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Implant mode changability, explosive variable fix
Fixed and upgraded as per Ravensdale's request in #3966
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@@ -127,6 +127,7 @@ Implant Specifics:<BR>"}
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/obj/item/weapon/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/elevel = "Localized Limb"
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var/phrase = "supercalifragilisticexpialidocious"
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icon_state = "implant_evil"
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@@ -159,18 +160,41 @@ Implant Specifics:<BR>"}
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return
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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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T.gib()
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explosion(get_turf(imp_in), 1, 3, 4, 6, 3)
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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("\red Something beeps inside [imp_in][part ? "'s [part.display_name]" : ""]!")
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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,/datum/organ/external/chest) || \
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istype(part,/datum/organ/external/groin) || \
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istype(part,/datum/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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del(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(1)
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del(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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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 = sanitize_simple(phrase, replacechars)
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@@ -215,7 +239,7 @@ Implant Specifics:<BR>"}
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part.createwound(BRUISE, 60) //mangle them instead
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else
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part.droplimb(1)
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explosion(get_turf(imp_in), -1, -1, 2, 3, 3)
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explosion(get_turf(imp_in), -1, -1, 2, 3)
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del(src)
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/obj/item/weapon/implant/chem
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