Files
Paradise/code/game/objects/items/weapons/implants/implant_explosive.dm
Kyep d28cb5e8bc Allows admins to save their CC characters (#4717)
* Initial Checkin

- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.

* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge

* Fixes CC jobs not always displaying CC HUD icon for sechuds

* Adds an implant that dusts someone on their death

* Tweaks

Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.

* Deletes CC encryption key

* Switches to using imp_in.dust()
2016-06-26 13:57:59 -04:00

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/obj/item/weapon/implant/explosive
name = "microbomb implant"
desc = "And boom goes the weasel."
icon_state = "explosive"
origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
var/weak = 2
var/medium = 0.8
var/heavy = 0.4
var/delay = 7
/obj/item/weapon/implant/explosive/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
"}
return dat
/obj/item/weapon/implant/explosive/trigger(emote, mob/source)
if(emote == "deathgasp")
activate("death")
/obj/item/weapon/implant/explosive/activate(cause)
if(!cause || !imp_in) return 0
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your microbomb implant? This will cause you to explode!", "Microbomb Implant Confirmation", "Yes", "No") != "Yes")
return 0
heavy = round(heavy)
medium = round(medium)
weak = round(weak)
to_chat(imp_in, "<span class='notice'>You activate your microbomb implant.</span>")
//If the delay is short, just blow up already jeez
if(delay <= 7)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib()
qdel(src)
return
timed_explosion()
/obj/item/weapon/implant/explosive/implant(mob/source)
var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
imp_e.heavy += heavy
imp_e.medium += medium
imp_e.weak += weak
imp_e.delay += delay
qdel(src)
return 1
return ..()
/obj/item/weapon/implant/explosive/proc/timed_explosion()
imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
if(imp_in && imp_in.stat)
imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
imp_in.Weaken(7)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
playsound(loc, 'sound/items/timer.ogg', 30, 0)
sleep(delay/4)
explosion(src,heavy,medium,weak,weak, flame_range = weak)
if(imp_in)
imp_in.gib()
qdel(src)
/obj/item/weapon/implant/explosive/macro
name = "macrobomb implant"
desc = "And boom goes the weasel. And everything else nearby."
icon_state = "explosive"
origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
weak = 16
medium = 8
heavy = 4
delay = 70
/obj/item/weapon/implant/explosive/macro/activate(cause)
if(!cause || !imp_in) return 0
if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your macrobomb implant? This will cause you to explode and gib!", "Macrobomb Implant Confirmation", "Yes", "No") != "Yes")
return 0
to_chat(imp_in, "<span class='notice'>You activate your macrobomb implant.</span>")
timed_explosion()
/obj/item/weapon/implant/explosive/macro/implant(mob/source)
var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
if(imp_e && imp_e != src)
return 0
imp_e = locate(/obj/item/weapon/implant/explosive) in source
if(imp_e && imp_e != src)
heavy += imp_e.heavy
medium += imp_e.medium
weak += imp_e.weak
delay += imp_e.delay
qdel(imp_e)
return ..()
/obj/item/weapon/implanter/explosive
name = "implanter (explosive)"
/obj/item/weapon/implanter/explosive/New()
imp = new /obj/item/weapon/implant/explosive(src)
..()
/obj/item/weapon/implantcase/explosive
name = "implant case - 'Explosive'"
desc = "A glass case containing an explosive implant."
/obj/item/weapon/implantcase/explosive/New()
imp = new /obj/item/weapon/implant/explosive(src)
..()
/obj/item/weapon/implanter/explosive_macro
name = "implanter (macro-explosive)"
/obj/item/weapon/implanter/explosive_macro/New()
imp = new /obj/item/weapon/implant/explosive/macro(src)
..()
// Dust implant, for CC officers. Prevents gear theft if they die.
/obj/item/weapon/implant/dust
name = "duster implant"
desc = "An alarm which monitors host vital signs, transmitting a radio message and dusting the corpse on death."
/obj/item/weapon/implant/dust/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Ultraviolet Corp XX-13 Security Implant<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Vaporizes organic matter<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically activated heat source that turns its host to ash upon activation, or their death. <BR>
<b>Special Features:</b> Vaporizes<BR>
"}
return dat
/obj/item/weapon/implant/dust/trigger(emote, mob/source)
if(emote == "deathgasp")
activate("death")
/obj/item/weapon/implant/dust/activate(cause)
if(!cause || !imp_in || cause == "emp")
return 0
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 0
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>")
imp_in.dust()
/obj/item/weapon/implant/dust/emp_act(severity)
return
/obj/item/weapon/implanter/dust
name = "implanter (Dust-on-death)"
/obj/item/weapon/implanter/dust/New()
imp = new /obj/item/weapon/implant/dust(src)
..()