Apply some pressure, you lose some pressure
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@@ -11,8 +11,9 @@
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var/popup = FALSE // is the DOUWANNABLOWUP window open?
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var/active = FALSE
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/obj/item/implant/explosive/on_mob_death(mob/living/L, gibbed)
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activate("death")
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/obj/item/implant/sad_trombone/trigger(emote, mob/source)
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if(emote == "deathgasp")
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activate("death")
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/obj/item/implant/explosive/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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@@ -29,32 +30,18 @@
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/obj/item/implant/explosive/activate(cause)
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. = ..()
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if(!cause || !imp_in || active)
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return 0
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return FALSE
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if(cause == "action_button" && !popup)
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popup = TRUE
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var/response = alert(imp_in, "Are you sure you want to activate your [name]? This will cause you to explode!", "[name] Confirmation", "Yes", "No")
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popup = FALSE
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if(response == "No")
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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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to_chat(imp_in, "<span class='notice'>You activate your [name].</span>")
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active = TRUE
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var/turf/boomturf = get_turf(imp_in)
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message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].")
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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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return FALSE
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addtimer(CALLBACK(src, .proc/timed_explosion, cause), 1)
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/obj/item/implant/explosive/implant(mob/living/target)
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for(var/X in target.implants)
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if(istype(X, type))
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if(istype(X, /obj/item/implant/explosive))
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var/obj/item/implant/explosive/imp_e = X
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imp_e.heavy += heavy
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imp_e.medium += medium
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@@ -65,22 +52,37 @@
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return ..()
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/obj/item/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*0.25)
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if(imp_in && !imp_in.stat)
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/obj/item/implant/explosive/proc/timed_explosion(cause)
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if(cause == "death" && imp_in.stat != DEAD)
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return FALSE
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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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to_chat(imp_in, "<span class='notice'>You activate your [name].</span>")
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active = TRUE
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var/turf/boomturf = get_turf(imp_in)
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message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [ADMIN_VERBOSEJMP(boomturf)], with cause of [cause].")
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if(delay > 7)
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imp_in?.visible_message("<span class='warning'>[imp_in] starts beeping ominously!</span>")
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playsound(get_turf(imp_in ? imp_in : src), 'sound/items/timer.ogg', 30, 0)
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addtimer(CALLBACK(src, .proc/double_pain, TRUE), delay * 0.25)
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addtimer(CALLBACK(src, .proc/double_pain), delay * 0.5)
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addtimer(CALLBACK(src, .proc/double_pain), delay * 0.75)
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addtimer(CALLBACK(src, .proc/boom_goes_the_weasel), delay)
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else //If the delay is short, just blow up already jeez
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boom_goes_the_weasel()
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/obj/item/implant/explosive/proc/double_pain(message = FALSE)
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playsound(get_turf(imp_in ? imp_in : src), 'sound/items/timer.ogg', 30, 0)
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if(!imp_in)
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return
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if(message && imp_in.stat == CONSCIOUS)
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imp_in.visible_message("<span class='warning'>[imp_in] doubles over in pain!</span>")
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imp_in.Knockdown(140)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay*0.25)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay*0.25)
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playsound(loc, 'sound/items/timer.ogg', 30, 0)
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sleep(delay*0.25)
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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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imp_in.Knockdown(140)
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/obj/item/implant/explosive/proc/boom_goes_the_weasel()
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explosion(get_turf(imp_in ? imp_in : src), heavy, medium, weak, weak, flame_range = weak)
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imp_in?.gib(TRUE)
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qdel(src)
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/obj/item/implant/explosive/macro
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@@ -95,17 +97,7 @@
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/obj/item/implant/explosive/macro/implant(mob/living/target)
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for(var/X in target.implants)
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if(istype(X, type))
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return 0
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for(var/Y in target.implants)
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if(istype(Y, /obj/item/implant/explosive))
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var/obj/item/implant/explosive/imp_e = Y
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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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break
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return FALSE
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return ..()
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