/obj/item/weapon/implantpad name = "implantpad" desc = "Used to modify implants." icon = 'items.dmi' icon_state = "implantpad-0" item_state = "electronic" throw_speed = 1 throw_range = 5 w_class = 2.0 var obj/item/weapon/implantcase/case = null broadcasting = null listening = 1.0 proc update() update() if (src.case) src.icon_state = "implantpad-1" else src.icon_state = "implantpad-0" return attack_hand(mob/user as mob) if ((src.case && (user.l_hand == src || user.r_hand == src))) if (user.hand) user.l_hand = src.case else user.r_hand = src.case src.case.loc = user src.case.layer = 20 src.case.add_fingerprint(user) src.case = null user.update_clothing() src.add_fingerprint(user) update() else if (user.contents.Find(src)) spawn( 0 ) src.attack_self(user) return else return ..() return 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 attack_self(mob/user as mob) user.machine = src var/dat = "Implant Mini-Computer: