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Paradise/code/game/objects/items/weapons/implants/implant_dust.dm
T
520b0914ab [TGUI] Implant Pad + Implanter Related Sprites + Slight Implant refactor (#18556)
* holy guacamole

* TGUI capitilization

Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com>

* TGUI rebuild

* implements requested changes

* fixes

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fulfilling more requests

* uplink fixes

* init order stuff

* charlies requested changes

* Apply suggestions from code review

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

Co-authored-by: Nathan Winters <100448493+CinnamonSnowball@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2022-09-03 00:33:58 -05:00

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// Dust implant, for CC officers. Prevents gear theft if they die.
/obj/item/implant/dust
name = "duster implant"
desc = "A remote controlled implant that will dust the user upon activation (or death of user)."
icon = 'icons/effects/blood.dmi'
icon_state = "remains"
actions_types = list(/datum/action/item_action/hands_free/activate/always)
trigger_causes = IMPLANT_TRIGGER_DEATH_ONCE | IMPLANT_TRIGGER_NOT_WHEN_GIBBED
implant_data = /datum/implant_fluff/dust
implant_state = "implant-nanotrasen"
/obj/item/implant/dust/death_trigger(mob/source, force)
activate("death")
/obj/item/implant/dust/activate(cause)
if(!cause || !imp_in || cause == "emp")
return FALSE
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your dusting implant? This will turn you to ash!", "Dusting Confirmation", "Yes", "No") != "Yes")
return FALSE
to_chat(imp_in, "<span class='notice'>Your dusting implant activates!</span>")
imp_in.visible_message("<span class = 'warning'>[imp_in] burns up in a flash!</span>")
for(var/obj/item/I in imp_in.contents)
if(I == src)
continue
if(I.flags & NODROP)
qdel(I)
imp_in.dust()
/obj/item/implant/dust/emp_act(severity)
return
/obj/item/implanter/dust
name = "implanter (Dust-on-death)"
/obj/item/implanter/dust/Initialize(mapload)
. = ..()
imp = new /obj/item/implant/dust(src)
/obj/item/implantcase/dust
name = "implant case - 'Dust'"
desc = "A glass case containing a dust implant."
/obj/item/implantcase/dust/Initialize(mapload)
. = ..()
imp = new /obj/item/implant/dust(src)