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synced 2026-08-27 14:08:44 +01:00
Deprecate the stream operator
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@@ -53,7 +53,7 @@
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return 0
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/obj/item/weapon/implant/proc/meltdown() //breaks it down, making implant unrecongizible
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imp_in << "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>"
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to_chat(imp_in, "<span class='warning'>You feel something melting inside [part ? "your [part.name]" : "you"]!</span>")
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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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@@ -284,7 +284,7 @@ Implant Specifics:<BR>"}
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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phrase = replace_characters(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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to_chat(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/explosive/emp_act(severity)
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if (malfunction)
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@@ -381,9 +381,9 @@ the implant may become unstable and either pre-maturely inject the subject or si
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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_mob(R, cause, CHEM_BLOOD)
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R << "You hear a faint *beep*."
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to_chat(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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to_chat(R, "You hear a faint click from your chest.")
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playsound(R, 'sound/weapons/empty.ogg', 10, 1)
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spawn(0)
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qdel(src)
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@@ -472,7 +472,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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if (src.uses < 1) return 0
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if (emote == "pale")
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src.uses--
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source << "<span class='notice'>You feel a sudden surge of energy!</span>"
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to_chat(source, "<span class='notice'>You feel a sudden surge of energy!</span>")
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source.SetStunned(0)
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source.SetWeakened(0)
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source.SetParalysis(0)
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@@ -481,7 +481,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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/obj/item/weapon/implant/adrenalin/post_implant(mob/source)
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source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
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to_chat(source, "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.")
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//////////////////////////////
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// Death Alarm Implant
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@@ -595,7 +595,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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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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to_chat(source, "The air glows as \the [src.scanned.name] uncompresses.")
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activate()
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/obj/item/weapon/implant/compressed/activate()
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@@ -610,7 +610,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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if (source.mind)
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source.mind.store_memory("Compressed matter 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 compressed matter 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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to_chat(source, "The implanted compressed matter 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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/obj/item/weapon/implant/compressed/islegal()
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@@ -35,11 +35,11 @@
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if(!src.imp) return
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if(!src.imp.allow_reagents) return
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if(src.imp.reagents.total_volume >= src.imp.reagents.maximum_volume)
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user << "<span class='warning'>\The [src] is full.</span>"
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to_chat(user, "<span class='warning'>\The [src] is full.</span>")
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else
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spawn(5)
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I.reagents.trans_to_obj(src.imp, 5)
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user << "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>"
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to_chat(user, "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>")
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else if (istype(I, /obj/item/weapon/implanter))
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var/obj/item/weapon/implanter/M = I
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if (M.imp)
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@@ -108,10 +108,10 @@
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put_mob(mob/living/carbon/M as mob)
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if(!iscarbon(M))
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usr << "<span class='warning'>\The [src] cannot hold this!</span>"
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to_chat(usr, "<span class='warning'>\The [src] cannot hold this!</span>")
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return
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if(src.occupant)
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usr << "<span class='warning'>\The [src] is already occupied!</span>"
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to_chat(usr, "<span class='warning'>\The [src] is already occupied!</span>")
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return
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if(M.client)
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M.client.perspective = EYE_PERSPECTIVE
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@@ -21,7 +21,7 @@
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if (emote == src.activation_emote)
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src.uses--
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source << "You feel a faint click."
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to_chat(source, "You feel a faint click.")
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if (source.handcuffed)
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var/obj/item/weapon/W = source.handcuffed
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source.handcuffed = null
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@@ -50,7 +50,7 @@
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/obj/item/weapon/implant/freedom/post_implant(mob/source)
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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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to_chat(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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/obj/item/weapon/implant/freedom/get_data()
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var/dat = {"
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@@ -15,7 +15,7 @@
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listening_objects |= src
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "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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to_chat(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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/obj/item/weapon/implant/uplink/trigger(emote, mob/source as mob)
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if(hidden_uplink && usr == source) // Let's not have another people activate our uplink
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