Whitespace Standardization [MDB IGNORE] (#15748)

* Update settings

* Whitespace changes

* Comment out merger hooks in gitattributes

Corrupt maps would have to be resolved in repo before hooks could be updated

* Revert "Whitespace changes"

This reverts commit afbdd1d844.

* Whitespace again minus example

* Gitignore example changelog

* Restore changelog merge setting

* Keep older dmi hook attribute until hooks can be updated

* update vscode settings too

* Renormalize remaining

* Revert "Gitignore example changelog"

This reverts commit de22ad375d.

* Attempt to normalize example.yml (and another file I guess)

* Try again
This commit is contained in:
Drathek
2024-02-20 11:28:51 +01:00
committed by GitHub
parent 3b61f677b3
commit 7c8bb85de3
1175 changed files with 818171 additions and 818145 deletions
File diff suppressed because it is too large Load Diff
@@ -1,311 +1,311 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implantcase
name = "glass case"
desc = "A case containing an implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_TINY
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implantcase/proc/update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.implant_color)
else
src.icon_state = "implantcase-0"
return
/obj/item/weapon/implantcase/attackby(obj/item/weapon/I as obj, mob/user as mob)
..()
if (istype(I, /obj/item/weapon/pen))
var/t = tgui_input_text(user, "What would you like the label to be?", text("[]", src.name), null, MAX_NAME_LEN)
if (user.get_active_hand() != I)
return
if((!in_range(src, usr) && src.loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if(t)
src.name = text("Glass Case - '[]'", t)
else
src.name = "Glass Case"
else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(!src.imp) return
if(!src.imp.allow_reagents) return
if(src.imp.reagents.total_volume >= src.imp.reagents.maximum_volume)
to_chat(user, "<span class='warning'>\The [src] is full.</span>")
else
spawn(5)
I.reagents.trans_to_obj(src.imp, 5)
to_chat(user, "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>")
else if (istype(I, /obj/item/weapon/implanter))
var/obj/item/weapon/implanter/M = I
if (M.imp)
if ((src.imp || M.imp.implanted))
return
M.imp.loc = src
src.imp = M.imp
M.imp = null
src.update()
M.update()
else
if (src.imp)
if (M.imp)
return
src.imp.loc = M
M.imp = src.imp
src.imp = null
update()
M.update()
return
/obj/item/weapon/implantcase/tracking
name = "glass case - 'tracking'"
desc = "A case containing a tracking implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/tracking/New()
src.imp = new /obj/item/weapon/implant/tracking( src )
..()
return
/obj/item/weapon/implantcase/explosive
name = "glass case - 'explosive'"
desc = "A case containing an explosive implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
return
/obj/item/weapon/implantcase/chem
name = "glass case - 'chem'"
desc = "A case containing a chemical implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/chem/New()
src.imp = new /obj/item/weapon/implant/chem( src )
..()
return
/obj/item/weapon/implantcase/loyalty
name = "glass case - 'loyalty'"
desc = "A case containing a loyalty implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/loyalty/New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
return
/obj/item/weapon/implantcase/death_alarm
name = "glass case - 'death alarm'"
desc = "A case containing a death alarm implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/death_alarm/New()
src.imp = new /obj/item/weapon/implant/death_alarm( src )
..()
return
/obj/item/weapon/implantcase/freedom
name = "glass case - 'freedom'"
desc = "A case containing a freedom implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/freedom/New()
src.imp = new /obj/item/weapon/implant/freedom( src )
..()
return
/obj/item/weapon/implantcase/adrenalin
name = "glass case - 'adrenalin'"
desc = "A case containing an adrenalin implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/adrenalin/New()
src.imp = new /obj/item/weapon/implant/adrenalin( src )
..()
return
/obj/item/weapon/implantcase/dexplosive
name = "glass case - 'explosive'"
desc = "A case containing an explosive."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/dexplosive/New()
src.imp = new /obj/item/weapon/implant/dexplosive( src )
..()
return
/obj/item/weapon/implantcase/health
name = "glass case - 'health'"
desc = "A case containing a health tracking implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/health/New()
src.imp = new /obj/item/weapon/implant/health( src )
..()
return
/obj/item/weapon/implantcase/language
name = "glass case - 'GalCom'"
desc = "A case containing a GalCom language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/New()
src.imp = new /obj/item/weapon/implant/language( src )
..()
return
/obj/item/weapon/implantcase/language/eal
name = "glass case - 'EAL'"
desc = "A case containing an Encoded Audio Language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/eal/New()
src.imp = new /obj/item/weapon/implant/language/eal( src )
..()
return
/obj/item/weapon/implantcase/shades
name = "glass case - 'Integrated Shades'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/shades/New()
src.imp = new /obj/item/weapon/implant/organ( src )
..()
return
/obj/item/weapon/implantcase/taser
name = "glass case - 'Taser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/taser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment( src )
..()
return
/obj/item/weapon/implantcase/laser
name = "glass case - 'Laser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/laser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/laser( src )
..()
return
/obj/item/weapon/implantcase/dart
name = "glass case - 'Dart'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/dart/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/dart( src )
..()
return
/obj/item/weapon/implantcase/toolkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/toolkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm( src )
..()
return
/obj/item/weapon/implantcase/medkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/medkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/medkit( src )
..()
return
/obj/item/weapon/implantcase/surge
name = "glass case - 'Muscle Overclocker'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/surge/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/surge( src )
..()
return
/obj/item/weapon/implantcase/analyzer
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/analyzer/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist( src )
..()
return
/obj/item/weapon/implantcase/sword
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sword/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/sword( src )
..()
return
/obj/item/weapon/implantcase/sprinter
name = "glass case - 'Sprinter'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sprinter/New()
src.imp = new /obj/item/weapon/implant/organ/pelvic( src )
..()
return
/obj/item/weapon/implantcase/armblade
name = "glass case - 'Armblade'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/armblade/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/blade( src )
..()
return
/obj/item/weapon/implantcase/handblade
name = "glass case - 'Handblade'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/handblade/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/blade( src )
..()
return
/obj/item/weapon/implantcase/restrainingbolt
name = "glass case - 'Restraining Bolt'"
desc = "A case containing a restraining bolt."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/restrainingbolt/New()
src.imp = new /obj/item/weapon/implant/restrainingbolt( src )
..()
return
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implantcase
name = "glass case"
desc = "A case containing an implant."
icon = 'icons/obj/items.dmi'
icon_state = "implantcase-0"
item_state = "implantcase"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_TINY
var/obj/item/weapon/implant/imp = null
/obj/item/weapon/implantcase/proc/update()
if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.implant_color)
else
src.icon_state = "implantcase-0"
return
/obj/item/weapon/implantcase/attackby(obj/item/weapon/I as obj, mob/user as mob)
..()
if (istype(I, /obj/item/weapon/pen))
var/t = tgui_input_text(user, "What would you like the label to be?", text("[]", src.name), null, MAX_NAME_LEN)
if (user.get_active_hand() != I)
return
if((!in_range(src, usr) && src.loc != user))
return
t = sanitizeSafe(t, MAX_NAME_LEN)
if(t)
src.name = text("Glass Case - '[]'", t)
else
src.name = "Glass Case"
else if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(!src.imp) return
if(!src.imp.allow_reagents) return
if(src.imp.reagents.total_volume >= src.imp.reagents.maximum_volume)
to_chat(user, "<span class='warning'>\The [src] is full.</span>")
else
spawn(5)
I.reagents.trans_to_obj(src.imp, 5)
to_chat(user, "<span class='notice'>You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units.</span>")
else if (istype(I, /obj/item/weapon/implanter))
var/obj/item/weapon/implanter/M = I
if (M.imp)
if ((src.imp || M.imp.implanted))
return
M.imp.loc = src
src.imp = M.imp
M.imp = null
src.update()
M.update()
else
if (src.imp)
if (M.imp)
return
src.imp.loc = M
M.imp = src.imp
src.imp = null
update()
M.update()
return
/obj/item/weapon/implantcase/tracking
name = "glass case - 'tracking'"
desc = "A case containing a tracking implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/tracking/New()
src.imp = new /obj/item/weapon/implant/tracking( src )
..()
return
/obj/item/weapon/implantcase/explosive
name = "glass case - 'explosive'"
desc = "A case containing an explosive implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
return
/obj/item/weapon/implantcase/chem
name = "glass case - 'chem'"
desc = "A case containing a chemical implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/chem/New()
src.imp = new /obj/item/weapon/implant/chem( src )
..()
return
/obj/item/weapon/implantcase/loyalty
name = "glass case - 'loyalty'"
desc = "A case containing a loyalty implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/loyalty/New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
return
/obj/item/weapon/implantcase/death_alarm
name = "glass case - 'death alarm'"
desc = "A case containing a death alarm implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/death_alarm/New()
src.imp = new /obj/item/weapon/implant/death_alarm( src )
..()
return
/obj/item/weapon/implantcase/freedom
name = "glass case - 'freedom'"
desc = "A case containing a freedom implant."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/freedom/New()
src.imp = new /obj/item/weapon/implant/freedom( src )
..()
return
/obj/item/weapon/implantcase/adrenalin
name = "glass case - 'adrenalin'"
desc = "A case containing an adrenalin implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/adrenalin/New()
src.imp = new /obj/item/weapon/implant/adrenalin( src )
..()
return
/obj/item/weapon/implantcase/dexplosive
name = "glass case - 'explosive'"
desc = "A case containing an explosive."
icon_state = "implantcase-r"
/obj/item/weapon/implantcase/dexplosive/New()
src.imp = new /obj/item/weapon/implant/dexplosive( src )
..()
return
/obj/item/weapon/implantcase/health
name = "glass case - 'health'"
desc = "A case containing a health tracking implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/health/New()
src.imp = new /obj/item/weapon/implant/health( src )
..()
return
/obj/item/weapon/implantcase/language
name = "glass case - 'GalCom'"
desc = "A case containing a GalCom language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/New()
src.imp = new /obj/item/weapon/implant/language( src )
..()
return
/obj/item/weapon/implantcase/language/eal
name = "glass case - 'EAL'"
desc = "A case containing an Encoded Audio Language implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/language/eal/New()
src.imp = new /obj/item/weapon/implant/language/eal( src )
..()
return
/obj/item/weapon/implantcase/shades
name = "glass case - 'Integrated Shades'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/shades/New()
src.imp = new /obj/item/weapon/implant/organ( src )
..()
return
/obj/item/weapon/implantcase/taser
name = "glass case - 'Taser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/taser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment( src )
..()
return
/obj/item/weapon/implantcase/laser
name = "glass case - 'Laser'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/laser/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/laser( src )
..()
return
/obj/item/weapon/implantcase/dart
name = "glass case - 'Dart'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/dart/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/dart( src )
..()
return
/obj/item/weapon/implantcase/toolkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/toolkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm( src )
..()
return
/obj/item/weapon/implantcase/medkit
name = "glass case - 'Toolkit'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/medkit/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/medkit( src )
..()
return
/obj/item/weapon/implantcase/surge
name = "glass case - 'Muscle Overclocker'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/surge/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/surge( src )
..()
return
/obj/item/weapon/implantcase/analyzer
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/analyzer/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist( src )
..()
return
/obj/item/weapon/implantcase/sword
name = "glass case - 'Scanner'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sword/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/sword( src )
..()
return
/obj/item/weapon/implantcase/sprinter
name = "glass case - 'Sprinter'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/sprinter/New()
src.imp = new /obj/item/weapon/implant/organ/pelvic( src )
..()
return
/obj/item/weapon/implantcase/armblade
name = "glass case - 'Armblade'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/armblade/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/upperarm/blade( src )
..()
return
/obj/item/weapon/implantcase/handblade
name = "glass case - 'Handblade'"
desc = "A case containing a nanite fabricator implant."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/handblade/New()
src.imp = new /obj/item/weapon/implant/organ/limbaugment/wrist/blade( src )
..()
return
/obj/item/weapon/implantcase/restrainingbolt
name = "glass case - 'Restraining Bolt'"
desc = "A case containing a restraining bolt."
icon_state = "implantcase-b"
/obj/item/weapon/implantcase/restrainingbolt/New()
src.imp = new /obj/item/weapon/implant/restrainingbolt( src )
..()
return
@@ -1,162 +1,162 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/machinery/implantchair
name = "loyalty implanter"
desc = "Used to implant occupants with loyalty implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
opacity = 0
anchored = TRUE
var/ready = 1
var/malfunction = 0
var/list/obj/item/weapon/implant/loyalty/implant_list = list()
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/replenishing = 0
var/mob/living/carbon/occupant = null
var/injecting = 0
/obj/machinery/implantchair/New()
..()
add_implants()
/obj/machinery/implantchair/attack_hand(mob/user as mob)
user.set_machine(src)
var/health_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
var/dat ="<B>Implanter Status</B><BR>"
dat +="<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>"
dat += "<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=\ref[src];replenish=1'>Replenish</A>"]<BR>"
if(src.occupant)
dat += "[src.ready ? "<A href='?src=\ref[src];implant=1'>Implant</A>" : "Recharging"]<BR>"
user.set_machine(src)
user << browse(dat, "window=implant")
onclose(user, "implant")
/obj/machinery/implantchair/Topic(href, href_list)
if((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["implant"])
if(src.occupant)
injecting = 1
go_out()
ready = 0
spawn(injection_cooldown)
ready = 1
if(href_list["replenish"])
ready = 0
spawn(replenish_cooldown)
add_implants()
ready = 1
src.updateUsrDialog()
src.add_fingerprint(usr)
return
/obj/machinery/implantchair/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/grab))
var/obj/item/weapon/grab/grab = G
if(!ismob(grab.affecting))
return
if(grab.affecting.has_buckled_mobs())
to_chat(user, span("warning", "\The [grab.affecting] has other entities attached to them. Remove them first."))
return
var/mob/M = grab.affecting
if(put_mob(M))
qdel(G)
src.updateUsrDialog()
return
/obj/machinery/implantchair/proc/go_out(var/mob/M)
if(!( src.occupant ))
return
if(M == occupant) // so that the guy inside can't eject himself -Agouri
return
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
if(injecting)
implant(src.occupant)
injecting = 0
src.occupant = null
icon_state = "implantchair"
return
/obj/machinery/implantchair/proc/put_mob(mob/living/carbon/M as mob)
if(!iscarbon(M))
to_chat(usr, "<span class='warning'>\The [src] cannot hold this!</span>")
return
if(src.occupant)
to_chat(usr, "<span class='warning'>\The [src] is already occupied!</span>")
return
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.stop_pulling()
M.loc = src
src.occupant = M
src.add_fingerprint(usr)
icon_state = "implantchair_on"
return 1
/obj/machinery/implantchair/proc/implant(var/mob/M)
if (!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
for(var/obj/item/weapon/implant/loyalty/imp in implant_list)
if(!imp) continue
if(istype(imp, /obj/item/weapon/implant/loyalty))
for (var/mob/O in viewers(M, null))
O.show_message("<span class='warning'>\The [M] has been implanted by \the [src].</span>", 1)
if(imp.handle_implant(M, BP_TORSO))
imp.post_implant(M)
implant_list -= imp
break
return
/obj/machinery/implantchair/proc/add_implants()
for(var/i=0, i<src.max_implants, i++)
var/obj/item/weapon/implant/loyalty/I = new /obj/item/weapon/implant/loyalty(src)
implant_list += I
return
/obj/machinery/implantchair/verb/get_out()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
src.go_out(usr)
add_fingerprint(usr)
return
/obj/machinery/implantchair/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/machinery/implantchair
name = "loyalty implanter"
desc = "Used to implant occupants with loyalty implants."
icon = 'icons/obj/machines/implantchair.dmi'
icon_state = "implantchair"
density = TRUE
opacity = 0
anchored = TRUE
var/ready = 1
var/malfunction = 0
var/list/obj/item/weapon/implant/loyalty/implant_list = list()
var/max_implants = 5
var/injection_cooldown = 600
var/replenish_cooldown = 6000
var/replenishing = 0
var/mob/living/carbon/occupant = null
var/injecting = 0
/obj/machinery/implantchair/New()
..()
add_implants()
/obj/machinery/implantchair/attack_hand(mob/user as mob)
user.set_machine(src)
var/health_text = ""
if(src.occupant)
if(src.occupant.health <= -100)
health_text = "<FONT color=red>Dead</FONT>"
else if(src.occupant.health < 0)
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
else
health_text = "[round(src.occupant.health,0.1)]"
var/dat ="<B>Implanter Status</B><BR>"
dat +="<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>"
dat += "<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=\ref[src];replenish=1'>Replenish</A>"]<BR>"
if(src.occupant)
dat += "[src.ready ? "<A href='?src=\ref[src];implant=1'>Implant</A>" : "Recharging"]<BR>"
user.set_machine(src)
user << browse(dat, "window=implant")
onclose(user, "implant")
/obj/machinery/implantchair/Topic(href, href_list)
if((get_dist(src, usr) <= 1) || istype(usr, /mob/living/silicon/ai))
if(href_list["implant"])
if(src.occupant)
injecting = 1
go_out()
ready = 0
spawn(injection_cooldown)
ready = 1
if(href_list["replenish"])
ready = 0
spawn(replenish_cooldown)
add_implants()
ready = 1
src.updateUsrDialog()
src.add_fingerprint(usr)
return
/obj/machinery/implantchair/attackby(var/obj/item/weapon/G as obj, var/mob/user as mob)
if(istype(G, /obj/item/weapon/grab))
var/obj/item/weapon/grab/grab = G
if(!ismob(grab.affecting))
return
if(grab.affecting.has_buckled_mobs())
to_chat(user, span("warning", "\The [grab.affecting] has other entities attached to them. Remove them first."))
return
var/mob/M = grab.affecting
if(put_mob(M))
qdel(G)
src.updateUsrDialog()
return
/obj/machinery/implantchair/proc/go_out(var/mob/M)
if(!( src.occupant ))
return
if(M == occupant) // so that the guy inside can't eject himself -Agouri
return
if (src.occupant.client)
src.occupant.client.eye = src.occupant.client.mob
src.occupant.client.perspective = MOB_PERSPECTIVE
src.occupant.loc = src.loc
if(injecting)
implant(src.occupant)
injecting = 0
src.occupant = null
icon_state = "implantchair"
return
/obj/machinery/implantchair/proc/put_mob(mob/living/carbon/M as mob)
if(!iscarbon(M))
to_chat(usr, "<span class='warning'>\The [src] cannot hold this!</span>")
return
if(src.occupant)
to_chat(usr, "<span class='warning'>\The [src] is already occupied!</span>")
return
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.stop_pulling()
M.loc = src
src.occupant = M
src.add_fingerprint(usr)
icon_state = "implantchair_on"
return 1
/obj/machinery/implantchair/proc/implant(var/mob/M)
if (!istype(M, /mob/living/carbon))
return
if(!implant_list.len) return
for(var/obj/item/weapon/implant/loyalty/imp in implant_list)
if(!imp) continue
if(istype(imp, /obj/item/weapon/implant/loyalty))
for (var/mob/O in viewers(M, null))
O.show_message("<span class='warning'>\The [M] has been implanted by \the [src].</span>", 1)
if(imp.handle_implant(M, BP_TORSO))
imp.post_implant(M)
implant_list -= imp
break
return
/obj/machinery/implantchair/proc/add_implants()
for(var/i=0, i<src.max_implants, i++)
var/obj/item/weapon/implant/loyalty/I = new /obj/item/weapon/implant/loyalty(src)
implant_list += I
return
/obj/machinery/implantchair/verb/get_out()
set name = "Eject occupant"
set category = "Object"
set src in oview(1)
if(usr.stat != 0)
return
src.go_out(usr)
add_fingerprint(usr)
return
/obj/machinery/implantchair/verb/move_inside()
set name = "Move Inside"
set category = "Object"
set src in oview(1)
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
return
put_mob(usr)
return
@@ -1,165 +1,165 @@
/obj/item/weapon/implanter
name = "implanter"
icon = 'icons/obj/items.dmi'
icon_state = "implanter0_1"
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
matter = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
var/obj/item/weapon/implant/imp = null
var/active = 1
/obj/item/weapon/implanter/attack_self(var/mob/user)
active = !active
to_chat(user, "<span class='notice'>You [active ? "" : "de"]activate \the [src].</span>")
update()
/obj/item/weapon/implanter/verb/remove_implant()
set category = "Object"
set name = "Remove Implant"
set src in usr
if(!imp)
return
if(istype(usr, /mob))
var/mob/M = usr
imp.loc = get_turf(src)
if(M.get_active_hand() == null)
M.put_in_hands(imp)
to_chat(M, "<span class='notice'>You remove \the [imp] from \the [src].</span>")
name = "implanter"
imp = null
update()
return
/obj/item/weapon/implanter/proc/update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
src.icon_state += "_[active]"
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
if(active)
if (imp)
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
user.do_attack_animation(M)
var/turf/T1 = get_turf(M)
if (T1 && ((M == user) || do_after(user, 50)))
if(user && M && (get_turf(M) == T1) && src && src.imp)
M.visible_message("<span class='warning'>[M] has been implanted by [user].</span>")
add_attack_logs(user,M,"Implanted with [imp.name] using [name]")
if(imp.handle_implant(M))
imp.post_implant(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, BACKUP_HUD) //VOREStation Add - Backup HUD updates
src.imp = null
update()
else
to_chat(user, "<span class='warning'>You need to activate \the [src.name] first.</span>")
return
/obj/item/weapon/implanter/loyalty
name = "implanter-loyalty"
/obj/item/weapon/implanter/loyalty/New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
update()
return
/obj/item/weapon/implanter/explosive
name = "implanter (E)"
/obj/item/weapon/implanter/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
update()
return
/obj/item/weapon/implanter/adrenalin
name = "implanter-adrenalin"
/obj/item/weapon/implanter/adrenalin/New()
src.imp = new /obj/item/weapon/implant/adrenalin(src)
..()
update()
return
/obj/item/weapon/implanter/compressed
name = "implanter (C)"
icon_state = "cimplanter1"
/obj/item/weapon/implanter/compressed/New()
imp = new /obj/item/weapon/implant/compressed( src )
..()
update()
return
/obj/item/weapon/implanter/compressed/update()
if (imp)
var/obj/item/weapon/implant/compressed/c = imp
if(!c.scanned)
icon_state = "cimplanter1"
else
icon_state = "cimplanter2"
else
icon_state = "cimplanter0"
return
/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
var/obj/item/weapon/implant/compressed/c = imp
if (!c) return
if (c.scanned == null)
to_chat(user, "Please scan an object with the implanter first.")
return
..()
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(!active)
to_chat(user, "<span class='warning'>Activate \the [src.name] first.</span>")
return
if(istype(A,/obj/item) && imp)
var/obj/item/weapon/implant/compressed/c = imp
if (c.scanned)
to_chat(user, "<span class='warning'>Something is already scanned inside the implant!</span>")
return
c.scanned = A
if(istype(A, /obj/item/weapon/storage))
to_chat(user, "<span class='warning'>You can't store \the [A.name] in this!</span>")
c.scanned = null
return
if(istype(A.loc,/mob/living/carbon/human))
var/mob/living/carbon/human/H = A.loc
H.remove_from_mob(A)
else if(istype(A.loc,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = A.loc
S.remove_from_storage(A)
A.loc.contents.Remove(A)
update()
/obj/item/weapon/implanter/restrainingbolt
name = "implanter (bolt)"
/obj/item/weapon/implanter/restrainingbolt/New()
src.imp = new /obj/item/weapon/implant/restrainingbolt( src )
..()
update()
return
/obj/item/weapon/implanter
name = "implanter"
icon = 'icons/obj/items.dmi'
icon_state = "implanter0_1"
item_state = "syringe_0"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
matter = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
var/obj/item/weapon/implant/imp = null
var/active = 1
/obj/item/weapon/implanter/attack_self(var/mob/user)
active = !active
to_chat(user, "<span class='notice'>You [active ? "" : "de"]activate \the [src].</span>")
update()
/obj/item/weapon/implanter/verb/remove_implant()
set category = "Object"
set name = "Remove Implant"
set src in usr
if(!imp)
return
if(istype(usr, /mob))
var/mob/M = usr
imp.loc = get_turf(src)
if(M.get_active_hand() == null)
M.put_in_hands(imp)
to_chat(M, "<span class='notice'>You remove \the [imp] from \the [src].</span>")
name = "implanter"
imp = null
update()
return
/obj/item/weapon/implanter/proc/update()
if (src.imp)
src.icon_state = "implanter1"
else
src.icon_state = "implanter0"
src.icon_state += "_[active]"
return
/obj/item/weapon/implanter/attack(mob/M as mob, mob/user as mob)
if (!istype(M, /mob/living/carbon))
return
if(active)
if (imp)
M.visible_message("<span class='warning'>[user] is attempting to implant [M].</span>")
user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
user.do_attack_animation(M)
var/turf/T1 = get_turf(M)
if (T1 && ((M == user) || do_after(user, 50)))
if(user && M && (get_turf(M) == T1) && src && src.imp)
M.visible_message("<span class='warning'>[M] has been implanted by [user].</span>")
add_attack_logs(user,M,"Implanted with [imp.name] using [name]")
if(imp.handle_implant(M))
imp.post_implant(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
BITSET(H.hud_updateflag, IMPLOYAL_HUD)
BITSET(H.hud_updateflag, BACKUP_HUD) //VOREStation Add - Backup HUD updates
src.imp = null
update()
else
to_chat(user, "<span class='warning'>You need to activate \the [src.name] first.</span>")
return
/obj/item/weapon/implanter/loyalty
name = "implanter-loyalty"
/obj/item/weapon/implanter/loyalty/New()
src.imp = new /obj/item/weapon/implant/loyalty( src )
..()
update()
return
/obj/item/weapon/implanter/explosive
name = "implanter (E)"
/obj/item/weapon/implanter/explosive/New()
src.imp = new /obj/item/weapon/implant/explosive( src )
..()
update()
return
/obj/item/weapon/implanter/adrenalin
name = "implanter-adrenalin"
/obj/item/weapon/implanter/adrenalin/New()
src.imp = new /obj/item/weapon/implant/adrenalin(src)
..()
update()
return
/obj/item/weapon/implanter/compressed
name = "implanter (C)"
icon_state = "cimplanter1"
/obj/item/weapon/implanter/compressed/New()
imp = new /obj/item/weapon/implant/compressed( src )
..()
update()
return
/obj/item/weapon/implanter/compressed/update()
if (imp)
var/obj/item/weapon/implant/compressed/c = imp
if(!c.scanned)
icon_state = "cimplanter1"
else
icon_state = "cimplanter2"
else
icon_state = "cimplanter0"
return
/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
var/obj/item/weapon/implant/compressed/c = imp
if (!c) return
if (c.scanned == null)
to_chat(user, "Please scan an object with the implanter first.")
return
..()
/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if(!active)
to_chat(user, "<span class='warning'>Activate \the [src.name] first.</span>")
return
if(istype(A,/obj/item) && imp)
var/obj/item/weapon/implant/compressed/c = imp
if (c.scanned)
to_chat(user, "<span class='warning'>Something is already scanned inside the implant!</span>")
return
c.scanned = A
if(istype(A, /obj/item/weapon/storage))
to_chat(user, "<span class='warning'>You can't store \the [A.name] in this!</span>")
c.scanned = null
return
if(istype(A.loc,/mob/living/carbon/human))
var/mob/living/carbon/human/H = A.loc
H.remove_from_mob(A)
else if(istype(A.loc,/obj/item/weapon/storage))
var/obj/item/weapon/storage/S = A.loc
S.remove_from_storage(A)
A.loc.contents.Remove(A)
update()
/obj/item/weapon/implanter/restrainingbolt
name = "implanter (bolt)"
/obj/item/weapon/implanter/restrainingbolt/New()
src.imp = new /obj/item/weapon/implant/restrainingbolt( src )
..()
update()
return
@@ -1,70 +1,70 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implant/freedom
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
implant_color = "r"
var/activation_emote = "chuckle"
var/uses = 1.0
/obj/item/weapon/implant/freedom/New()
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
/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--
to_chat(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_handcuffed()
if (source.client)
source.client.screen -= W
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
if (W)
W.loc = source.loc
dropped(source)
if (W)
W.layer = initial(W.layer)
return
/obj/item/weapon/implant/freedom/post_implant(mob/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)
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.")
/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>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
mechanisms<BR>
<b>Special Features:</b><BR>
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<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
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implant/freedom
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
implant_color = "r"
var/activation_emote = "chuckle"
var/uses = 1.0
/obj/item/weapon/implant/freedom/New()
src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
src.uses = rand(1, 5)
..()
return
/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--
to_chat(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_handcuffed()
if (source.client)
source.client.screen -= W
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
if (W)
W.loc = source.loc
dropped(source)
if (W)
W.layer = initial(W.layer)
return
/obj/item/weapon/implant/freedom/post_implant(mob/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)
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.")
/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>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
mechanisms<BR>
<b>Special Features:</b><BR>
<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<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
@@ -1,94 +1,94 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'icons/obj/items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
var/obj/item/weapon/implantcase/case = null
var/broadcasting = null
var/listening = 1.0
/obj/item/weapon/implantpad/proc/update()
if (src.case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
/obj/item/weapon/implantpad/attack_hand(mob/living/user as mob)
if ((src.case && user.item_is_in_hands(src)))
user.put_in_active_hand(case)
src.case.add_fingerprint(user)
src.case = null
src.add_fingerprint(user)
update()
else
return ..()
return
/obj/item/weapon/implantpad/attackby(obj/item/weapon/implantcase/C as obj, mob/user as mob)
..()
if(istype(C, /obj/item/weapon/implantcase))
if(!( src.case ))
user.drop_item()
C.loc = src
src.case = C
else
return
src.update()
return
/obj/item/weapon/implantpad/attack_self(mob/user as mob)
user.set_machine(src)
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if (src.case)
if(src.case.imp)
if(istype(src.case.imp, /obj/item/weapon/implant))
dat += src.case.imp.get_data()
if(istype(src.case.imp, /obj/item/weapon/implant/tracking))
dat += {"ID (1-100):
<A href='byond://?src=\ref[src];tracking_id=-10'>-</A>
<A href='byond://?src=\ref[src];tracking_id=-1'>-</A> [case.imp:id]
<A href='byond://?src=\ref[src];tracking_id=1'>+</A>
<A href='byond://?src=\ref[src];tracking_id=10'>+</A><BR>"}
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/obj/item/weapon/implantpad/Topic(href, href_list)
..()
if (usr.stat)
return
if ((usr.contents.Find(src)) || ((in_range(src, usr) && istype(src.loc, /turf))))
usr.set_machine(src)
if (href_list["tracking_id"])
var/obj/item/weapon/implant/tracking/T = src.case.imp
T.id += text2num(href_list["tracking_id"])
T.id = min(1000, T.id)
T.id = max(1, T.id)
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
src.add_fingerprint(usr)
else
usr << browse(null, "window=implantpad")
return
return
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/implantpad
name = "implantpad"
desc = "Used to modify implants."
icon = 'icons/obj/items.dmi'
icon_state = "implantpad-0"
item_state = "electronic"
throw_speed = 1
throw_range = 5
w_class = ITEMSIZE_SMALL
var/obj/item/weapon/implantcase/case = null
var/broadcasting = null
var/listening = 1.0
/obj/item/weapon/implantpad/proc/update()
if (src.case)
src.icon_state = "implantpad-1"
else
src.icon_state = "implantpad-0"
return
/obj/item/weapon/implantpad/attack_hand(mob/living/user as mob)
if ((src.case && user.item_is_in_hands(src)))
user.put_in_active_hand(case)
src.case.add_fingerprint(user)
src.case = null
src.add_fingerprint(user)
update()
else
return ..()
return
/obj/item/weapon/implantpad/attackby(obj/item/weapon/implantcase/C as obj, mob/user as mob)
..()
if(istype(C, /obj/item/weapon/implantcase))
if(!( src.case ))
user.drop_item()
C.loc = src
src.case = C
else
return
src.update()
return
/obj/item/weapon/implantpad/attack_self(mob/user as mob)
user.set_machine(src)
var/dat = "<B>Implant Mini-Computer:</B><HR>"
if (src.case)
if(src.case.imp)
if(istype(src.case.imp, /obj/item/weapon/implant))
dat += src.case.imp.get_data()
if(istype(src.case.imp, /obj/item/weapon/implant/tracking))
dat += {"ID (1-100):
<A href='byond://?src=\ref[src];tracking_id=-10'>-</A>
<A href='byond://?src=\ref[src];tracking_id=-1'>-</A> [case.imp:id]
<A href='byond://?src=\ref[src];tracking_id=1'>+</A>
<A href='byond://?src=\ref[src];tracking_id=10'>+</A><BR>"}
else
dat += "The implant casing is empty."
else
dat += "Please insert an implant casing!"
user << browse(dat, "window=implantpad")
onclose(user, "implantpad")
return
/obj/item/weapon/implantpad/Topic(href, href_list)
..()
if (usr.stat)
return
if ((usr.contents.Find(src)) || ((in_range(src, usr) && istype(src.loc, /turf))))
usr.set_machine(src)
if (href_list["tracking_id"])
var/obj/item/weapon/implant/tracking/T = src.case.imp
T.id += text2num(href_list["tracking_id"])
T.id = min(1000, T.id)
T.id = max(1, T.id)
if (istype(src.loc, /mob))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
src.add_fingerprint(usr)
else
usr << browse(null, "window=implantpad")
return
return
@@ -1,25 +1,25 @@
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var/activation_emote = "chuckle"
/obj/item/weapon/implant/uplink/New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
hidden_uplink = new(src)
//hidden_uplink.uses = 5
//Code currently uses a mind var for telecrystals, balancing is currently an issue. Will investigate.
..()
return
/obj/item/weapon/implant/uplink/post_implant(mob/source)
var/choices = list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
activation_emote = tgui_input_list(usr, "Choose activation emote. If you cancel this, one will be picked at random.", "Implant Activation", choices)
if(!activation_emote)
activation_emote = pick(choices)
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)
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.")
/obj/item/weapon/implant/uplink/trigger(emote, mob/source as mob)
if(hidden_uplink && usr == source) // Let's not have another people activate our uplink
hidden_uplink.check_trigger(source, emote, activation_emote)
/obj/item/weapon/implant/uplink
name = "uplink"
desc = "Summon things."
var/activation_emote = "chuckle"
/obj/item/weapon/implant/uplink/New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
hidden_uplink = new(src)
//hidden_uplink.uses = 5
//Code currently uses a mind var for telecrystals, balancing is currently an issue. Will investigate.
..()
return
/obj/item/weapon/implant/uplink/post_implant(mob/source)
var/choices = list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
activation_emote = tgui_input_list(usr, "Choose activation emote. If you cancel this, one will be picked at random.", "Implant Activation", choices)
if(!activation_emote)
activation_emote = pick(choices)
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)
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.")
/obj/item/weapon/implant/uplink/trigger(emote, mob/source as mob)
if(hidden_uplink && usr == source) // Let's not have another people activate our uplink
hidden_uplink.check_trigger(source, emote, activation_emote)
return