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Arm Combat Cybernetic Implants (because toolset arm shanks weren't enough) (#20544)
* combat_cybernetics * flashlight-arms * surgery * thiswillprobablyfixit... * nopethatdoesntwork * revert * nerf * prayingtornjesusitcompiles
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@@ -190,3 +190,32 @@
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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/obj/item/device/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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var/obj/item/organ/cyberimp/arm/flash/I = null
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/obj/item/device/assembly/flash/armimplant/burn_out()
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector implant overheats and deactivates!</span>"
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I.Retract()
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overheat = FALSE
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addtimer(src, "cooldown", flashcd * 2)
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/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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if(I && I.owner)
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I.owner << "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>"
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return FALSE
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overheat = TRUE
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addtimer(src, "cooldown", flashcd)
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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return TRUE
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/obj/item/device/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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