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Paradise/code/game/objects/items/weapons/implants/implantcase.dm
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Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/item/implantcase
name = "implant case"
desc = "A glass case containing an implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=2"
container_type = OPENCONTAINER | INJECTABLE | DRAWABLE
materials = list(MAT_GLASS=500)
var/obj/item/implant/imp = null
/obj/item/implantcase/proc/update_state()
if(imp)
origin_tech = imp.origin_tech
flags = imp.flags & ~DROPDEL
reagents = imp.reagents
else
origin_tech = initial(origin_tech)
flags = initial(flags)
reagents = null
update_icon(UPDATE_ICON_STATE)
/obj/item/implantcase/update_icon_state()
if(imp)
icon_state = "implantcase-[imp.item_color]"
else
icon_state = "implantcase-0"
/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/pen))
rename_interactive(user, W)
else if(istype(W, /obj/item/implanter))
var/obj/item/implanter/I = W
if(I.imp)
if(imp || I.imp.implanted)
return
I.imp.loc = src
imp = I.imp
I.imp = null
update_state()
I.update_icon(UPDATE_ICON_STATE)
else
if(imp)
if(I.imp)
return
imp.loc = I
I.imp = imp
imp = null
update_state()
I.update_icon(UPDATE_ICON_STATE)
/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
var/obj/item/ammo_casing/shotgun/implanter/I = W
if(I.implanter)
src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
/obj/item/implantcase/New()
..()
update_state()
/obj/item/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
/obj/item/implantcase/tracking/New()
imp = new /obj/item/implant/tracking(src)
..()
/obj/item/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
/obj/item/implantcase/weapons_auth/New()
imp = new /obj/item/implant/weapons_auth(src)
..()
/obj/item/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
/obj/item/implantcase/adrenaline/New()
imp = new /obj/item/implant/adrenalin(src)
..()
/obj/item/implantcase/death_alarm
name = "Glass Case- 'Death Alarm'"
desc = "A case containing a death alarm implant."
/obj/item/implantcase/death_alarm/New()
imp = new /obj/item/implant/death_alarm(src)
..()