//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 = 1.0 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 = input(user, "What would you like the label to be?", text("[]", src.name), null) as text 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) user << "\The [src] is full." else spawn(5) I.reagents.trans_to_obj(src.imp, 5) user << "You inject 5 units of the solution. The syringe now contains [I.reagents.total_volume] units." 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