Files
GS13NG/code/game/objects/items/weapons/implants/implantcase.dm
Poojawa f67e9f6d87 Bleeding edgy refresh (#303)
* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
2017-03-21 11:44:10 -05:00

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/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 = WEIGHT_CLASS_TINY
origin_tech = "materials=1;biotech=2"
materials = list(MAT_GLASS=500)
var/obj/item/weapon/implant/imp = null
var/imp_type
/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_held_item() != 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.imp_in)
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/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/weapon/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
imp_type = /obj/item/weapon/implant/tracking
/obj/item/weapon/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
imp_type = /obj/item/weapon/implant/weapons_auth
/obj/item/weapon/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
imp_type = /obj/item/weapon/implant/adrenalin