mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 12:08:28 +01:00
Merge branch 'master' of https://github.com/PolarisSS13/Polaris
# Conflicts: # .travis.yml # code/game/machinery/adv_med.dm # code/modules/mob/mob.dm
This commit is contained in:
@@ -15,43 +15,44 @@
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var/malfunction = 0
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show_messages = 1
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proc/trigger(emote, source as mob)
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return
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/obj/item/weapon/implant/proc/trigger(emote, source as mob)
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return
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proc/activate()
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return
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/obj/item/weapon/implant/proc/activate()
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return
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// What does the implant do upon injection?
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// return 0 if the implant fails (ex. Revhead and loyalty implant.)
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// return 1 if the implant succeeds (ex. Nonrevhead and loyalty implant.)
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proc/implanted(var/mob/source)
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return 1
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/obj/item/weapon/implant/proc/implanted(var/mob/source)
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listening_objects |= src
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return 1
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proc/get_data()
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return "No information available"
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/obj/item/weapon/implant/proc/get_data()
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return "No information available"
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proc/hear(message, source as mob)
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return
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/obj/item/weapon/implant/proc/hear(message, source as mob)
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return
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proc/islegal()
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return 0
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/obj/item/weapon/implant/proc/islegal()
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return 0
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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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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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var/mob/living/M = imp_in
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M.apply_damage(15,BURN)
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name = "melted implant"
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desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
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icon_state = "implant_melted"
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malfunction = MALFUNCTION_PERMANENT
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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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if (part)
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part.take_damage(burn = 15, used_weapon = "Electronics meltdown")
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else
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var/mob/living/M = imp_in
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M.apply_damage(15,BURN)
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name = "melted implant"
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desc = "Charred circuit in melted plastic case. Wonder what that used to be..."
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icon_state = "implant_melted"
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malfunction = MALFUNCTION_PERMANENT
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Destroy()
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if(part)
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part.implants.Remove(src)
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..()
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/obj/item/weapon/implant/Destroy()
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if(part)
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part.implants.Remove(src)
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..()
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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@@ -59,8 +60,8 @@
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var/id = 1.0
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get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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@@ -74,23 +75,23 @@ disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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return dat
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emp_act(severity)
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if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
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return
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malfunction = MALFUNCTION_TEMPORARY
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/obj/item/weapon/implant/tracking/emp_act(severity)
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if (malfunction) //no, dawg, you can't malfunction while you are malfunctioning
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return
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malfunction = MALFUNCTION_TEMPORARY
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var/delay = 20
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switch(severity)
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if(1)
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if(prob(60))
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meltdown()
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if(2)
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delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
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var/delay = 20
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switch(severity)
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if(1)
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if(prob(60))
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meltdown()
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if(2)
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delay = rand(5*60*10,15*60*10) //from 5 to 15 minutes of free time
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spawn(delay)
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malfunction--
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spawn(delay)
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malfunction--
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/obj/item/weapon/implant/dexplosive
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@@ -98,8 +99,8 @@ Implant Specifics:<BR>"}
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desc = "And boom goes the weasel."
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icon_state = "implant_evil"
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get_data()
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var/dat = {"
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/obj/item/weapon/implant/dexplosive/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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@@ -109,23 +110,23 @@ Implant Specifics:<BR>"}
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<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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return dat
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trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate("death")
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return
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/obj/item/weapon/implant/dexplosive/trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate("death")
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return
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activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
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if(src.imp_in)
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src.imp_in.gib()
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/obj/item/weapon/implant/dexplosive/activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
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if(src.imp_in)
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src.imp_in.gib()
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islegal()
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return 0
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/obj/item/weapon/implant/dexplosive/islegal()
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return 0
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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@@ -135,8 +136,8 @@ Implant Specifics:<BR>"}
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var/phrase = "supercalifragilisticexpialidocious"
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icon_state = "implant_evil"
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get_data()
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var/dat = {"
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/obj/item/weapon/implant/explosive/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
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<b>Life:</b> Activates upon codephrase.<BR>
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@@ -146,120 +147,121 @@ Implant Specifics:<BR>"}
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<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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return dat
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hear_talk(mob/M as mob, msg)
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hear(msg)
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/obj/item/weapon/implant/explosive/hear_talk(mob/M as mob, msg)
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hear(msg)
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return
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/obj/item/weapon/implant/explosive/hear(var/msg)
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = replace_characters(msg, replacechars)
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if(findtext(msg,phrase))
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activate()
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qdel(src)
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/obj/item/weapon/implant/explosive/activate()
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if (malfunction == MALFUNCTION_PERMANENT)
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return
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hear(var/msg)
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = replace_characters(msg, replacechars)
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if(findtext(msg,phrase))
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activate()
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qdel(src)
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var/need_gib = null
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if(istype(imp_in, /mob/))
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var/mob/T = imp_in
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message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
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log_game("Explosive implant triggered in [T] ([T.key]).")
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need_gib = 1
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activate()
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if (malfunction == MALFUNCTION_PERMANENT)
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return
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var/need_gib = null
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if(istype(imp_in, /mob/))
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var/mob/T = imp_in
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message_admins("Explosive implant triggered in [T] ([T.key]). (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>JMP</a>) ")
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log_game("Explosive implant triggered in [T] ([T.key]).")
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need_gib = 1
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if(ishuman(imp_in))
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if (elevel == "Localized Limb")
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if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
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imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
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playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
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sleep(25)
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if (istype(part,/obj/item/organ/external/chest) || \
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istype(part,/obj/item/organ/external/groin) || \
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istype(part,/obj/item/organ/external/head))
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part.createwound(BRUISE, 60) //mangle them instead
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explosion(get_turf(imp_in), -1, -1, 2, 3)
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qdel(src)
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else
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explosion(get_turf(imp_in), -1, -1, 2, 3)
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part.droplimb(0,DROPLIMB_BLUNT)
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qdel(src)
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if (elevel == "Destroy Body")
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explosion(get_turf(T), -1, 0, 1, 6)
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T.gib()
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if (elevel == "Full Explosion")
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explosion(get_turf(T), 0, 1, 3, 6)
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T.gib()
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else
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explosion(get_turf(imp_in), 0, 1, 3, 6)
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if(need_gib)
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imp_in.gib()
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var/turf/t = get_turf(imp_in)
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if(t)
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t.hotspot_expose(3500,125)
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implanted(mob/source as mob)
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elevel = alert("What sort of explosion would you prefer?", "Implant Intent", "Localized Limb", "Destroy Body", "Full Explosion")
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phrase = input("Choose activation phrase:") as text
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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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return 1
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||||
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emp_act(severity)
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||||
if (malfunction)
|
||||
return
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||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
switch (severity)
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||||
if (2.0) //Weak EMP will make implant tear limbs off.
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
|
||||
if (prob(70))
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
else
|
||||
if (prob(50))
|
||||
activate() //50% chance of bye bye
|
||||
else
|
||||
meltdown() //50% chance of implant disarming
|
||||
spawn (20)
|
||||
malfunction--
|
||||
|
||||
islegal()
|
||||
return 0
|
||||
|
||||
proc/small_boom()
|
||||
if (ishuman(imp_in) && part)
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
spawn(25)
|
||||
if (ishuman(imp_in) && part)
|
||||
//No tearing off these parts since it's pretty much killing
|
||||
//and you can't replace groins
|
||||
if(ishuman(imp_in))
|
||||
if (elevel == "Localized Limb")
|
||||
if(part) //For some reason, small_boom() didn't work. So have this bit of working copypaste.
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
sleep(25)
|
||||
if (istype(part,/obj/item/organ/external/chest) || \
|
||||
istype(part,/obj/item/organ/external/groin) || \
|
||||
istype(part,/obj/item/organ/external/head))
|
||||
part.createwound(BRUISE, 60) //mangle them instead
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
else
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
part.droplimb(0,DROPLIMB_BLUNT)
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
qdel(src)
|
||||
if (elevel == "Destroy Body")
|
||||
explosion(get_turf(T), -1, 0, 1, 6)
|
||||
T.gib()
|
||||
if (elevel == "Full Explosion")
|
||||
explosion(get_turf(T), 0, 1, 3, 6)
|
||||
T.gib()
|
||||
|
||||
else
|
||||
explosion(get_turf(imp_in), 0, 1, 3, 6)
|
||||
|
||||
if(need_gib)
|
||||
imp_in.gib()
|
||||
|
||||
var/turf/t = get_turf(imp_in)
|
||||
|
||||
if(t)
|
||||
t.hotspot_expose(3500,125)
|
||||
|
||||
/obj/item/weapon/implant/explosive/implanted(mob/source as mob)
|
||||
elevel = alert("What sort of explosion would you prefer?", "Implant Intent", "Localized Limb", "Destroy Body", "Full Explosion")
|
||||
phrase = input("Choose activation phrase:") as text
|
||||
var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
|
||||
phrase = replace_characters(phrase, replacechars)
|
||||
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)
|
||||
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."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/explosive/emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
switch (severity)
|
||||
if (2.0) //Weak EMP will make implant tear limbs off.
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
if (1.0) //strong EMP will melt implant either making it go off, or disarming it
|
||||
if (prob(70))
|
||||
if (prob(50))
|
||||
small_boom()
|
||||
else
|
||||
if (prob(50))
|
||||
activate() //50% chance of bye bye
|
||||
else
|
||||
meltdown() //50% chance of implant disarming
|
||||
spawn (20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/explosive/islegal()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/explosive/proc/small_boom()
|
||||
if (ishuman(imp_in) && part)
|
||||
imp_in.visible_message("<span class='warning'>Something beeps inside [imp_in][part ? "'s [part.name]" : ""]!</span>")
|
||||
playsound(loc, 'sound/items/countdown.ogg', 75, 1, -3)
|
||||
spawn(25)
|
||||
if (ishuman(imp_in) && part)
|
||||
//No tearing off these parts since it's pretty much killing
|
||||
//and you can't replace groins
|
||||
if (istype(part,/obj/item/organ/external/chest) || \
|
||||
istype(part,/obj/item/organ/external/groin) || \
|
||||
istype(part,/obj/item/organ/external/head))
|
||||
part.createwound(BRUISE, 60) //mangle them instead
|
||||
else
|
||||
part.droplimb(0,DROPLIMB_BLUNT)
|
||||
explosion(get_turf(imp_in), -1, -1, 2, 3)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/chem
|
||||
name = "chemical implant"
|
||||
desc = "Injects things."
|
||||
allow_reagents = 1
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/chem/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
|
||||
<b>Life:</b> Deactivates upon death but remains within the body.<BR>
|
||||
@@ -274,55 +276,55 @@ the implant releases the chemicals directly into the blood stream.<BR>
|
||||
Can only be loaded while still in its original case.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
|
||||
the implant may become unstable and either pre-maturely inject the subject or simply break."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(50)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
/obj/item/weapon/implant/chem/New()
|
||||
..()
|
||||
var/datum/reagents/R = new/datum/reagents(50)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
|
||||
|
||||
trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate(src.reagents.total_volume)
|
||||
/obj/item/weapon/implant/chem/trigger(emote, source as mob)
|
||||
if(emote == "deathgasp")
|
||||
src.activate(src.reagents.total_volume)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/implant/chem/activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
var/mob/living/carbon/R = src.imp_in
|
||||
src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
|
||||
R << "You hear a faint *beep*."
|
||||
if(!src.reagents.total_volume)
|
||||
R << "You hear a faint click from your chest."
|
||||
spawn(0)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/implant/chem/emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
activate(20)
|
||||
if(2)
|
||||
if(prob(30))
|
||||
activate(5)
|
||||
|
||||
activate(var/cause)
|
||||
if((!cause) || (!src.imp_in)) return 0
|
||||
var/mob/living/carbon/R = src.imp_in
|
||||
src.reagents.trans_to_mob(R, cause, CHEM_BLOOD)
|
||||
R << "You hear a faint *beep*."
|
||||
if(!src.reagents.total_volume)
|
||||
R << "You hear a faint click from your chest."
|
||||
spawn(0)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
emp_act(severity)
|
||||
if (malfunction)
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
switch(severity)
|
||||
if(1)
|
||||
if(prob(60))
|
||||
activate(20)
|
||||
if(2)
|
||||
if(prob(30))
|
||||
activate(5)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
spawn(20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/loyalty
|
||||
name = "loyalty implant"
|
||||
desc = "Makes you loyal or such."
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/loyalty/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] Employee Management Implant<BR>
|
||||
<b>Life:</b> Ten years.<BR>
|
||||
@@ -332,20 +334,20 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
implanted(mob/M)
|
||||
if(!istype(M, /mob/living/carbon/human)) return 0
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
|
||||
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
|
||||
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!")
|
||||
return 0
|
||||
else
|
||||
clear_antag_roles(H.mind, 1)
|
||||
H << "<span class='notice'>You feel a surge of loyalty towards [company_name].</span>"
|
||||
return 1
|
||||
/obj/item/weapon/implant/loyalty/implanted(mob/M)
|
||||
if(!istype(M, /mob/living/carbon/human)) return 0
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/datum/antagonist/antag_data = get_antag_data(H.mind.special_role)
|
||||
if(antag_data && (antag_data.flags & ANTAG_IMPLANT_IMMUNE))
|
||||
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of [company_name] try to invade your mind!")
|
||||
return 0
|
||||
else
|
||||
clear_antag_roles(H.mind, 1)
|
||||
H << "<span class='notice'>You feel a surge of loyalty towards [company_name].</span>"
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/adrenalin
|
||||
@@ -353,8 +355,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
desc = "Removes all stuns and knockdowns."
|
||||
var/uses
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/adrenalin/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Cybersun Industries Adrenalin Implant<BR>
|
||||
<b>Life:</b> Five days.<BR>
|
||||
@@ -364,25 +366,26 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<b>Function:</b> Contains nanobots to stimulate body to mass-produce Adrenalin.<BR>
|
||||
<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
|
||||
<b>Integrity:</b> Implant can only be used three times before the nanobots are depleted."}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
|
||||
trigger(emote, mob/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == "pale")
|
||||
src.uses--
|
||||
source << "<span class='notice'>You feel a sudden surge of energy!</span>"
|
||||
source.SetStunned(0)
|
||||
source.SetWeakened(0)
|
||||
source.SetParalysis(0)
|
||||
/obj/item/weapon/implant/adrenalin/trigger(emote, mob/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == "pale")
|
||||
src.uses--
|
||||
source << "<span class='notice'>You feel a sudden surge of energy!</span>"
|
||||
source.SetStunned(0)
|
||||
source.SetWeakened(0)
|
||||
source.SetParalysis(0)
|
||||
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
implanted(mob/source)
|
||||
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
|
||||
return 1
|
||||
/obj/item/weapon/implant/adrenalin/implanted(mob/source)
|
||||
source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
|
||||
source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/death_alarm
|
||||
@@ -390,8 +393,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
|
||||
var/mobname = "Will Robinson"
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/death_alarm/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
@@ -401,65 +404,65 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<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
|
||||
return dat
|
||||
|
||||
process()
|
||||
if (!implanted) return
|
||||
var/mob/M = imp_in
|
||||
/obj/item/weapon/implant/death_alarm/process()
|
||||
if (!implanted) return
|
||||
var/mob/M = imp_in
|
||||
|
||||
if(isnull(M)) // If the mob got gibbed
|
||||
activate()
|
||||
else if(M.stat == 2)
|
||||
activate("death")
|
||||
if(isnull(M)) // If the mob got gibbed
|
||||
activate()
|
||||
else if(M.stat == 2)
|
||||
activate("death")
|
||||
|
||||
activate(var/cause)
|
||||
var/mob/M = imp_in
|
||||
var/area/t = get_area(M)
|
||||
switch (cause)
|
||||
if("death")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
|
||||
//give the syndies a bit of stealth
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Medical")
|
||||
else
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
if ("emp")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
var/name = prob(50) ? t.name : pick(teleportlocs)
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
/obj/item/weapon/implant/death_alarm/activate(var/cause)
|
||||
var/mob/M = imp_in
|
||||
var/area/t = get_area(M)
|
||||
switch (cause)
|
||||
if("death")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
|
||||
//give the syndies a bit of stealth
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm", "Medical")
|
||||
else
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
|
||||
emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
|
||||
if (malfunction) //so I'm just going to add a meltdown chance here
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
activate("emp") //let's shout that this dude is dead
|
||||
if(severity == 1)
|
||||
if(prob(40)) //small chance of obvious meltdown
|
||||
meltdown()
|
||||
else if (prob(60)) //but more likely it will just quietly die
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
if ("emp")
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
var/name = prob(50) ? t.name : pick(teleportlocs)
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died in [name]!", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
else
|
||||
var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset/heads/captain(null)
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Security")
|
||||
a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm", "Medical")
|
||||
qdel(a)
|
||||
processing_objects.Remove(src)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
/obj/item/weapon/implant/death_alarm/emp_act(severity) //for some reason alarms stop going off in case they are emp'd, even without this
|
||||
if (malfunction) //so I'm just going to add a meltdown chance here
|
||||
return
|
||||
malfunction = MALFUNCTION_TEMPORARY
|
||||
|
||||
implanted(mob/source as mob)
|
||||
mobname = source.real_name
|
||||
processing_objects.Add(src)
|
||||
return 1
|
||||
activate("emp") //let's shout that this dude is dead
|
||||
if(severity == 1)
|
||||
if(prob(40)) //small chance of obvious meltdown
|
||||
meltdown()
|
||||
else if (prob(60)) //but more likely it will just quietly die
|
||||
malfunction = MALFUNCTION_PERMANENT
|
||||
processing_objects.Remove(src)
|
||||
|
||||
spawn(20)
|
||||
malfunction--
|
||||
|
||||
/obj/item/weapon/implant/death_alarm/implanted(mob/source as mob)
|
||||
mobname = source.real_name
|
||||
processing_objects.Add(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/compressed
|
||||
name = "compressed matter implant"
|
||||
@@ -468,8 +471,8 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
var/activation_emote = "sigh"
|
||||
var/obj/item/scanned = null
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/compressed/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> [company_name] \"Profit Margin\" Class Employee Lifesign Sensor<BR>
|
||||
<b>Life:</b> Activates upon death.<BR>
|
||||
@@ -479,30 +482,31 @@ the implant may become unstable and either pre-maturely inject the subject or si
|
||||
<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
|
||||
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."
|
||||
activate()
|
||||
|
||||
activate()
|
||||
var/turf/t = get_turf(src)
|
||||
if (imp_in)
|
||||
imp_in.put_in_hands(scanned)
|
||||
else
|
||||
scanned.loc = t
|
||||
qdel(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")
|
||||
if (source.mind)
|
||||
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)
|
||||
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."
|
||||
return 1
|
||||
|
||||
islegal()
|
||||
/obj/item/weapon/implant/compressed/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."
|
||||
activate()
|
||||
|
||||
/obj/item/weapon/implant/compressed/activate()
|
||||
var/turf/t = get_turf(src)
|
||||
if (imp_in)
|
||||
imp_in.put_in_hands(scanned)
|
||||
else
|
||||
scanned.loc = t
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/implant/compressed/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")
|
||||
if (source.mind)
|
||||
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)
|
||||
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."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/compressed/islegal()
|
||||
return 0
|
||||
|
||||
@@ -8,53 +8,54 @@
|
||||
var/uses = 1.0
|
||||
|
||||
|
||||
New()
|
||||
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
src.uses = rand(1, 5)
|
||||
..()
|
||||
return
|
||||
/obj/item/weapon/implant/freedom/New()
|
||||
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
|
||||
src.uses = rand(1, 5)
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
trigger(emote, mob/living/carbon/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == src.activation_emote)
|
||||
src.uses--
|
||||
source << "You feel a faint click."
|
||||
if (source.handcuffed)
|
||||
var/obj/item/weapon/W = source.handcuffed
|
||||
source.handcuffed = null
|
||||
if(source.buckled && source.buckled.buckle_require_restraints)
|
||||
source.buckled.unbuckle_mob()
|
||||
source.update_inv_handcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
/obj/item/weapon/implant/freedom/trigger(emote, mob/living/carbon/source as mob)
|
||||
if (src.uses < 1) return 0
|
||||
if (emote == src.activation_emote)
|
||||
src.uses--
|
||||
source << "You feel a faint click."
|
||||
if (source.handcuffed)
|
||||
var/obj/item/weapon/W = source.handcuffed
|
||||
source.handcuffed = null
|
||||
if(source.buckled && source.buckled.buckle_require_restraints)
|
||||
source.buckled.unbuckle_mob()
|
||||
source.update_inv_handcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
if (source.legcuffed)
|
||||
var/obj/item/weapon/W = source.legcuffed
|
||||
source.legcuffed = null
|
||||
source.update_inv_legcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
W.layer = initial(W.layer)
|
||||
if (source.legcuffed)
|
||||
var/obj/item/weapon/W = source.legcuffed
|
||||
source.legcuffed = null
|
||||
source.update_inv_legcuffed()
|
||||
if (source.client)
|
||||
source.client.screen -= W
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.loc = source.loc
|
||||
dropped(source)
|
||||
if (W)
|
||||
W.layer = initial(W.layer)
|
||||
return
|
||||
W.layer = initial(W.layer)
|
||||
return
|
||||
|
||||
|
||||
implanted(mob/living/carbon/source)
|
||||
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."
|
||||
return 1
|
||||
/obj/item/weapon/implant/freedom/implanted(mob/living/carbon/source)
|
||||
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."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
get_data()
|
||||
var/dat = {"
|
||||
/obj/item/weapon/implant/freedom/get_data()
|
||||
var/dat = {"
|
||||
<b>Implant Specifications:</b><BR>
|
||||
<b>Name:</b> Freedom Beacon<BR>
|
||||
<b>Life:</b> optimum 5 uses<BR>
|
||||
@@ -68,4 +69,4 @@ mechanisms<BR>
|
||||
<b>Integrity:</b> The battery is extremely weak and commonly after injection its
|
||||
life can drive down to only 1 use.<HR>
|
||||
No Implant Specifics"}
|
||||
return dat
|
||||
return dat
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
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("Uplink 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 uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
|
||||
listening_objects |= src
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user