mirror of
https://github.com/ParadiseSS13/Paradise.git
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* 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
99 lines
2.4 KiB
Plaintext
99 lines
2.4 KiB
Plaintext
/obj/item/implantcase
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name = "implant case"
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desc = "A glass case containing an implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-0"
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item_state = "implantcase"
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=2"
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container_type = OPENCONTAINER | INJECTABLE | DRAWABLE
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materials = list(MAT_GLASS=500)
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var/obj/item/implant/imp = null
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/obj/item/implantcase/proc/update_state()
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if(imp)
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origin_tech = imp.origin_tech
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flags = imp.flags & ~DROPDEL
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reagents = imp.reagents
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else
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origin_tech = initial(origin_tech)
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flags = initial(flags)
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reagents = null
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update_icon(UPDATE_ICON_STATE)
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/obj/item/implantcase/update_icon_state()
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if(imp)
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icon_state = "implantcase-[imp.item_color]"
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else
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icon_state = "implantcase-0"
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/obj/item/implantcase/attackby(obj/item/W, mob/user, params)
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..()
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if(istype(W, /obj/item/pen))
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rename_interactive(user, W)
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else if(istype(W, /obj/item/implanter))
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var/obj/item/implanter/I = W
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if(I.imp)
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if(imp || I.imp.implanted)
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return
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I.imp.loc = src
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imp = I.imp
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I.imp = null
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update_state()
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I.update_icon(UPDATE_ICON_STATE)
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else
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if(imp)
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if(I.imp)
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return
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imp.loc = I
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I.imp = imp
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imp = null
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update_state()
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I.update_icon(UPDATE_ICON_STATE)
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/*else if(istype(W, /obj/item/ammo_casing/shotgun/implanter))
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var/obj/item/ammo_casing/shotgun/implanter/I = W
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if(I.implanter)
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src.attackby(I.implanter, user, params) */ // COMING SOON -- c0
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/obj/item/implantcase/New()
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..()
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update_state()
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/obj/item/implantcase/tracking
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name = "implant case - 'Tracking'"
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desc = "A glass case containing a tracking implant."
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/obj/item/implantcase/tracking/New()
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imp = new /obj/item/implant/tracking(src)
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..()
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/obj/item/implantcase/weapons_auth
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name = "implant case - 'Firearms Authentication'"
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desc = "A glass case containing a firearms authentication implant."
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/obj/item/implantcase/weapons_auth/New()
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imp = new /obj/item/implant/weapons_auth(src)
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..()
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/obj/item/implantcase/adrenaline
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name = "implant case - 'Adrenaline'"
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desc = "A glass case containing an adrenaline implant."
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/obj/item/implantcase/adrenaline/New()
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imp = new /obj/item/implant/adrenalin(src)
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..()
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/obj/item/implantcase/death_alarm
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name = "Glass Case- 'Death Alarm'"
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desc = "A case containing a death alarm implant."
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/obj/item/implantcase/death_alarm/New()
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imp = new /obj/item/implant/death_alarm(src)
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..()
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