initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,82 @@
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/obj/item/weapon/implant
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name = "implant"
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icon = 'icons/obj/implants.dmi'
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icon_state = "generic" //Shows up as the action button icon
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origin_tech = "materials=2;biotech=3;programming=2"
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actions_types = list(/datum/action/item_action/hands_free/activate)
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var/activated = 1 //1 for implant types that can be activated, 0 for ones that are "always on" like mindshield implants
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var/implanted = null
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var/mob/living/imp_in = null
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item_color = "b"
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var/allow_multiple = 0
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var/uses = -1
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flags = DROPDEL
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/obj/item/weapon/implant/proc/trigger(emote, mob/source)
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return
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/obj/item/weapon/implant/proc/activate()
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return
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/obj/item/weapon/implant/ui_action_click()
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activate("action_button")
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//What does the implant do upon injection?
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//return 1 if the implant injects
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//return -1 if the implant fails to inject
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//return 0 if there is no room for implant
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/obj/item/weapon/implant/proc/implant(var/mob/source, var/mob/user)
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var/obj/item/weapon/implant/imp_e = locate(src.type) in source
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if(!allow_multiple && imp_e && imp_e != src)
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if(imp_e.uses < initial(imp_e.uses)*2)
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if(uses == -1)
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imp_e.uses = -1
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else
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imp_e.uses = min(imp_e.uses + uses, initial(imp_e.uses)*2)
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qdel(src)
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return 1
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else
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return 0
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src.loc = source
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imp_in = source
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implanted = 1
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if(activated)
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(source)
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if(istype(source, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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if(user)
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add_logs(user, source, "implanted", object="[name]")
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return 1
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/obj/item/weapon/implant/proc/removed(var/mob/source)
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src.loc = null
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imp_in = null
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implanted = 0
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for(var/X in actions)
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var/datum/action/A = X
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A.Grant(source)
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if(istype(source, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = source
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H.sec_hud_set_implants()
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return 1
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/obj/item/weapon/implant/Destroy()
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if(imp_in)
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removed(imp_in)
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return ..()
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/obj/item/weapon/implant/proc/get_data()
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return "No information available"
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/obj/item/weapon/implant/dropped(mob/user)
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. = 1
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..()
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@@ -0,0 +1,68 @@
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/obj/item/weapon/implant/chem
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name = "chem implant"
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desc = "Injects things."
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icon_state = "reagents"
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origin_tech = "materials=3;biotech=4"
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flags = OPENCONTAINER
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/obj/item/weapon/implant/chem/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp MJ-420 Prisoner Management Implant<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units.<BR>
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Can only be loaded while still in its original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive."}
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return dat
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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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tracked_implants += src
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/obj/item/weapon/implant/chem/Destroy()
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..()
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tracked_implants -= src
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/obj/item/weapon/implant/chem/trigger(emote, mob/source)
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if(emote == "deathgasp")
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activate(reagents.total_volume)
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/obj/item/weapon/implant/chem/activate(cause)
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if(!cause || !imp_in)
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return 0
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var/mob/living/carbon/R = imp_in
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var/injectamount = null
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if (cause == "action_button")
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injectamount = reagents.total_volume
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else
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injectamount = cause
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reagents.trans_to(R, injectamount)
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R << "<span class='italics'>You hear a faint beep.</span>"
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if(!reagents.total_volume)
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R << "<span class='italics'>You hear a faint click from your chest.</span>"
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qdel(src)
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/obj/item/weapon/implantcase/chem
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name = "implant case - 'Remote Chemical'"
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desc = "A glass case containing a remote chemical implant."
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/obj/item/weapon/implantcase/chem/New()
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imp = new /obj/item/weapon/implant/chem(src)
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..()
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/obj/item/weapon/implantcase/chem/attackby(obj/item/weapon/W, mob/user, params)
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if(imp)
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imp.attackby(W, user, params)
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else
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return ..()
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@@ -0,0 +1,30 @@
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/obj/item/weapon/implant/sad_trombone
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name = "sad trombone implant"
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activated = 0
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/obj/item/weapon/implant/sad_trombone/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Honk Co. Sad Trombone Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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"}
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return dat
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/obj/item/weapon/implant/sad_trombone/trigger(emote, mob/source)
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if(emote == "deathgasp")
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playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 0)
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/obj/item/weapon/implanter/sad_trombone
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name = "implanter (sad_trombone)"
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/obj/item/weapon/implanter/sad_trombone/New()
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imp = new /obj/item/weapon/implant/sad_trombone(src)
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..()
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/obj/item/weapon/implantcase/sad_trombone
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name = "implant case - 'Sad Trombone'"
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desc = "A glass case containing a sad trombone implant."
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/obj/item/weapon/implantcase/sad_trombone/New()
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imp = new /obj/item/weapon/implant/sad_trombone(src)
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..()
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@@ -0,0 +1,117 @@
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/obj/item/weapon/implant/explosive
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name = "microbomb implant"
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desc = "And boom goes the weasel."
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icon_state = "explosive"
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origin_tech = "materials=2;combat=3;biotech=4;syndicate=4"
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var/weak = 2
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var/medium = 0.8
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var/heavy = 0.4
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var/delay = 7
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/obj/item/weapon/implant/explosive/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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"}
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return dat
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/obj/item/weapon/implant/explosive/trigger(emote, mob/source)
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if(emote == "deathgasp")
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activate("death")
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/obj/item/weapon/implant/explosive/activate(cause)
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if(!cause || !imp_in)
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return 0
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if(cause == "action_button" && alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", "Yes", "No") != "Yes")
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return 0
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heavy = round(heavy)
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medium = round(medium)
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weak = round(weak)
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imp_in << "<span class='notice'>You activate your [name].</span>"
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var/turf/boomturf = get_turf(imp_in)
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var/area/A = get_area(boomturf)
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message_admins("[key_name_admin(imp_in)]<A HREF='?_src_=holder;adminmoreinfo=\ref[imp_in]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[imp_in]'>FLW</A>) has activated their [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[imp_in.x];Y=[imp_in.y];Z=[imp_in.z]'>[A.name] (JMP)</a>.")
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//If the delay is short, just blow up already jeez
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if(delay <= 7)
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explosion(src,heavy,medium,weak,weak, flame_range = weak)
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if(imp_in)
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imp_in.gib(1)
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qdel(src)
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return
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timed_explosion()
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/obj/item/weapon/implant/explosive/implant(mob/source)
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var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
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if(imp_e && imp_e != src)
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imp_e.heavy += heavy
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imp_e.medium += medium
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imp_e.weak += weak
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imp_e.delay += delay
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qdel(src)
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return 1
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return ..()
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/obj/item/weapon/implant/explosive/proc/timed_explosion()
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imp_in.visible_message("<span class = 'warning'>[imp_in] starts beeping ominously!</span>")
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay/4)
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if(imp_in && !imp_in.stat)
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imp_in.visible_message("<span class = 'warning'>[imp_in] doubles over in pain!</span>")
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imp_in.Weaken(7)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay/4)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay/4)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay/4)
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explosion(src,heavy,medium,weak,weak, flame_range = weak)
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if(imp_in)
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imp_in.gib(1)
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qdel(src)
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/obj/item/weapon/implant/explosive/macro
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name = "macrobomb implant"
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desc = "And boom goes the weasel. And everything else nearby."
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icon_state = "explosive"
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origin_tech = "materials=3;combat=5;biotech=4;syndicate=5"
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weak = 16
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medium = 8
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heavy = 4
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delay = 70
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/obj/item/weapon/implant/explosive/macro/implant(mob/source)
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var/obj/item/weapon/implant/explosive/imp_e = locate(src.type) in source
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if(imp_e && imp_e != src)
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return 0
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imp_e = locate(/obj/item/weapon/implant/explosive) in source
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if(imp_e && imp_e != src)
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heavy += imp_e.heavy
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medium += imp_e.medium
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weak += imp_e.weak
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delay += imp_e.delay
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qdel(imp_e)
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return ..()
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/obj/item/weapon/implanter/explosive
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name = "implanter (explosive)"
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/obj/item/weapon/implanter/explosive/New()
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imp = new /obj/item/weapon/implant/explosive(src)
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..()
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/obj/item/weapon/implantcase/explosive
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name = "implant case - 'Explosive'"
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desc = "A glass case containing an explosive implant."
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/obj/item/weapon/implantcase/explosive/New()
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imp = new /obj/item/weapon/implant/explosive(src)
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..()
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@@ -0,0 +1,51 @@
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/obj/item/weapon/implant/freedom
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name = "freedom implant"
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desc = "Use this to escape from those evil Red Shirts."
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icon_state = "freedom"
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item_color = "r"
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origin_tech = "combat=5;magnets=3;biotech=4;syndicate=2"
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uses = 4
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/obj/item/weapon/implant/freedom/activate()
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uses--
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imp_in << "You feel a faint click."
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if(iscarbon(imp_in))
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var/mob/living/carbon/C_imp_in = imp_in
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C_imp_in.uncuff()
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if(!uses)
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qdel(src)
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/obj/item/weapon/implant/freedom/get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Freedom Beacon<BR>
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<b>Life:</b> optimum 5 uses<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> <BR>
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<b>Function:</b> Transmits a specialized cluster of signals to override handcuff locking
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mechanisms<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Scan</i>- Analyzes certain shadow signals in the nervous system<BR>
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<HR>
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No Implant Specifics"}
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return dat
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/obj/item/weapon/implanter/freedom
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name = "implanter (freedom)"
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/obj/item/weapon/implanter/freedom/New()
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imp = new /obj/item/weapon/implant/freedom(src)
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..()
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/obj/item/weapon/implantcase/freedom
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name = "implant case - 'Freedom'"
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desc = "A glass case containing a freedom implant."
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/obj/item/weapon/implantcase/freedom/New()
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imp = new /obj/item/weapon/implant/freedom(src)
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..()
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@@ -0,0 +1,40 @@
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/obj/item/weapon/implant/krav_maga
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name = "krav maga implant"
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desc = "Teaches you the arts of Krav Maga in 5 short instructional videos beamed directly into your eyeballs."
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icon = 'icons/obj/wizard.dmi'
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icon_state ="scroll2"
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activated = 1
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origin_tech = "materials=2;biotech=4;combat=5;syndicate=4"
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var/datum/martial_art/krav_maga/style = new
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/obj/item/weapon/implant/krav_maga/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Krav Maga 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> Teaches even the clumsiest host the arts of Krav Maga."}
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return dat
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/obj/item/weapon/implant/krav_maga/activate()
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var/mob/living/carbon/human/H = imp_in
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if(!ishuman(H))
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return
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if(istype(H.martial_art, /datum/martial_art/krav_maga))
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style.remove(H)
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else
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style.teach(H,1)
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/obj/item/weapon/implanter/krav_maga
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name = "implanter (krav maga)"
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/obj/item/weapon/implanter/krav_maga/New()
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imp = new /obj/item/weapon/implant/krav_maga(src)
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..()
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/obj/item/weapon/implantcase/krav_maga
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name = "implant case - 'Krav Maga'"
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desc = "A glass case containing an implant that can teach the user the arts of Krav Maga."
|
||||
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/obj/item/weapon/implantcase/krav_maga/New()
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imp = new /obj/item/weapon/implant/krav_maga(src)
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..()
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@@ -0,0 +1,65 @@
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/obj/item/weapon/implant/mindshield
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name = "mindshield implant"
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desc = "Protects against brainwashing."
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origin_tech = "materials=2;biotech=4;programming=4"
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activated = 0
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/obj/item/weapon/implant/mindshield/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Nanotrasen Employee Management Implant<BR>
|
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<b>Life:</b> Ten years.<BR>
|
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<b>Important Notes:</b> Personnel injected with this device are much more resistant to brainwashing.<BR>
|
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that protects the host's mental functions from manipulation.<BR>
|
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<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
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<b>Integrity:</b> Implant will last so long as the nanobots are inside the bloodstream."}
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return dat
|
||||
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/obj/item/weapon/implant/mindshield/implant(mob/target)
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if(..())
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if((target.mind in (ticker.mode.head_revolutionaries | ticker.mode.get_gang_bosses())))
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target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
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removed(target, 1)
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qdel(src)
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return -1
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||||
if(target.mind in ticker.mode.get_gangsters())
|
||||
ticker.mode.remove_gangster(target.mind)
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target.visible_message("<span class='warning'>[src] was destroyed in the process!</span>", "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>")
|
||||
removed(target, 1)
|
||||
qdel(src)
|
||||
return -1
|
||||
if(target.mind in ticker.mode.revolutionaries)
|
||||
ticker.mode.remove_revolutionary(target.mind)
|
||||
if((target.mind in ticker.mode.cult) || (target.mind in ticker.mode.blue_deity_prophets|ticker.mode.red_deity_prophets|ticker.mode.red_deity_followers|ticker.mode.blue_deity_followers))
|
||||
target << "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>"
|
||||
else
|
||||
target << "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/mindshield/removed(mob/target, var/silent = 0)
|
||||
if(..())
|
||||
if(target.stat != DEAD && !silent)
|
||||
target << "<span class='boldnotice'>Your mind suddenly feels terribly vulnerable. You are no longer safe from brainwashing.</span>"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/mindshield
|
||||
name = "implanter (mindshield)"
|
||||
|
||||
/obj/item/weapon/implanter/mindshield/New()
|
||||
imp = new /obj/item/weapon/implant/mindshield(src)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/mindshield
|
||||
name = "implant case - 'Mindshield'"
|
||||
desc = "A glass case containing a mindshield implant."
|
||||
|
||||
/obj/item/weapon/implantcase/mindshield/New()
|
||||
imp = new /obj/item/weapon/implant/mindshield(src)
|
||||
..()
|
||||
@@ -0,0 +1,63 @@
|
||||
/obj/item/weapon/implant/weapons_auth
|
||||
name = "firearms authentication implant"
|
||||
desc = "Lets you shoot your guns"
|
||||
icon_state = "auth"
|
||||
origin_tech = "magnets=2;programming=7;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()
|
||||
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)
|
||||
if(!uses)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/weapon/implant/emp
|
||||
name = "emp implant"
|
||||
desc = "Triggers an EMP."
|
||||
icon_state = "emp"
|
||||
origin_tech = "biotech=3;magnets=4;syndicate=1"
|
||||
uses = 3
|
||||
|
||||
/obj/item/weapon/implant/emp/activate()
|
||||
uses--
|
||||
empulse(imp_in, 3, 5)
|
||||
if(!uses)
|
||||
qdel(src)
|
||||
@@ -0,0 +1,51 @@
|
||||
/obj/item/weapon/storage/internal/implant
|
||||
name = "bluespace pocket"
|
||||
max_w_class = 3
|
||||
max_combined_w_class = 6
|
||||
cant_hold = list(/obj/item/weapon/disk/nuclear)
|
||||
silent = 1
|
||||
|
||||
|
||||
/obj/item/weapon/implant/storage
|
||||
name = "storage implant"
|
||||
desc = "Stores up to two big items in a bluespace pocket."
|
||||
icon_state = "storage"
|
||||
origin_tech = "materials=2;magnets=4;bluespace=5;syndicate=4"
|
||||
item_color = "r"
|
||||
var/obj/item/weapon/storage/internal/implant/storage
|
||||
|
||||
/obj/item/weapon/implant/storage/New()
|
||||
..()
|
||||
storage = new /obj/item/weapon/storage/internal/implant(src)
|
||||
|
||||
/obj/item/weapon/implant/storage/activate()
|
||||
storage.MouseDrop(imp_in)
|
||||
|
||||
/obj/item/weapon/implant/storage/removed(source)
|
||||
if(..())
|
||||
storage.close_all()
|
||||
for(var/obj/item/I in storage)
|
||||
storage.remove_from_storage(I, get_turf(source))
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/implant/storage/implant(mob/source)
|
||||
var/obj/item/weapon/implant/storage/imp_e = locate(src.type) in source
|
||||
if(imp_e)
|
||||
imp_e.storage.storage_slots += storage.storage_slots
|
||||
imp_e.storage.max_combined_w_class += storage.max_combined_w_class
|
||||
imp_e.storage.contents += storage.contents
|
||||
|
||||
storage.close_all()
|
||||
storage.show_to(source)
|
||||
|
||||
qdel(src)
|
||||
return 1
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/implanter/storage
|
||||
name = "implanter (storage)"
|
||||
|
||||
/obj/item/weapon/implanter/storage/New()
|
||||
imp = new /obj/item/weapon/implant/storage(src)
|
||||
..()
|
||||
@@ -0,0 +1,37 @@
|
||||
/obj/item/weapon/implant/tracking
|
||||
name = "tracking implant"
|
||||
desc = "Track with this."
|
||||
activated = 0
|
||||
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
|
||||
|
||||
|
||||
/obj/item/weapon/implant/tracking/New()
|
||||
..()
|
||||
tracked_implants += src
|
||||
|
||||
/obj/item/weapon/implant/tracking/Destroy()
|
||||
..()
|
||||
tracked_implants -= src
|
||||
|
||||
/obj/item/weapon/implanter/tracking/New()
|
||||
imp = new /obj/item/weapon/implant/tracking( src )
|
||||
..()
|
||||
/obj/item/weapon/implanter/tracking/gps/New()
|
||||
imp = new /obj/item/device/gps/mining/internal( 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."}
|
||||
return dat
|
||||
@@ -0,0 +1,88 @@
|
||||
/obj/item/weapon/implantcase
|
||||
name = "implant case"
|
||||
desc = "A glass case containing an implant."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantcase-0"
|
||||
item_state = "implantcase"
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
w_class = 1
|
||||
origin_tech = "materials=1;biotech=2"
|
||||
materials = list(MAT_GLASS=500)
|
||||
var/obj/item/weapon/implant/imp = null
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/update_icon()
|
||||
if(imp)
|
||||
icon_state = "implantcase-[imp.item_color]"
|
||||
origin_tech = imp.origin_tech
|
||||
reagents = imp.reagents
|
||||
else
|
||||
icon_state = "implantcase-0"
|
||||
origin_tech = initial(origin_tech)
|
||||
reagents = null
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/pen))
|
||||
var/t = stripped_input(user, "What would you like the label to be?", name, null)
|
||||
if(user.get_active_hand() != W)
|
||||
return
|
||||
if(!in_range(src, user) && loc != user)
|
||||
return
|
||||
if(t)
|
||||
name = "implant case - '[t]'"
|
||||
else
|
||||
name = "implant case"
|
||||
else if(istype(W, /obj/item/weapon/implanter))
|
||||
var/obj/item/weapon/implanter/I = W
|
||||
if(I.imp)
|
||||
if(imp || I.imp.implanted)
|
||||
return
|
||||
I.imp.loc = src
|
||||
imp = I.imp
|
||||
I.imp = null
|
||||
update_icon()
|
||||
I.update_icon()
|
||||
else
|
||||
if(imp)
|
||||
if(I.imp)
|
||||
return
|
||||
imp.loc = I
|
||||
I.imp = imp
|
||||
imp = null
|
||||
update_icon()
|
||||
I.update_icon()
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/implantcase/New()
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/tracking
|
||||
name = "implant case - 'Tracking'"
|
||||
desc = "A glass case containing a tracking implant."
|
||||
|
||||
/obj/item/weapon/implantcase/tracking/New()
|
||||
imp = new /obj/item/weapon/implant/tracking(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantcase/weapons_auth
|
||||
name = "implant case - 'Firearms Authentication'"
|
||||
desc = "A glass case containing a firearms authentication implant."
|
||||
|
||||
/obj/item/weapon/implantcase/weapons_auth/New()
|
||||
imp = new /obj/item/weapon/implant/weapons_auth(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implantcase/adrenaline
|
||||
name = "implant case - 'Adrenaline'"
|
||||
desc = "A glass case containing an adrenaline implant."
|
||||
|
||||
/obj/item/weapon/implantcase/adrenaline/New()
|
||||
imp = new /obj/item/weapon/implant/adrenalin(src)
|
||||
..()
|
||||
@@ -0,0 +1,147 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
||||
|
||||
/obj/machinery/implantchair
|
||||
name = "mindshield implanter"
|
||||
desc = "Used to implant occupants with mindshield implants."
|
||||
icon = 'icons/obj/machines/implantchair.dmi'
|
||||
icon_state = "implantchair"
|
||||
density = 1
|
||||
opacity = 0
|
||||
anchored = 1
|
||||
|
||||
var/ready = 1
|
||||
var/malfunction = 0
|
||||
var/list/obj/item/weapon/implant/mindshield/implant_list = list()
|
||||
var/max_implants = 5
|
||||
var/injection_cooldown = 600
|
||||
var/replenish_cooldown = 6000
|
||||
var/replenishing = 0
|
||||
var/injecting = 0
|
||||
|
||||
/obj/machinery/implantchair/proc
|
||||
go_out()
|
||||
put_mob(mob/living/carbon/M)
|
||||
implant(var/mob/M)
|
||||
add_implants()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/New()
|
||||
..()
|
||||
add_implants()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/attack_hand(mob/user)
|
||||
user.set_machine(src)
|
||||
var/health_text = ""
|
||||
if(src.occupant)
|
||||
if(src.occupant.health <= -100)
|
||||
health_text = "<FONT color=red>Dead</FONT>"
|
||||
else if(src.occupant.health < 0)
|
||||
health_text = "<FONT color=red>[round(src.occupant.health,0.1)]</FONT>"
|
||||
else
|
||||
health_text = "[round(src.occupant.health,0.1)]"
|
||||
|
||||
var/dat ="<B>Implanter Status</B><BR>"
|
||||
|
||||
dat +="<B>Current occupant:</B> [src.occupant ? "<BR>Name: [src.occupant]<BR>Health: [health_text]<BR>" : "<FONT color=red>None</FONT>"]<BR>"
|
||||
dat += "<B>Implants:</B> [src.implant_list.len ? "[implant_list.len]" : "<A href='?src=\ref[src];replenish=1'>Replenish</A>"]<BR>"
|
||||
if(src.occupant)
|
||||
dat += "[src.ready ? "<A href='?src=\ref[src];implant=1'>Implant</A>" : "Recharging"]<BR>"
|
||||
user.set_machine(src)
|
||||
user << browse(dat, "window=implant")
|
||||
onclose(user, "implant")
|
||||
|
||||
|
||||
/obj/machinery/implantchair/Topic(href, href_list)
|
||||
if(..())
|
||||
return
|
||||
if(href_list["implant"])
|
||||
if(src.occupant)
|
||||
injecting = 1
|
||||
go_out()
|
||||
ready = 0
|
||||
spawn(injection_cooldown)
|
||||
ready = 1
|
||||
|
||||
if(href_list["replenish"])
|
||||
ready = 0
|
||||
spawn(replenish_cooldown)
|
||||
add_implants()
|
||||
ready = 1
|
||||
|
||||
updateUsrDialog()
|
||||
|
||||
|
||||
/obj/machinery/implantchair/go_out(mob/M)
|
||||
if(!occupant)
|
||||
return
|
||||
if(M == occupant) // so that the guy inside can't eject himself -Agouri
|
||||
return
|
||||
occupant.loc = loc
|
||||
occupant.reset_perspective(null)
|
||||
if(injecting)
|
||||
implant(src.occupant)
|
||||
injecting = 0
|
||||
occupant = null
|
||||
icon_state = "implantchair"
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/implantchair/put_mob(mob/living/carbon/M)
|
||||
if(!iscarbon(M))
|
||||
usr << "<span class='warning'>The [src.name] cannot hold this!</span>"
|
||||
return
|
||||
if(src.occupant)
|
||||
usr << "<span class='warning'>The [src.name] is already occupied!</span>"
|
||||
return
|
||||
M.stop_pulling()
|
||||
M.loc = src
|
||||
M.reset_perspective(src)
|
||||
src.occupant = M
|
||||
src.add_fingerprint(usr)
|
||||
icon_state = "implantchair_on"
|
||||
return 1
|
||||
|
||||
|
||||
/obj/machinery/implantchair/implant(mob/M)
|
||||
if (!istype(M, /mob/living/carbon))
|
||||
return
|
||||
if(!implant_list.len)
|
||||
return
|
||||
for(var/obj/item/weapon/implant/mindshield/imp in implant_list)
|
||||
if(!imp)
|
||||
continue
|
||||
if(istype(imp, /obj/item/weapon/implant/mindshield))
|
||||
M.visible_message("<span class='warning'>[M] has been implanted by the [src.name].</span>")
|
||||
|
||||
if(imp.implant(M))
|
||||
implant_list -= imp
|
||||
break
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/implantchair/add_implants()
|
||||
for(var/i=0, i<src.max_implants, i++)
|
||||
var/obj/item/weapon/implant/mindshield/I = new /obj/item/weapon/implant/mindshield(src)
|
||||
implant_list += I
|
||||
return
|
||||
|
||||
/obj/machinery/implantchair/verb/get_out()
|
||||
set name = "Eject occupant"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat != 0)
|
||||
return
|
||||
src.go_out(usr)
|
||||
add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
/obj/machinery/implantchair/verb/move_inside()
|
||||
set name = "Move Inside"
|
||||
set category = "Object"
|
||||
set src in oview(1)
|
||||
if(usr.stat != 0 || stat & (NOPOWER|BROKEN))
|
||||
return
|
||||
put_mob(usr)
|
||||
return
|
||||
@@ -0,0 +1,77 @@
|
||||
/obj/item/weapon/implanter
|
||||
name = "implanter"
|
||||
desc = "A sterile automatic implant injector."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implanter0"
|
||||
item_state = "syringe_0"
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = 2
|
||||
origin_tech = "materials=2;biotech=3"
|
||||
materials = list(MAT_METAL=600, MAT_GLASS=200)
|
||||
var/obj/item/weapon/implant/imp = null
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/update_icon()
|
||||
if(imp)
|
||||
icon_state = "implanter1"
|
||||
origin_tech = imp.origin_tech
|
||||
else
|
||||
icon_state = "implanter0"
|
||||
origin_tech = initial(origin_tech)
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/attack(mob/living/carbon/M, mob/user)
|
||||
if(!iscarbon(M))
|
||||
return
|
||||
if(user && imp)
|
||||
if(M != user)
|
||||
M.visible_message("<span class='warning'>[user] is attemping to implant [M].</span>")
|
||||
|
||||
var/turf/T = get_turf(M)
|
||||
if(T && (M == user || do_after(user, 50)))
|
||||
if(user && M && (get_turf(M) == T) && src && imp)
|
||||
if(imp.implant(M, user))
|
||||
if (M == user)
|
||||
user << "<span class='notice'>You implant yourself.</span>"
|
||||
else
|
||||
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
|
||||
imp = null
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(istype(W, /obj/item/weapon/pen))
|
||||
var/t = stripped_input(user, "What would you like the label to be?", name, null)
|
||||
if(user.get_active_hand() != W)
|
||||
return
|
||||
if(!in_range(src, user) && loc != user)
|
||||
return
|
||||
if(t)
|
||||
name = "implanter ([t])"
|
||||
else
|
||||
name = "implanter"
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/implanter/New()
|
||||
..()
|
||||
spawn(1)
|
||||
update_icon()
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/adrenalin
|
||||
name = "implanter (adrenalin)"
|
||||
|
||||
/obj/item/weapon/implanter/adrenalin/New()
|
||||
imp = new /obj/item/weapon/implant/adrenalin(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/implanter/emp
|
||||
name = "implanter (EMP)"
|
||||
|
||||
/obj/item/weapon/implanter/emp/New()
|
||||
imp = new /obj/item/weapon/implant/emp(src)
|
||||
..()
|
||||
@@ -0,0 +1,76 @@
|
||||
/obj/item/weapon/implantpad
|
||||
name = "implantpad"
|
||||
desc = "Used to modify implants."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "implantpad-0"
|
||||
item_state = "electronic"
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = 2
|
||||
var/obj/item/weapon/implantcase/case = null
|
||||
var/broadcasting = null
|
||||
var/listening = 1
|
||||
|
||||
|
||||
/obj/item/weapon/implantpad/update_icon()
|
||||
if(case)
|
||||
icon_state = "implantpad-1"
|
||||
else
|
||||
icon_state = "implantpad-0"
|
||||
|
||||
|
||||
/obj/item/weapon/implantpad/attack_hand(mob/user)
|
||||
if(case && (user.l_hand == src || user.r_hand == src))
|
||||
user.put_in_active_hand(case)
|
||||
|
||||
case.add_fingerprint(user)
|
||||
case = null
|
||||
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/implantpad/attackby(obj/item/weapon/implantcase/C, mob/user, params)
|
||||
if(istype(C, /obj/item/weapon/implantcase))
|
||||
if(!case)
|
||||
if(!user.unEquip(C))
|
||||
return
|
||||
C.loc = src
|
||||
case = C
|
||||
update_icon()
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/implantpad/attack_self(mob/user)
|
||||
user.set_machine(src)
|
||||
var/dat = "<B>Implant Mini-Computer:</B><HR>"
|
||||
if(case)
|
||||
if(case.imp)
|
||||
if(istype(case.imp, /obj/item/weapon/implant))
|
||||
dat += case.imp.get_data()
|
||||
else
|
||||
dat += "The implant casing is empty."
|
||||
else
|
||||
dat += "Please insert an implant casing!"
|
||||
user << browse(dat, "window=implantpad")
|
||||
onclose(user, "implantpad")
|
||||
|
||||
|
||||
/obj/item/weapon/implantpad/Topic(href, href_list)
|
||||
..()
|
||||
if(usr.stat)
|
||||
return
|
||||
if((usr.contents.Find(src)) || ((in_range(src, usr) && istype(loc, /turf))))
|
||||
usr.set_machine(src)
|
||||
|
||||
if(istype(loc, /mob))
|
||||
attack_self(loc)
|
||||
else
|
||||
for(var/mob/M in viewers(1, src))
|
||||
if(M.client)
|
||||
attack_self(M)
|
||||
add_fingerprint(usr)
|
||||
else
|
||||
usr << browse(null, "window=implantpad")
|
||||
@@ -0,0 +1,34 @@
|
||||
/obj/item/weapon/implant/uplink
|
||||
name = "uplink implant"
|
||||
desc = "Sneeki breeki."
|
||||
icon = 'icons/obj/radio.dmi'
|
||||
icon_state = "radio"
|
||||
origin_tech = "materials=4;magnets=4;programming=4;biotech=4;syndicate=5;bluespace=5"
|
||||
|
||||
/obj/item/weapon/implant/uplink/New()
|
||||
hidden_uplink = new(src)
|
||||
hidden_uplink.telecrystals = 10
|
||||
..()
|
||||
|
||||
/obj/item/weapon/implant/uplink/implant(mob/user)
|
||||
var/obj/item/weapon/implant/imp_e = locate(src.type) in user
|
||||
if(imp_e && imp_e != src)
|
||||
imp_e.hidden_uplink.telecrystals += hidden_uplink.telecrystals
|
||||
qdel(src)
|
||||
return 1
|
||||
|
||||
if(..())
|
||||
hidden_uplink.owner = "[user.key]"
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/implant/uplink/activate()
|
||||
if(hidden_uplink)
|
||||
hidden_uplink.interact(usr)
|
||||
|
||||
/obj/item/weapon/implanter/uplink
|
||||
name = "implanter (uplink)"
|
||||
|
||||
/obj/item/weapon/implanter/uplink/New()
|
||||
imp = new /obj/item/weapon/implant/uplink(src)
|
||||
..()
|
||||
Reference in New Issue
Block a user