Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant.

This commit is contained in:
SkyMarshal
2012-01-27 20:15:06 -07:00
parent 21fe68972f
commit 12afd61ffc
43 changed files with 2399 additions and 557 deletions
@@ -38,12 +38,12 @@
desc = "Summon things."
var
activation_emote = "chuckle"
obj/item/weapon/syndicate_uplink/uplink = null
obj/item/device/uplink/radio/uplink = null
New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
uplink = new /obj/item/weapon/syndicate_uplink/implanted(src)
uplink = new /obj/item/device/uplink/radio/implanted(src)
..()
return
@@ -290,4 +290,38 @@ the implant may become unstable and either pre-maturely inject the subject or si
implanted(mob/source as mob)
mobname = source.real_name
processing_objects.Add(src)
processing_objects.Add(src)
/obj/item/weapon/implant/compressed
name = "compressed matter implant"
desc = "*fwooomp*"
var/activation_emote = "sigh"
var/obj/item/scanned = null
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
<b>Life:</b> Activates upon death.<BR>
<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
<b>Special Features:</b> Alerts crew to crewmember death.<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
trigger(emote, mob/source as mob)
if (src.scanned == null)
return 0
if (emote == src.activation_emote)
source << "The air glows as \the [src.scanned.name] uncompresses."
var/turf/t = get_turf(source)
src.scanned.loc = t
del src
implanted(mob/source as mob)
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")
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)
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."
@@ -80,4 +80,39 @@
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
update()
return
return
/obj/item/weapon/implanter/compressed
name = "implanter-compressed"
icon_state = "cimplanter0"
New()
src.imp = new /obj/item/weapon/implant/compressed( src )
..()
update()
return
update()
if (src.imp)
var/obj/item/weapon/implant/compressed/c = src.imp
if(!c.scanned)
src.icon_state = "cimplanter0"
else
src.icon_state = "cimplanter1"
else
src.icon_state = "cimplanter2"
return
attack(mob/M as mob, mob/user as mob)
var/obj/item/weapon/implant/compressed/c = src.imp
if (c.scanned == null)
user << "Please scan an object with the implanter first."
return
..()
afterattack(atom/A, mob/user as mob)
if(istype(A,/obj/item))
var/obj/item/weapon/implant/compressed/c = src.imp
c.scanned = A
A.loc.contents.Remove(A)
src.update()