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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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Update implant.dm
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@@ -1,102 +1,3 @@
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<<<<<<< HEAD
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/obj/item/implant
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name = "implant"
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icon = 'icons/obj/implants.dmi'
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icon_state = "generic" //Shows up as the action button icon
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actions_types = list(/datum/action/item_action/hands_free/activate)
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var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like mindshield implants
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var/mob/living/imp_in = null
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item_color = "b"
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var/allow_multiple = FALSE
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var/uses = -1
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flags_1 = DROPDEL_1
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/obj/item/implant/proc/trigger(emote, mob/living/carbon/source)
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return
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/obj/item/implant/proc/activate()
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return
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/obj/item/implant/ui_action_click()
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activate("action_button")
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/obj/item/implant/proc/can_be_implanted_in(mob/living/target) // for human-only and other special requirements
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return TRUE
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/mob/living/proc/can_be_implanted()
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return TRUE
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/mob/living/silicon/can_be_implanted()
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return FALSE
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/mob/living/simple_animal/can_be_implanted()
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return healable //Applies to robots and most non-organics, exceptions can override.
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//What does the implant do upon injection?
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//return 1 if the implant injects
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//return 0 if there is no room for implant / it fails
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/obj/item/implant/proc/implant(mob/living/target, mob/user, silent = 0)
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LAZYINITLIST(target.implants)
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if(!target.can_be_implanted() || !can_be_implanted_in(target))
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return 0
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for(var/X in target.implants)
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if(istype(X, type))
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var/obj/item/implant/imp_e = X
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if(!allow_multiple)
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if(imp_e.uses < initial(imp_e.uses)*2)
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if(uses == -1)
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imp_e.uses = -1
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else
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imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
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qdel(src)
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return 1
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else
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return 0
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src.loc = target
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imp_in = target
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target.implants += src
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if(activated)
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(target)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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H.sec_hud_set_implants()
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if(user)
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add_logs(user, target, "implanted", object="[name]")
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return 1
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/obj/item/implant/proc/removed(mob/living/source, silent = 0, special = 0)
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src.loc = null
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imp_in = null
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source.implants -= src
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(source)
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if(ishuman(source))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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return 1
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/obj/item/implant/Destroy()
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if(imp_in)
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removed(imp_in)
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return ..()
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/obj/item/implant/proc/get_data()
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return "No information available"
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/obj/item/implant/dropped(mob/user)
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. = 1
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..()
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=======
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/obj/item/implant
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name = "implant"
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icon = 'icons/obj/implants.dmi'
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@@ -194,4 +95,3 @@
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/obj/item/implant/dropped(mob/user)
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. = 1
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..()
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>>>>>>> a162837... Replaces a bunch of loc assignments with forcemoves and moves to nullspace (#33465)
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