mob.html">mob</a>/user, emote_key, on_implant, silent) <a href="https://github.com/ParadiseSS13/Paradise/blob/edee60476d21ee840643bd1abe7f6003a8c65773/code/game/objects/items/bio_chips/bio_chip.dm#L63"><img src="git.png" width="16" height="16" title="code/game/objects/items/bio_chips/bio_chip.dm 63"></a></aside></h3><p>Set the emote that will trigger the implant.</p>
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<ul>
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<li>user - User who is trying to associate the implant to themselves.</li>
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<li>emote_key - Key of the emote that should trigger the implant.</li>
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<li>on_implant - Whether this proc is being called during the implantation of the implant.</li>
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<li>silent - If true, the user won't get any to_chat messages if an implantation fails.</li>
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