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Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant.
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@@ -38,12 +38,12 @@
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desc = "Summon things."
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var
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activation_emote = "chuckle"
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obj/item/weapon/syndicate_uplink/uplink = null
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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/weapon/syndicate_uplink/implanted(src)
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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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@@ -290,4 +290,38 @@ the implant may become unstable and either pre-maturely inject the subject or si
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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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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 = "*fwooomp*"
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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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@@ -80,4 +80,39 @@
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src.imp = new /obj/item/weapon/implant/explosive( src )
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..()
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update()
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return
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return
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/obj/item/weapon/implanter/compressed
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name = "implanter-compressed"
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icon_state = "cimplanter0"
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New()
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src.imp = new /obj/item/weapon/implant/compressed( src )
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..()
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update()
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return
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update()
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if (src.imp)
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var/obj/item/weapon/implant/compressed/c = src.imp
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if(!c.scanned)
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src.icon_state = "cimplanter0"
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else
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src.icon_state = "cimplanter1"
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else
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src.icon_state = "cimplanter2"
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return
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attack(mob/M as mob, mob/user as mob)
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var/obj/item/weapon/implant/compressed/c = src.imp
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if (c.scanned == null)
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user << "Please scan an object with the implanter first."
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return
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..()
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afterattack(atom/A, mob/user as mob)
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if(istype(A,/obj/item))
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var/obj/item/weapon/implant/compressed/c = src.imp
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c.scanned = A
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A.loc.contents.Remove(A)
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src.update()
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