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:
blah
2015-09-21 17:56:58 +01:00
parent 33b0919e7d
commit ddf2ef1f9c
9 changed files with 102 additions and 102 deletions

View File

@@ -15,4 +15,4 @@ var/global/list/surgeries_list = list() //list of all surgeries by name, asso
var/global/list/table_recipes = list() //list of all table craft recipes
var/global/list/rcd_list = list() //list of Rapid Construction Devices.
var/global/list/apcs_list = list() //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
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...
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 @@
dat += "<H3>Prisoner Implant Management</H3>"
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/weapon/implant/chem/C in tracking_implants)
for(var/obj/item/weapon/implant/chem/C in tracked_implants)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z)) continue//Out of range
if(!C.implanted) continue
@@ -43,7 +43,7 @@
dat += "<A href='?src=\ref[src];inject10=\ref[C]'>(<font class='bad'>(10)</font>)</A><BR>"
dat += "********************************<BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/weapon/implant/tracking/T in tracking_implants)
for(var/obj/item/weapon/implant/tracking/T in tracked_implants)
if(!iscarbon(T.imp_in))
continue
if(!T.implanted)

View File

@@ -180,7 +180,7 @@
areaindex[tmpname] = 1
L[tmpname] = R
for (var/obj/item/weapon/implant/tracking/I in tracking_implants)
for (var/obj/item/weapon/implant/tracking/I in tracked_implants)
if (!I.implanted || !ismob(I.loc))
continue
else

View File

@@ -79,98 +79,3 @@
. = 1
qdel(src)
return .
/obj/item/weapon/implant/tracking
name = "tracking implant"
desc = "Track with this."
activated = 0
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
var/id = 1
/obj/item/weapon/implant/tracking/New()
..()
tracking_implants += src
/obj/item/weapon/implant/tracking/Destroy()
..()
tracking_implants -= src
/obj/item/weapon/implant/tracking/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>"}
return dat
/obj/item/weapon/implant/weapons_auth
name = "firearms authentication implant"
desc = "Lets you shoot your guns"
icon_state = "auth"
origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
activated = 0
/obj/item/weapon/implant/weapons_auth/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Firearms Authentication Implant<BR>
<b>Life:</b> 4 hours after death of host<BR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
return dat
/obj/item/weapon/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns and knockdowns."
icon_state = "adrenal"
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
uses = 3
/obj/item/weapon/implant/adrenalin/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
<b>Life:</b> Five days.<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
return dat
/obj/item/weapon/implant/adrenalin/activate()
if(uses < 1) return 0
uses--
imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
imp_in.SetStunned(0)
imp_in.SetWeakened(0)
imp_in.SetParalysis(0)
imp_in.adjustStaminaLoss(-75)
imp_in.lying = 0
imp_in.update_canmove()
imp_in.reagents.add_reagent("synaptizine", 10)
imp_in.reagents.add_reagent("omnizine", 10)
imp_in.reagents.add_reagent("stimulants", 10)
/obj/item/weapon/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
icon_state = "emp"
origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
uses = 2
/obj/item/weapon/implant/emp/activate()
if (src.uses < 1) return 0
src.uses--
empulse(imp_in, 3, 5)

View File

@@ -24,11 +24,11 @@
/obj/item/weapon/implant/chem/New()
..()
create_reagents(50)
tracking_implants += src
tracked_implants += src
/obj/item/weapon/implant/chem/Destroy()
..()
tracking_implants -= src
tracked_implants -= src

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@@ -0,0 +1,61 @@
/obj/item/weapon/implant/weapons_auth
name = "firearms authentication implant"
desc = "Lets you shoot your guns"
icon_state = "auth"
origin_tech = "materials=2;magnets=2;programming=2;biotech=5;syndicate=5"
activated = 0
/obj/item/weapon/implant/weapons_auth/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Firearms Authentication Implant<BR>
<b>Life:</b> 4 hours after death of host<BR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."}
return dat
/obj/item/weapon/implant/adrenalin
name = "adrenal implant"
desc = "Removes all stuns and knockdowns."
icon_state = "adrenal"
origin_tech = "materials=2;biotech=4;combat=3;syndicate=4"
uses = 3
/obj/item/weapon/implant/adrenalin/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Cybersun Industries Adrenaline Implant<BR>
<b>Life:</b> Five days.<BR>
<b>Important Notes:</b> <font color='red'>Illegal</font><BR>
<HR>
<b>Implant Details:</b> Subjects injected with implant can activate an injection of medical cocktails.<BR>
<b>Function:</b> Removes stuns, increases speed, and has a mild healing effect.<BR>
<b>Integrity:</b> Implant can only be used three times before reserves are depleted."}
return dat
/obj/item/weapon/implant/adrenalin/activate()
if(uses < 1) return 0
uses--
imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
imp_in.SetStunned(0)
imp_in.SetWeakened(0)
imp_in.SetParalysis(0)
imp_in.adjustStaminaLoss(-75)
imp_in.lying = 0
imp_in.update_canmove()
imp_in.reagents.add_reagent("synaptizine", 10)
imp_in.reagents.add_reagent("omnizine", 10)
imp_in.reagents.add_reagent("stimulants", 10)
/obj/item/weapon/implant/emp
name = "emp implant"
desc = "Triggers an EMP."
icon_state = "emp"
origin_tech = "materials=2;biotech=3;magnets=4;syndicate=4"
uses = 2
/obj/item/weapon/implant/emp/activate()
if (src.uses < 1) return 0
src.uses--
empulse(imp_in, 3, 5)

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@@ -0,0 +1,32 @@
/obj/item/weapon/implant/tracking
name = "tracking implant"
desc = "Track with this."
activated = 0
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
var/id = 1
/obj/item/weapon/implant/tracking/New()
..()
tracked_implants += src
/obj/item/weapon/implant/tracking/Destroy()
..()
tracked_implants -= src
/obj/item/weapon/implant/tracking/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Tracking Beacon<BR>
<b>Life:</b> 10 minutes after death of host<BR>
<b>Important Notes:</b> None<BR>
<HR>
<b>Implant Details:</b> <BR>
<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
<b>Special Features:</b><BR>
<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
a malfunction occurs thereby securing safety of subject. The implant will melt and
disintegrate into bio-safe elements.<BR>
<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
circuitry. As a result neurotoxins can cause massive damage.<HR>
Implant Specifics:<BR>"}
return dat

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@@ -78,7 +78,7 @@ Frequency:
src.temp += "[W.code]-[dir2text(get_dir(sr, tr))]-[direct]<BR>"
src.temp += "<B>Extranneous Signals:</B><BR>"
for (var/obj/item/weapon/implant/tracking/W in tracking_implants)
for (var/obj/item/weapon/implant/tracking/W in tracked_implants)
if (!W.implanted || !ismob(W.loc))
continue
else

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@@ -688,7 +688,9 @@
#include "code\game\objects\items\weapons\implants\implant_explosive.dm"
#include "code\game\objects\items\weapons\implants\implant_freedom.dm"
#include "code\game\objects\items\weapons\implants\implant_loyality.dm"
#include "code\game\objects\items\weapons\implants\implant_misc.dm"
#include "code\game\objects\items\weapons\implants\implant_storage.dm"
#include "code\game\objects\items\weapons\implants\implant_track.dm"
#include "code\game\objects\items\weapons\implants\implantcase.dm"
#include "code\game\objects\items\weapons\implants\implantchair.dm"
#include "code\game\objects\items\weapons\implants\implanter.dm"