Syncs maps, and a bunch of other things that no one will care about/notice/give fucks about until they break. Welcome to conflict hell. (#2460)
* fuck pubby * fuck you too ceres * ree * this is going to be a disaster isn't it * disaster * dme * -_- * tg * woops * proper sync * Welcome to conflict hell. * lets hope this fixes more things than it breaks * gdi * goddamnit
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/obj/item/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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actions_types = list(/datum/action/item_action/explosive_implant)
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// Explosive implant action is always availible.
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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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var/popup = FALSE // is the DOUWANNABLOWUP window open?
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var/active = FALSE
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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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<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/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/implant/explosive/activate(cause)
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if(!cause || !imp_in || active)
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return 0
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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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var/area/A = get_area(boomturf)
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message_admins("[ADMIN_LOOKUPFLW(imp_in)] has activated their [name] at [A.name] [ADMIN_JMP(boomturf)].")
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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/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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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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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/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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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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qdel(src)
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/obj/item/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/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 ..()
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/obj/item/implanter/explosive
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name = "implanter (explosive)"
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imp_type = /obj/item/implant/explosive
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/obj/item/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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imp_type = /obj/item/implant/explosive
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