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Compressed matter implant. Death alarm implant. Made explosive implant work like pre-merge: trigger on code phrase instead of host's death.
131 lines
3.0 KiB
Plaintext
131 lines
3.0 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/obj/item/weapon/implantcase
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name = "Glass Case"
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desc = "A case containing an implant."
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icon_state = "implantcase-0"
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item_state = "implantcase"
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throw_speed = 1
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throw_range = 5
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w_class = 1.0
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var/obj/item/weapon/implant/imp = null
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proc
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update()
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update()
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if (src.imp)
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src.icon_state = text("implantcase-[]", src.imp.color)
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else
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src.icon_state = "implantcase-0"
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return
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attackby(obj/item/weapon/I as obj, mob/user as mob)
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..()
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if (istype(I, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != I)
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return
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if((!in_range(src, usr) && src.loc != user))
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return
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t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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if(t)
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src.name = text("Glass Case- '[]'", t)
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else
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src.name = "Glass Case"
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else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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if(!src.imp) return
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if(!src.imp.allow_reagents) return
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if(src.imp.reagents.total_volume >= 10)
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user << "\red [src] is full."
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else
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spawn(5)
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I.reagents.trans_to(src.imp, 5)
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user << "\blue You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units."
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else if (istype(I, /obj/item/weapon/implanter))
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if (I:imp)
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if ((src.imp || I:imp.implanted))
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return
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I:imp.loc = src
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src.imp = I:imp
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I:imp = null
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src.update()
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I:update()
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else
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if (src.imp)
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if (I:imp)
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return
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src.imp.loc = I
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I:imp = src.imp
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src.imp = null
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update()
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I:update()
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return
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/obj/item/weapon/implantcase/tracking
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name = "Glass Case- 'Tracking'"
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desc = "A case containing a tracking implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-b"
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New()
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src.imp = new /obj/item/weapon/implant/tracking( src )
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..()
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return
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/obj/item/weapon/implantcase/explosive
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name = "Glass Case- 'Explosive'"
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desc = "A case containing an explosive implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-r"
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New()
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src.imp = new /obj/item/weapon/implant/explosive( src )
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..()
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return
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/obj/item/weapon/implantcase/chem
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name = "Glass Case- 'Chem'"
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desc = "A case containing a chemical implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-b"
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/obj/item/weapon/implantcase/chem/New()
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src.imp = new /obj/item/weapon/implant/chem( src )
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..()
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return
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/obj/item/weapon/implantcase/loyalty
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name = "Glass Case- 'Loyalty'"
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desc = "A case containing a loyalty implant."
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icon = 'icons/obj/items.dmi'
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icon_state = "implantcase-r"
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New()
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src.imp = new /obj/item/weapon/implant/loyalty( src )
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..()
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return
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/obj/item/weapon/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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icon = 'items.dmi'
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icon_state = "implantcase-b"
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New()
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src.imp = new /obj/item/weapon/implant/death_alarm( src )
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..()
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return
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