Files
Paradise/code/game/objects/items/weapons/implants/implanter.dm
2015-09-05 23:57:22 -04:00

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/obj/item/weapon/implanter
name = "implanter"
icon = 'icons/obj/items.dmi'
icon_state = "implanter0"
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = 2.0
origin_tech = "materials=1;biotech=3;programming=2"
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implanter/New()
..()
update()
/obj/item/weapon/implanter/proc/update()
/obj/item/weapon/implanter/update()
if (src.imp)
src.icon_state = "implanter1"
src.origin_tech = src.imp.origin_tech
else
src.icon_state = "implanter0"
src.origin_tech = initial(src.origin_tech)
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
if (user && src.imp)
for (var/mob/O in viewers(M, null))
O.show_message("\red [user] is attemping to implant [M].", 1)
var/turf/T1 = get_turf(M)
if (T1 && ((M == user) || do_after(user, 50, target = M)))
if(user && M && (get_turf(M) == T1) && src && src.imp)
for (var/mob/O in viewers(M, null))
O.show_message("\red [M] has been implanted by [user].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'> Implanted with [src.name] ([src.imp.name]) by [key_name(user)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] ([src.imp.name]) to implant [key_name(M)]</font>")
msg_admin_attack("[key_name_admin(user)] implanted [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])")
user.show_message("\red You implanted the implant into [M].")
if(src.imp.implanted(M, user))
src.imp.loc = M
src.imp.imp_in = M
src.imp.implanted = 1
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting)
affected.implants += src.imp
imp.part = affected
H.hud_updateflag |= 1 << IMPLOYAL_HUD
M:implanting = 0
src.imp = null
update()
/obj/item/weapon/implanter/traitor
name = "implanter (Mindslave)"
desc = "Divide and Conquer."
New()
src.imp = new /obj/item/weapon/implant/traitor(src)
..()
update()
return
/obj/item/weapon/implanter/loyalty
name = "implanter (Loyalty)"
/obj/item/weapon/implanter/loyalty/New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
update()
return
/obj/item/weapon/implanter/dexplosive
name = "implanter (Microbomb)"
/obj/item/weapon/implanter/dexplosive/New()
src.imp = new /obj/item/weapon/implant/dexplosive( src )
..()
update()
return
/obj/item/weapon/implanter/explosive
name = "implanter (Explosive)"
/obj/item/weapon/implanter/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
update()
return
/obj/item/weapon/implanter/adrenalin
name = "implanter (Adrenaline)"
/obj/item/weapon/implanter/adrenalin/New()
src.imp = new /obj/item/weapon/implant/adrenalin(src)
..()
update()
return
/obj/item/weapon/implanter/compressed
name = "implanter (Compressed)"
icon_state = "cimplanter1"
var/list/forbidden_types=list(
// /obj/item/weapon/storage/bible // VG #11 - Recursion.
)
/obj/item/weapon/implanter/compressed/New()
imp = new /obj/item/weapon/implant/compressed( src )
..()
update()
return
/obj/item/weapon/implanter/compressed/update()
if (imp)
var/obj/item/weapon/implant/compressed/c = imp
if(!c.scanned)
icon_state = "cimplanter1"
else
icon_state = "cimplanter2"
else
icon_state = "cimplanter0"
return
/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
// Attacking things in your hands tends to make this fuck up.
if(!istype(M))
return
var/obj/item/weapon/implant/compressed/c = imp
if (!c) return
if (c.scanned == null)
user << "Please scan an object with the implanter first."
return
..()
/obj/item/weapon/implanter/compressed/afterattack(var/obj/item/I, mob/user as mob)
if(is_type_in_list(I,forbidden_types))
user << "\red A red light flickers on the implanter."
return
if(istype(I) && imp)
var/obj/item/weapon/implant/compressed/c = imp
if (c.scanned)
user << "\red Something is already scanned inside the implant!"
return
if(user)
user.unEquip(I)
user.update_icons() //update our overlays
c.scanned = I
c.scanned.loc = c
update()
/obj/item/weapon/implanter/deadman
name = "implanter (Deadman)"
desc = "Switch it."
New()
src.imp = new /obj/item/weapon/implant/deadman(src)
..()
update()
return
/obj/item/weapon/implanter/death_alarm
name = "implanter (Death Alarm)"
desc = "Announces the death of the implanted person over radio"
New()
src.imp = new /obj/item/weapon/implant/death_alarm(src)
..()
update()
return
/obj/item/weapon/implanter/emp
name = "implanter (EMP)"
New()
src.imp = new /obj/item/weapon/implant/emp(src)
..()
update()
return
/obj/item/weapon/implanter/freedom
name = "implanter (Freedom)"
New()
src.imp = new /obj/item/weapon/implant/freedom(src)
..()
update()
return
/obj/item/weapon/implanter/uplink
name = "implanter (Uplink)"
New()
src.imp = new /obj/item/weapon/implant/uplink(src)
..()
update()
return