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b0463d3c83
* spanish? * aaaagain * keep maptext * Update robot_items.dm * Update span_defines.dm * compiles * Update silicon_mob.dm * compile
35 lines
1.3 KiB
Plaintext
35 lines
1.3 KiB
Plaintext
// Dust implant, for CC officers. Prevents gear theft if they die.
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/obj/item/bio_chip/dust
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name = "duster bio-chip"
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desc = "A remote controlled bio-chip that will dust the user upon activation (or death of user)."
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icon_state = "dust"
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actions_types = list(/datum/action/item_action/hands_free/activate/always)
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trigger_causes = BIOCHIP_TRIGGER_DEATH_ONCE | BIOCHIP_TRIGGER_NOT_WHEN_GIBBED
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implant_data = /datum/implant_fluff/dust
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implant_state = "implant-nanotrasen"
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/obj/item/bio_chip/dust/death_trigger(mob/source, force)
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activate("death")
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/obj/item/bio_chip/dust/activate(cause)
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if(!cause || !imp_in || cause == "emp")
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return FALSE
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if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting bio-chip? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes")
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return FALSE
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to_chat(imp_in, SPAN_NOTICE("Your dusting bio-chip activates!"))
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imp_in.visible_message("<span class = 'warning'>[imp_in] burns up in a flash!</span>")
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imp_in.dust()
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/obj/item/bio_chip/dust/emp_act(severity)
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return
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/obj/item/bio_chip_implanter/dust
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name = "bio-chip implanter (Dust-on-death)"
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implant_type = /obj/item/bio_chip/dust
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/obj/item/bio_chip_case/dust
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name = "bio-chip case - 'Dust'"
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desc = "A glass case containing a dust bio-chip."
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implant_type = /obj/item/bio_chip/dust
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