Files
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

82 lines
2.7 KiB
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/**
* Item used to store implants. Can be renamed with a pen. Implants are moved between those and implanters when a mob uses an implanter on a case.
*/
/obj/item/implantcase
name = "implant case"
desc = "A glass case containing an implant."
icon = 'icons/obj/medical/syringe.dmi'
icon_state = "implantcase-0"
inhand_icon_state = "implantcase"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
throw_speed = 2
throw_range = 5
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 5)
///the implant within the case
var/obj/item/implant/imp = null
///Type of implant this will spawn as imp upon being spawned
var/imp_type
/obj/item/implantcase/Initialize(mapload)
. = ..()
if(imp_type)
imp = new imp_type(src)
update_appearance()
if(imp)
reagents = imp.reagents
/obj/item/implantcase/Destroy(force)
QDEL_NULL(imp)
return ..()
/obj/item/implantcase/update_icon_state()
icon_state = "implantcase-[imp ? imp.implant_color : 0]"
return ..()
/obj/item/implantcase/attackby(obj/item/used_item, mob/living/user, params)
if(IS_WRITING_UTENSIL(used_item))
if(!user.can_write(used_item))
return
var/new_name = tgui_input_text(user, "What would you like the label to be?", name, max_length = MAX_NAME_LEN)
if((user.get_active_held_item() != used_item) || !user.can_perform_action(src))
return
if(new_name)
name = "implant case - '[new_name]'"
else
name = "implant case"
else if(istype(used_item, /obj/item/implanter))
var/obj/item/implanter/used_implanter = used_item
if(used_implanter.imp && !imp)
//implanter to case implant transfer
used_implanter.imp.forceMove(src)
imp = used_implanter.imp
used_implanter.imp = null
update_appearance()
reagents = imp.reagents
used_implanter.update_appearance()
else if(!used_implanter.imp && imp)
//implant case to implanter implant transfer
imp.forceMove(used_implanter)
used_implanter.imp = imp
imp = null
reagents = null
update_appearance()
used_implanter.update_appearance()
else
return ..()
///An implant case that spawns with a tracking implant, as well as an appropriate name and description.
/obj/item/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
imp_type = /obj/item/implant/tracking
///An implant case that spawns with a firearms authentication implant, as well as an appropriate name and description.
/obj/item/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
imp_type = /obj/item/implant/weapons_auth