/obj/item/implant/weapons_auth name = "firearms authentication implant" desc = "Lets you shoot your guns." icon_state = "auth" activated = 0 /obj/item/implant/weapons_auth/get_data() var/dat = {"Implant Specifications:
Name: Firearms Authentication Implant
Life: 4 hours after death of host
Implant Details:
Function: Allows operation of implant-locked weaponry, preventing equipment from falling into enemy hands."} return dat /obj/item/implant/adrenalin name = "adrenal implant" desc = "Removes all stuns." icon_state = "adrenal" uses = 3 /obj/item/implant/adrenalin/get_data() var/dat = {"Implant Specifications:
Name: Cybersun Industries Adrenaline Implant
Life: Five days.
Important Notes: Illegal

Implant Details: Subjects injected with implant can activate an injection of medical cocktails.
Function: Removes stuns, increases speed, and has a mild healing effect.
Integrity: Implant can only be used three times before reserves are depleted."} return dat /obj/item/implant/adrenalin/activate() . = ..() uses-- to_chat(imp_in, "You feel a sudden surge of energy!") imp_in.SetStun(0) imp_in.SetKnockdown(0) imp_in.SetUnconscious(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/implant/emp name = "emp implant" desc = "Triggers an EMP." icon_state = "emp" uses = 3 /obj/item/implant/emp/activate() . = ..() uses-- empulse(imp_in, 3, 5) if(!uses) qdel(src) //Health Tracker Implant /obj/item/implant/health name = "health implant" activated = 0 var/healthstring = "" /obj/item/implant/health/proc/sensehealth() if (!imp_in) return "ERROR" else if(isliving(imp_in)) var/mob/living/L = imp_in healthstring = "Oxygen Deprivation Damage => [round(L.getOxyLoss())]
Fire Damage => [round(L.getFireLoss())]
Toxin Damage => [round(L.getToxLoss())]
Brute Force Damage => [round(L.getBruteLoss())]
" if (!healthstring) healthstring = "ERROR" return healthstring /obj/item/implant/radio name = "internal radio implant" activated = TRUE var/obj/item/radio/radio var/radio_key var/subspace_transmission = FALSE icon = 'icons/obj/radio.dmi' icon_state = "walkietalkie" /obj/item/implant/radio/activate() . = ..() // needs to be GLOB.deep_inventory_state otherwise it won't open radio.ui_interact(usr, "main", null, FALSE, null, GLOB.deep_inventory_state) /obj/item/implant/radio/Initialize(mapload) . = ..() radio = new(src) // almost like an internal headset, but without the // "must be in ears to hear" restriction. radio.name = "internal radio" radio.subspace_transmission = subspace_transmission radio.canhear_range = 0 if(radio_key) radio.keyslot = new radio_key radio.recalculateChannels() /obj/item/implant/radio/mining radio_key = /obj/item/encryptionkey/headset_cargo /obj/item/implant/radio/syndicate desc = "Are you there God? It's me, Syndicate Comms Agent." radio_key = /obj/item/encryptionkey/syndicate subspace_transmission = TRUE /obj/item/implant/radio/slime name = "slime radio" icon = 'icons/obj/surgery.dmi' icon_state = "adamantine_resonator" radio_key = /obj/item/encryptionkey/headset_sci subspace_transmission = TRUE /obj/item/implant/radio/get_data() var/dat = {"Implant Specifications:
Name: Internal Radio Implant
Life: 24 hours
Implant Details: Allows user to use an internal radio, useful if user expects equipment loss, or cannot equip conventional radios."} return dat /obj/item/implanter/radio name = "implanter (internal radio)" imp_type = /obj/item/implant/radio /obj/item/implanter/radio/syndicate name = "implanter (internal syndicate radio)" imp_type = /obj/item/implant/radio/syndicate