mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
Cleans up the implant.dm by splitting it up into multiple files with only generic implant files being in implant.dm now.
Also changes tracking_implants list to tracked_implants to make it more clearer
This commit is contained in:
@@ -15,4 +15,4 @@ var/global/list/surgeries_list = list() //list of all surgeries by name, asso
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var/global/list/table_recipes = list() //list of all table craft recipes
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var/global/list/rcd_list = list() //list of Rapid Construction Devices.
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var/global/list/apcs_list = list() //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
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var/global/list/tracking_implants = list() //list of all tracking implants to work out what treks everyone are on. Sadly not on lavaworld not implemented...
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var/global/list/tracked_implants = list() //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
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@@ -33,7 +33,7 @@
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dat += "<H3>Prisoner Implant Management</H3>"
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dat += "<HR>Chemical Implants<BR>"
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var/turf/Tr = null
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for(var/obj/item/weapon/implant/chem/C in tracking_implants)
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for(var/obj/item/weapon/implant/chem/C in tracked_implants)
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Tr = get_turf(C)
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if((Tr) && (Tr.z != src.z)) continue//Out of range
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if(!C.implanted) continue
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@@ -43,7 +43,7 @@
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dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font class='bad'>(10)</font>)</A><BR>"
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dat += "********************************<BR>"
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dat += "<HR>Tracking Implants<BR>"
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for(var/obj/item/weapon/implant/tracking/T in tracking_implants)
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for(var/obj/item/weapon/implant/tracking/T in tracked_implants)
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if(!iscarbon(T.imp_in))
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continue
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if(!T.implanted)
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@@ -180,7 +180,7 @@
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areaindex[tmpname] = 1
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L[tmpname] = R
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for (var/obj/item/weapon/implant/tracking/I in tracking_implants)
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for (var/obj/item/weapon/implant/tracking/I in tracked_implants)
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if (!I.implanted || !ismob(I.loc))
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continue
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else
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@@ -79,98 +79,3 @@
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. = 1
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qdel(src)
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return .
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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desc = "Track with this."
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activated = 0
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origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
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var/id = 1
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/obj/item/weapon/implant/tracking/New()
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..()
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tracking_implants += src
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/obj/item/weapon/implant/tracking/Destroy()
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..()
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tracking_implants -= src
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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/obj/item/weapon/implant/weapons_auth
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name = "firearms authentication implant"
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desc = "Lets you shoot your guns"
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icon_state = "auth"
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origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
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activated = 0
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/obj/item/weapon/implant/weapons_auth/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Firearms Authentication Implant<BR>
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<b>Life:</b> 4 hours after death of host<BR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
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return dat
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/obj/item/weapon/implant/adrenalin
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name = "adrenal implant"
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desc = "Removes all stuns and knockdowns."
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icon_state = "adrenal"
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origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
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uses = 3
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/obj/item/weapon/implant/adrenalin/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
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<b>Life:</b> Five days.<BR>
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<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
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<HR>
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<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
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<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
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<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
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return dat
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/obj/item/weapon/implant/adrenalin/activate()
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if(uses < 1) return 0
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uses--
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imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
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imp_in.SetStunned(0)
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imp_in.SetWeakened(0)
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imp_in.SetParalysis(0)
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imp_in.adjustStaminaLoss(-75)
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imp_in.lying = 0
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imp_in.update_canmove()
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imp_in.reagents.add_reagent("synaptizine", 10)
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imp_in.reagents.add_reagent("omnizine", 10)
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imp_in.reagents.add_reagent("stimulants", 10)
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/obj/item/weapon/implant/emp
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name = "emp implant"
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desc = "Triggers an EMP."
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icon_state = "emp"
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origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
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uses = 2
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/obj/item/weapon/implant/emp/activate()
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if (src.uses < 1) return 0
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src.uses--
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empulse(imp_in, 3, 5)
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@@ -24,11 +24,11 @@
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/obj/item/weapon/implant/chem/New()
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..()
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create_reagents(50)
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tracking_implants += src
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tracked_implants += src
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/obj/item/weapon/implant/chem/Destroy()
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..()
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tracking_implants -= src
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tracked_implants -= src
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61
code/game/objects/items/weapons/implants/implant_misc.dm
Normal file
61
code/game/objects/items/weapons/implants/implant_misc.dm
Normal file
@@ -0,0 +1,61 @@
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/obj/item/weapon/implant/weapons_auth
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name = "firearms authentication implant"
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desc = "Lets you shoot your guns"
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icon_state = "auth"
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origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
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activated = 0
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/obj/item/weapon/implant/weapons_auth/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Firearms Authentication Implant<BR>
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<b>Life:</b> 4 hours after death of host<BR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
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return dat
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/obj/item/weapon/implant/adrenalin
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name = "adrenal implant"
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desc = "Removes all stuns and knockdowns."
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icon_state = "adrenal"
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origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
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uses = 3
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/obj/item/weapon/implant/adrenalin/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
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<b>Life:</b> Five days.<BR>
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<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
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<HR>
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<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
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<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
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<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
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return dat
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/obj/item/weapon/implant/adrenalin/activate()
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if(uses < 1) return 0
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uses--
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imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
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imp_in.SetStunned(0)
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imp_in.SetWeakened(0)
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imp_in.SetParalysis(0)
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imp_in.adjustStaminaLoss(-75)
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imp_in.lying = 0
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imp_in.update_canmove()
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imp_in.reagents.add_reagent("synaptizine", 10)
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imp_in.reagents.add_reagent("omnizine", 10)
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imp_in.reagents.add_reagent("stimulants", 10)
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/obj/item/weapon/implant/emp
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name = "emp implant"
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desc = "Triggers an EMP."
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icon_state = "emp"
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origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
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uses = 2
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/obj/item/weapon/implant/emp/activate()
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if (src.uses < 1) return 0
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src.uses--
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empulse(imp_in, 3, 5)
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32
code/game/objects/items/weapons/implants/implant_track.dm
Normal file
32
code/game/objects/items/weapons/implants/implant_track.dm
Normal file
@@ -0,0 +1,32 @@
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/obj/item/weapon/implant/tracking
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name = "tracking implant"
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desc = "Track with this."
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activated = 0
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origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
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var/id = 1
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/obj/item/weapon/implant/tracking/New()
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..()
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tracked_implants += src
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/obj/item/weapon/implant/tracking/Destroy()
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..()
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tracked_implants -= src
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/obj/item/weapon/implant/tracking/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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@@ -78,7 +78,7 @@ Frequency:
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src.temp += "[W.code]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
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src.temp += "<B>Extranneous Signals:</B><BR>"
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for (var/obj/item/weapon/implant/tracking/W in tracking_implants)
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for (var/obj/item/weapon/implant/tracking/W in tracked_implants)
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if (!W.implanted || !ismob(W.loc))
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continue
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else
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@@ -688,7 +688,9 @@
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#include "code\game\objects\items\weapons\implants\implant_explosive.dm"
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#include "code\game\objects\items\weapons\implants\implant_freedom.dm"
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#include "code\game\objects\items\weapons\implants\implant_loyality.dm"
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#include "code\game\objects\items\weapons\implants\implant_misc.dm"
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#include "code\game\objects\items\weapons\implants\implant_storage.dm"
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#include "code\game\objects\items\weapons\implants\implant_track.dm"
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#include "code\game\objects\items\weapons\implants\implantcase.dm"
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#include "code\game\objects\items\weapons\implants\implantchair.dm"
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#include "code\game\objects\items\weapons\implants\implanter.dm"
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