/obj/item/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/implant/imp = null var/active = 1 ///Var for attack_self chain var/special_handling = FALSE /obj/item/implanter/attack_self(mob/user) . = ..(user) if(.) return TRUE if(special_handling) return FALSE active = !active to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src].")) update() /obj/item/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_notice("You remove \the [imp] from \the [src].")) name = "implanter" imp = null update() return /obj/item/implanter/proc/update() if (src.imp) src.icon_state = "implanter1" else src.icon_state = "implanter0" src.icon_state += "_[active]" return /obj/item/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_warning("[user] is attempting to implant [M].")) user.setClickCooldown(DEFAULT_QUICK_COOLDOWN) user.do_attack_animation(M) var/turf/T1 = get_turf(M) if (T1 && ((M == user) || do_after(user, 5 SECONDS, target = M))) if(user && M && (get_turf(M) == T1) && src && src.imp) M.visible_message(span_warning("[M] has been implanted by [user].")) 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_warning("You need to activate \the [src.name] first.")) return /obj/item/implanter/loyalty name = "implanter-loyalty" /obj/item/implanter/loyalty/Initialize(mapload) . = ..() imp = new /obj/item/implant/loyalty(src) update() /obj/item/implanter/explosive name = "implanter (E)" /obj/item/implanter/explosive/Initialize(mapload) . = ..() imp = new /obj/item/implant/explosive(src) update() /obj/item/implanter/adrenalin name = "implanter-adrenalin" /obj/item/implanter/adrenalin/Initialize(mapload) . = ..() imp = new /obj/item/implant/adrenalin(src) update() /obj/item/implanter/compressed name = "implanter (C)" icon_state = "cimplanter1" /obj/item/implanter/compressed/Initialize(mapload) . = ..() imp = new /obj/item/implant/compressed(src) update() /obj/item/implanter/compressed/update() if (imp) var/obj/item/implant/compressed/c = imp if(!c.scanned) icon_state = "cimplanter1" else icon_state = "cimplanter2" else icon_state = "cimplanter0" return /obj/item/implanter/compressed/attack(mob/M as mob, mob/user as mob) var/obj/item/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/implanter/compressed/afterattack(atom/A, mob/user as mob, proximity) if(!proximity) return if(!active) to_chat(user, span_warning("Activate \the [src.name] first.")) return if(istype(A,/obj/item) && imp) var/obj/item/implant/compressed/c = imp if (c.scanned) to_chat(user, span_warning("Something is already scanned inside the implant!")) return c.scanned = A if(istype(A, /obj/item/storage)) to_chat(user, span_warning("You can't store \the [A.name] in this!")) c.scanned = null return if(ishuman(A.loc)) var/mob/living/carbon/human/H = A.loc H.remove_from_mob(A) else if(istype(A.loc,/obj/item/storage)) var/obj/item/storage/S = A.loc S.remove_from_storage(A) A.loc.contents.Remove(A) update() /obj/item/implanter/restrainingbolt name = "implanter (bolt)" /obj/item/implanter/restrainingbolt/Initialize(mapload) . = ..() imp = new /obj/item/implant/restrainingbolt(src) update()