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Conflicts: code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/items/weapons/grenades.dm code/game/objects/items/weapons/implants/implant.dm code/game/objects/radio/headset.dm code/game/objects/radio/radio.dm code/modules/assembly/assembly.dm code/modules/assembly/holder.dm code/modules/clothing/glasses.dm code/modules/mob/living/silicon/robot/robot_modules.dm code/modules/paperwork/paper.dm code/modules/research/circuitprinter.dm code/modules/research/protolathe.dm icons/mob/suit.dmi
463 lines
16 KiB
Plaintext
463 lines
16 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
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/obj/item/weapon/implant
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name = "implant"
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desc = "An implant. Not usually seen outside a body."
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icon = 'items.dmi'
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icon_state = "implant"
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var/implanted = null
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var/mob/imp_in = null
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color = "b"
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var/allow_reagents = 0
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proc/trigger(emote, source as mob)
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return
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proc/activate()
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return
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proc/implanted(source as mob)
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return
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proc/get_data()
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return
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proc/hear(message, source as mob)
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return
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trigger(emote, source as mob)
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return
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activate()
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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/implanter))
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if (I:imp)
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return
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else
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src.loc = I
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I:imp = src
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// del(src)
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I:update()
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return
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implanted(source as mob)
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return
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get_data()
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return "No information available"
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hear(message, source as mob)
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return
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/obj/item/weapon/implant/uplink
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name = "uplink implant"
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desc = "A micro-telecrystal implant which allows for instant transportation of equipment."
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var/activation_emote = "chuckle"
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var/obj/item/device/uplink/radio/uplink = null
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New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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uplink = new /obj/item/device/uplink/radio/implanted(src)
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..()
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return
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implanted(mob/source as mob)
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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return
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trigger(emote, mob/source as mob)
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if(emote == activation_emote)
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uplink.attack_self(source)
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return
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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desc = "An implant which relays information to the appropriate tracking computer."
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var/id = 1.0
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get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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//Nuke Agent Explosive
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/obj/item/weapon/implant/dexplosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/activation_emote = "deathgasp"
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var/coded = 0
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New()
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verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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trigger(emote, source as mob)
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if(emote == activation_emote)
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src.activate("death")
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return
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activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
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if(src.imp_in)
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src.imp_in.gib()
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proc/set_emote()
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set name = "Set Emote"
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set category = "Object"
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set src in usr
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if(coded != 0)
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usr << "You've already set up your implant!"
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return
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activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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usr.mind.store_memory("Explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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usr << "The implanted explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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coded = 1
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verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote
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return
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/obj/item/weapon/implant/chem
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name = "chemical implant"
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desc = "A micro-injector that can be triggered remotely."
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allow_reagents = 1
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 15 units.<BR>
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Can only be loaded while still in its original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
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the implant may become unstable and either pre-maturely inject the subject or simply break."}
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return dat
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New()
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..()
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var/datum/reagents/R = new/datum/reagents(10)
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reagents = R
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R.my_atom = src
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trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate(10)
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return
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activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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var/mob/living/carbon/R = src.imp_in
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src.reagents.trans_to(R, cause)
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R << "You hear a faint *beep*."
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if(!src.reagents.total_volume)
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R << "You hear a faint click from your chest."
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spawn(0)
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del(src)
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return
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/obj/item/weapon/implant/loyalty
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name = "loyalty implant"
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desc = "An implant which contains a small pod of nanobots which manipulate host mental functions to induce loyalty."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Employee Management Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
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<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
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<b>Integrity:</b> Degradation can occur within nanobots, re-application may be necessary to ensure full cooperation."}
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return dat
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implanted(M as mob)
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if(!istype(M, /mob/living/carbon/human)) return
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var/mob/living/carbon/human/H = M
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if(H.mind in ticker.mode.head_revolutionaries)
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H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of NanoTrasen try to invade your mind!")
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return
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else if(H.mind in ticker.mode:revolutionaries)
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ticker.mode:remove_revolutionary(H.mind)
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H << "\blue You feel a surge of loyalty towards NanoTrasen."
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return
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/phrase = "supercalifragilisticexpialidocious"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
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<b>Life:</b> Activates upon codephrase.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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hear_talk(mob/M as mob, msg)
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hear(msg)
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return
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hear(var/msg)
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = sanitize_simple(msg, replacechars)
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if(findtext(msg,phrase))
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if(istype(imp_in, /mob/))
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var/mob/T = imp_in
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T.gib()
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explosion(find_loc(imp_in), 1, 3, 4, 6, 3)
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var/turf/t = find_loc(imp_in)
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if(t)
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t.hotspot_expose(3500,125)
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del(src)
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implanted(mob/source as mob)
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phrase = input("Choose activation phrase:") as text
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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phrase = sanitize_simple(phrase, replacechars)
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usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
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usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
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/obj/item/weapon/implant/death_alarm
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name = "death alarm implant"
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desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
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var/mobname = "Will Robinson"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
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<b>Special Features:</b> Alerts crew to crewmember death.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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process()
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var/mob/M = imp_in
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if(isnull(M)) // If the mob got gibbed
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var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
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a.autosay("states, \"[mobname] has died-zzzzt in-in-in...\"", "[mobname]'s Death Alarm")
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del(a)
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processing_objects.Remove(src)
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else if(M.stat == 2)
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var/area/t = get_area(M)
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var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
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a.autosay("states, \"[mobname] has died in [t.name]!\"", "[mobname]'s Death Alarm")
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del(a)
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processing_objects.Remove(src)
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implanted(mob/source as mob)
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mobname = source.real_name
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processing_objects.Add(src)
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/obj/item/weapon/implant/compressed
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name = "compressed matter implant"
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desc = "Based on compressed matter technology, can store a single item."
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var/activation_emote = "sigh"
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var/obj/item/scanned = null
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
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<b>Special Features:</b> Alerts crew to crewmember death.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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trigger(emote, mob/source as mob)
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if (src.scanned == null)
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return 0
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if (emote == src.activation_emote)
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source << "The air glows as \the [src.scanned.name] uncompresses."
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var/turf/t = get_turf(source)
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src.scanned.loc = t
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del src
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implanted(mob/source as mob)
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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/*// --------------------LASERS WORK FROM HERE, AUGMENTATIONS SHIZZLE----------------------
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/obj/item/weapon/implant/augmentation/thermalscanner
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name = "Thermal Scanner Augmentation"
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desc = "Makes you see humans through walls"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Thermal Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see lifeforms through life using thermal.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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vision_flags = SEE_MOBS
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invisa_view = 2
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/mesonscanner
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name = "Meson Scanner Augmentation"
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desc = "Makes you see floor and wall layouts through walls."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Meson Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see floor and wall layouts through walls.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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vision_flags = SEE_TURFS
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/medicalhud
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name = "Medical HUD Augmentation"
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desc = "Makes you see the medical condition of a person."
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen Med HUD Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be able to see the medical condition of a person.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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implanted(M as mob)
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if(istype(M, /mob/living/carbon/human))
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src.hud = new/obj/item/clothing/glasses/hud/health(src)
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usr << "You suddenly start seeing body temperatures of whoever is around you."
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else
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usr << "This implant is not compatible!"
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return
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/obj/item/weapon/implant/augmentation/securityhud
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name = "Security HUD Augmentation"
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desc = "Makes you see the Security standings of a person."
|
|
|
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get_data()
|
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var/dat = {"
|
|
<b>Implant Specifications:</b><BR>
|
|
<b>Name:</b> NanoTrasen Sec HUD Implant<BR>
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|
<b>Life:</b> Ten years.<BR>
|
|
<b>Important Notes:</b> Personnel injected with this device tend to be able to see the security standings of a person.<BR>
|
|
<HR>
|
|
<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's eye functions.<BR>
|
|
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
|
|
return dat
|
|
|
|
|
|
implanted(M as mob)
|
|
if(istype(M, /mob/living/carbon/human))
|
|
var/obj/item/clothing/glasses/hud/security/hud = null
|
|
|
|
src.hud = new/obj/item/clothing/glasses/hud/security(src)
|
|
|
|
usr << "You suddenly start seeing body temperatures of whoever is around you."
|
|
else
|
|
usr << "This implant is not compatible!"
|
|
return*/ |