Awaken, code.
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@@ -78,62 +78,4 @@
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healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
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if (!healthstring)
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healthstring = "ERROR"
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return healthstring
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/obj/item/implant/radio
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name = "internal radio implant"
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activated = TRUE
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var/obj/item/radio/radio
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var/radio_key
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var/subspace_transmission = FALSE
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icon = 'icons/obj/radio.dmi'
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icon_state = "walkietalkie"
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/obj/item/implant/radio/activate()
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. = ..()
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// needs to be GLOB.deep_inventory_state otherwise it won't open
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radio.ui_interact(usr, "main", null, FALSE, null, GLOB.deep_inventory_state)
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/obj/item/implant/radio/Initialize(mapload)
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. = ..()
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radio = new(src)
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// almost like an internal headset, but without the
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// "must be in ears to hear" restriction.
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radio.name = "internal radio"
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radio.subspace_transmission = subspace_transmission
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radio.canhear_range = 0
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if(radio_key)
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radio.keyslot = new radio_key
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radio.recalculateChannels()
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/obj/item/implant/radio/mining
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radio_key = /obj/item/encryptionkey/headset_cargo
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/obj/item/implant/radio/syndicate
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desc = "Are you there God? It's me, Syndicate Comms Agent."
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radio_key = /obj/item/encryptionkey/syndicate
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subspace_transmission = TRUE
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/obj/item/implant/radio/slime
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name = "slime radio"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "adamantine_resonator"
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radio_key = /obj/item/encryptionkey/headset_sci
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subspace_transmission = TRUE
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/obj/item/implant/radio/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Internal Radio Implant<BR>
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<b>Life:</b> 24 hours<BR>
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<b>Implant Details:</b> Allows user to use an internal radio, useful if user expects equipment loss, or cannot equip conventional radios."}
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return dat
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/obj/item/implanter/radio
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name = "implanter (internal radio)"
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imp_type = /obj/item/implant/radio
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/obj/item/implanter/radio/syndicate
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name = "implanter (internal syndicate radio)"
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imp_type = /obj/item/implant/radio/syndicate
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return healthstring
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