Files
Paradise/code/game/objects/items/weapons/implants/implant_misc.dm
T
CharlieandGitHub bead47ea29 Adds crawling. (#17899)
* crawling?

* knockdown. CONTAINS CHANGES THAT NEED REVERTING

* plotting can_moves death

* CANMOVE IS DEAD

* mappers are insane

* removes todos as the are todone

* decreases crawling speed

* silly-con fixes

* surgery fixes

* fixes death

* pAI fixes

* removes var/lying

* runtime fix

* decreases default crawling speed

* correct crawling dir

* some more fixes

* stunbaton tweak, revert later

* rejuv fix

* restraint and incapacitated refactor

* crawling dir in line with TG

* fixes vehicle movement and grabs

* alien rest fixes

* antistun fixes

* fixed fall sounds

* forgor to stage this

* first review

* canmove zombie dispersal

* fix

* lots of fixes

* defines

* fixes the trait helper

* if you got no legs you can still crawl

* sillyconfix

* no reverty keepy

* jaunt fix

* hopefully fixes perma sleepy zzz

* admin rejuv temp fix

* rest canceling

* antistun chems now remove knockdown

* buckle offset fix

* fixes some stuff

* crawling delay = 4

* descuffs bed

* sleeping hotfix

* fixes simple mob resting

* V is the macro for resting

* projectiles no dodgy

* refines the projectile check

* god I hate strings

* MORE FIXES

* I hate buckling

* fixes capulettium plus

* winding down

* farie review

* bugs did stop showing up

* SEAN

* todo

* sean review

* ed209

* i HATE cyborgs

* steel review

* laaaaaast things

* reverts stun baton changes

* and done
2022-06-30 11:57:52 -05:00

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/obj/item/implant/weapons_auth
name = "firearms authentication implant"
desc = "Lets you shoot your guns"
icon_state = "auth"
origin_tech = "magnets=2;programming=7;biotech=5;syndicate=5"
activated = IMPLANT_ACTIVATED_PASSIVE
/obj/item/implant/weapons_auth/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Firearms Authentication Implant<BR>
<b>Life:</b> 4 hours after death of host<BR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
return dat
/obj/item/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns and knockdowns."
icon_state = "adrenal"
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
uses = 3
/obj/item/implant/adrenalin/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
<b>Life:</b> Five days.<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
return dat
/obj/item/implant/adrenalin/activate()
uses--
to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
imp_in.SetStunned(0)
imp_in.SetWeakened(0)
imp_in.SetKnockDown(0)
imp_in.SetParalysis(0)
imp_in.adjustStaminaLoss(-75)
imp_in.stand_up(TRUE)
imp_in.reagents.add_reagent("synaptizine", 10)
imp_in.reagents.add_reagent("omnizine", 10)
imp_in.reagents.add_reagent("stimulative_agent", 10)
if(!uses)
qdel(src)
/obj/item/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
icon_state = "emp"
origin_tech = "biotech=3;magnets=4;syndicate=1"
uses = 2
/obj/item/implant/emp/activate()
uses--
INVOKE_ASYNC(GLOBAL_PROC, .proc/empulse, get_turf(imp_in), 3, 5, 1)
if(!uses)
qdel(src)
/obj/item/implant/cortical
name = "cortical stack"
desc = "A fist-sized mass of biocircuits and chips."
icon_state = "implant_evil"