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abduction_gear.dm
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#define VEST_STEALTH 1
#define VEST_COMBAT 2
#define GIZMO_SCAN 1
#define GIZMO_MARK 2
#define MIND_DEVICE_MESSAGE 1
#define MIND_DEVICE_CONTROL 2
//AGENT VEST
/obj/item/clothing/suit/armor/abductor/vest
name = "agent vest"
desc = "A vest outfitted with advanced stealth technology. It has two modes - combat and stealth."
icon = 'icons/obj/abductor.dmi'
icon_state = "vest_stealth"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
/obj/item/abductor,
/obj/item/abductor/baton,
/obj/item/melee/baton,
/obj/item/gun/energy,
/obj/item/restraints/handcuffs
)
var/mode = VEST_STEALTH
var/stealth_active = 0
var/combat_cooldown = 20
var/datum/icon_snapshot/disguise
var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 60, RAD = 50, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()
if(HAS_TRAIT_FROM(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT))
REMOVE_TRAIT(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT)
else
ADD_TRAIT(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT)
if(ismob(loc))
to_chat(loc, span_notice("Your vest is now [HAS_TRAIT_FROM(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT) ? "locked" : "unlocked"]."))
/obj/item/clothing/suit/armor/abductor/vest/proc/flip_mode()
switch(mode)
if(VEST_STEALTH)
mode = VEST_COMBAT
DeactivateStealth()
armor = combat_armor
icon_state = "vest_combat"
if(VEST_COMBAT)// TO STEALTH
mode = VEST_STEALTH
armor = stealth_armor
icon_state = "vest_stealth"
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_wear_suit()
for(var/X in actions)
var/datum/action/A = X
A.build_all_button_icons()
/obj/item/clothing/suit/armor/abductor/vest/item_action_slot_check(slot, mob/user)
if(slot == ITEM_SLOT_OCLOTHING) //we only give the mob the ability to activate the vest if he's actually wearing it.
return TRUE
/obj/item/clothing/suit/armor/abductor/vest/proc/SetDisguise(datum/icon_snapshot/entry)
disguise = entry
/obj/item/clothing/suit/armor/abductor/vest/proc/ActivateStealth()
if(disguise == null)
return
stealth_active = 1
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/temp_visual/dir_setting/ninja/cloak(get_turf(M), M.dir)
M.name_override = disguise.name
M.icon = disguise.icon
M.icon_state = disguise.icon_state
M.cut_overlays()
M.add_overlay(disguise.overlays)
M.update_inv_hands()
RegisterSignal(M, COMSIG_HUMAN_CHECK_SHIELDS, PROC_REF(hit_reaction))
/obj/item/clothing/suit/armor/abductor/vest/proc/DeactivateStealth()
if(!stealth_active)
return
stealth_active = 0
if(ishuman(loc))
var/mob/living/carbon/human/M = loc
new /obj/effect/temp_visual/dir_setting/ninja(get_turf(M), M.dir)
M.name_override = null
M.cut_overlays()
M.regenerate_icons()
UnregisterSignal(M, COMSIG_HUMAN_CHECK_SHIELDS)
/obj/item/clothing/suit/armor/abductor/vest/proc/hit_reaction()
DeactivateStealth()
/obj/item/clothing/suit/armor/abductor/vest/dropped(mob/user)
DeactivateStealth()
return ..()
/obj/item/clothing/suit/armor/abductor/vest/ui_action_click()
switch(mode)
if(VEST_COMBAT)
Adrenaline()
if(VEST_STEALTH)
if(stealth_active)
DeactivateStealth()
else
ActivateStealth()
/obj/item/clothing/suit/armor/abductor/vest/proc/Adrenaline()
if(ishuman(loc))
if(combat_cooldown < initial(combat_cooldown))
to_chat(loc, span_warning("Combat injection is still recharging."))
return
var/mob/living/carbon/human/M = loc
M.adjustStaminaLoss(-75)
M.SetUnconscious(0)
M.SetStun(0)
M.SetKnockdown(0)
M.SetImmobilized(0)
M.SetParalyzed(0)
combat_cooldown = 0
START_PROCESSING(SSobj, src)
/obj/item/clothing/suit/armor/abductor/vest/process(delta_time)
combat_cooldown += delta_time
if(combat_cooldown >= initial(combat_cooldown))
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/suit/armor/abductor/Destroy()
STOP_PROCESSING(SSobj, src)
for(var/obj/machinery/abductor/console/C in GLOB.machines)
if(C.vest == src)
C.vest = null
break
. = ..()
/obj/item/abductor
icon = 'icons/obj/abductor.dmi'
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
/obj/item/abductor/proc/AbductorCheck(mob/user)
if(HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING))
return TRUE
to_chat(user, span_warning("You can't figure how this works!"))
return FALSE
/obj/item/abductor/proc/ScientistCheck(mob/user)
var/training = HAS_TRAIT(user, TRAIT_ABDUCTOR_TRAINING)
var/sci_training = HAS_TRAIT(user, TRAIT_ABDUCTOR_SCIENTIST_TRAINING)
if(training && !sci_training)
to_chat(user, span_warning("You're not trained to use this!"))
. = FALSE
else if(!training && !sci_training)
to_chat(user, span_warning("You can't figure how this works!"))
. = FALSE
else
. = TRUE
/obj/item/abductor/gizmo
name = "science tool"
desc = "A dual-mode tool for retrieving specimens and scanning appearances. Scanning can be done through cameras."
icon_state = "gizmo_scan"
item_state = "silencer"
var/mode = GIZMO_SCAN
var/mob/living/marked = null
var/obj/machinery/abductor/console/console
/obj/item/abductor/gizmo/attack_self(mob/user)
if(!ScientistCheck(user))
return
if(!console)
to_chat(user, span_warning("The device is not linked to console!"))
return
if(mode == GIZMO_SCAN)
mode = GIZMO_MARK
icon_state = "gizmo_mark"
else
mode = GIZMO_SCAN
icon_state = "gizmo_scan"
to_chat(user, span_notice("You switch the device to [mode==GIZMO_SCAN? "SCAN": "MARK"] MODE"))
/obj/item/abductor/gizmo/attack(mob/living/M, mob/user)
if(!ScientistCheck(user))
return
if(!console)
to_chat(user, span_warning("The device is not linked to console!"))
return
switch(mode)
if(GIZMO_SCAN)
scan(M, user)
if(GIZMO_MARK)
mark(M, user)
/obj/item/abductor/gizmo/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
if(flag)
return
if(!ScientistCheck(user))
return
if(!console)
to_chat(user, span_warning("The device is not linked to console!"))
return
switch(mode)
if(GIZMO_SCAN)
scan(target, user)
if(GIZMO_MARK)
mark(target, user)
/obj/item/abductor/gizmo/proc/scan(atom/target, mob/living/user)
if(ishuman(target))
console.AddSnapshot(target)
to_chat(user, span_notice("You scan [target] and add [target.p_them()] to the database."))
/obj/item/abductor/gizmo/proc/mark(atom/target, mob/living/user)
if(marked == target)
to_chat(user, span_warning("This specimen is already marked!"))
return
if(isabductor(target) || iscow(target))
marked = target
to_chat(user, span_notice("You mark [target] for future retrieval."))
else
prepare(target,user)
/obj/item/abductor/gizmo/proc/prepare(atom/target, mob/living/user)
if(get_dist(target,user)>1)
to_chat(user, span_warning("You need to be next to the specimen to prepare it for transport!"))
return
to_chat(user, span_notice("You begin preparing [target] for transport..."))
if(do_after(user, 10 SECONDS, target))
marked = target
to_chat(user, span_notice("You finish preparing [target] for transport."))
/obj/item/abductor/gizmo/Destroy()
if(console)
console.gizmo = null
. = ..()
/obj/item/abductor/silencer
name = "abductor silencer"
desc = "A compact device used to shut down communications equipment."
icon_state = "silencer"
item_state = "gizmo"
/obj/item/abductor/silencer/attack(mob/living/M, mob/user)
if(!AbductorCheck(user))
return
radio_off(M, user)
/obj/item/abductor/silencer/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
if(flag)
return
if(!AbductorCheck(user))
return
radio_off(target, user)
/obj/item/abductor/silencer/proc/radio_off(atom/target, mob/living/user)
if( !(user in (viewers(7,target))) )
return
var/turf/targloc = get_turf(target)
var/mob/living/carbon/human/M
for(M in view(2,targloc))
if(M == user)
continue
to_chat(user, span_notice("You silence [M]'s radio devices."))
radio_off_mob(M)
/obj/item/abductor/silencer/proc/radio_off_mob(mob/living/carbon/human/M)
var/list/all_items = M.get_all_contents()
for(var/obj/I in all_items)
if(istype(I, /obj/item/radio/))
var/obj/item/radio/r = I
r.listening = 0
if(!istype(I, /obj/item/radio/headset))
r.broadcasting = 0 //goddamned headset hacks
/obj/item/abductor/mind_device
name = "mental interface device"
desc = "A dual-mode tool for directly communicating with sentient brains. It can be used to send a direct message to a target, \
or to send a command to a test subject with a charged gland."
icon_state = "mind_device_message"
item_state = "silencer"
var/mode = MIND_DEVICE_MESSAGE
/obj/item/abductor/mind_device/attack_self(mob/user)
if(!ScientistCheck(user))
return
if(mode == MIND_DEVICE_MESSAGE)
mode = MIND_DEVICE_CONTROL
icon_state = "mind_device_control"
else
mode = MIND_DEVICE_MESSAGE
icon_state = "mind_device_message"
to_chat(user, span_notice("You switch the device to [mode==MIND_DEVICE_MESSAGE? "TRANSMISSION": "COMMAND"] MODE"))
/obj/item/abductor/mind_device/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
if(!ScientistCheck(user))
return
switch(mode)
if(MIND_DEVICE_CONTROL)
mind_control(target, user)
if(MIND_DEVICE_MESSAGE)
mind_message(target, user)
/obj/item/abductor/mind_device/proc/mind_control(atom/target, mob/living/user)
if(iscarbon(target))
var/mob/living/carbon/C = target
var/obj/item/organ/heart/gland/G = C.getorganslot("heart")
if(!istype(G))
to_chat(user, span_warning("Your target does not have an experimental gland!"))
return
if(!G.mind_control_uses)
to_chat(user, span_warning("Your target's gland is spent!"))
return
if(G.active_mind_control)
to_chat(user, span_warning("Your target is already under a mind-controlling influence!"))
return
var/command = stripped_input(user, "Enter the command for your target to follow.\
Uses Left: [G.mind_control_uses], Duration: [DisplayTimeText(G.mind_control_duration)]","Enter command")
if(!command)
return
if(QDELETED(user) || user.get_active_held_item() != src || loc != user)
return
if(QDELETED(G))
return
if(C.can_block_magic(MAGIC_RESISTANCE_MIND, charge_cost = 0))
to_chat(user, span_warning("Your target seems to have some sort of tinfoil protection on, blocking the message from being sent!"))
return
G.mind_control(command, user)
to_chat(user, span_notice("You send the command to your target."))
/obj/item/abductor/mind_device/proc/mind_message(atom/target, mob/living/user)
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
to_chat(user, span_warning("Your target is dead!"))
return
var/message = stripped_input(user, "Write a message to send to your target's brain.","Enter message")
if(!message)
return
if(QDELETED(L) || L.stat == DEAD)
return
to_chat(L, "[span_italics("You hear a voice in your head saying: ")][span_abductor("[message]")]")
to_chat(user, span_notice("You send the message to your target."))
log_directed_talk(user, L, message, LOG_SAY, "abductor whisper")
/obj/item/firing_pin/abductor
name = "alien firing pin"
icon_state = "firing_pin_ayy"
desc = "This firing pin is slimy and warm; you can swear you feel it \
constantly trying to mentally probe you."
fail_message = "<span class='abductor'>\
Firing error, please contact Command.</span>"
/obj/item/firing_pin/abductor/pin_auth(mob/living/user)
. = isabductor(user)
/obj/item/gun/energy/alien
name = "alien pistol"
desc = "A complicated gun that fires bursts of high-intensity radiation."
ammo_type = list(/obj/item/ammo_casing/energy/declone)
pin = /obj/item/firing_pin/abductor
icon_state = "alienpistol"
item_state = "alienpistol"
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
/obj/item/paper/guides/antag/abductor
name = "Dissection Guide"
icon_state = "alienpaper_words"
info = {"<b>Dissection for Dummies</b><br>
<br>
1.Acquire fresh specimen.<br>
2.Put the specimen on operating table.<br>
3.Apply surgical drapes, preparing for experimental dissection.<br>
4.Apply scalpel to specimen's torso.<br>
5.Clamp bleeders on specimen's torso with a hemostat.<br>
6.Retract skin of specimen's torso with a retractor.<br>
7.Apply scalpel again to specimen's torso.<br>
8.Search through the specimen's torso with your hands to remove any superfluous organs.<br>
9.Insert replacement gland (Retrieve one from gland storage).<br>
10.Consider dressing the specimen back to not disturb the habitat. <br>
11.Put the specimen in the experiment machinery.<br>
12.Choose one of the machine options. The target will be analyzed and teleported to the selected drop-off point.<br>
13.You will receive one supply credit, and the subject will be counted towards your quota.<br>
<br>
Congratulations! You are now trained for invasive xenobiology research!"}
/obj/item/paper/guides/antag/abductor/Initialize(mapload)
AddElement(/datum/element/update_icon_blocker)
return ..()
/obj/item/paper/guides/antag/abductor/AltClick()
return //otherwise it would fold into a paperplane.
#define BATON_STUN 0
#define BATON_SLEEP 1
#define BATON_CUFF 2
#define BATON_PROBE 3
#define BATON_MODES 4
/obj/item/abductor/baton
name = "advanced baton"
desc = "A quad-mode baton used for incapacitation and restraining of specimens."
var/mode = BATON_STUN
icon_state = "wonderprodStun"
item_state = "wonderprod"
slot_flags = ITEM_SLOT_BELT
force = 7
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/toggle_mode)
/obj/item/abductor/baton/proc/toggle(mob/living/user=usr)
mode = (mode+1)%BATON_MODES
var/txt
switch(mode)
if(BATON_STUN)
txt = "stunning"
if(BATON_SLEEP)
txt = "sleep inducement"
if(BATON_CUFF)
txt = "restraining"
if(BATON_PROBE)
txt = "probing"
to_chat(usr, span_notice("You switch the baton to [txt] mode."))
update_appearance(UPDATE_ICON)
/obj/item/abductor/baton/update_icon_state()
. = ..()
switch(mode)
if(BATON_STUN)
icon_state = "wonderprodStun"
item_state = "wonderprodStun"
if(BATON_SLEEP)
icon_state = "wonderprodSleep"
item_state = "wonderprodSleep"
if(BATON_CUFF)
icon_state = "wonderprodCuff"
item_state = "wonderprodCuff"
if(BATON_PROBE)
icon_state = "wonderprodProbe"
item_state = "wonderprodProbe"
/obj/item/abductor/baton/attack(mob/target, mob/living/user)
if(!AbductorCheck(user))
return
if(iscyborg(target))
..()
return
if(!isliving(target))
return
var/mob/living/L = target
user.do_attack_animation(L)
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
playsound(H, 'sound/weapons/genhit.ogg', 50, TRUE)
return FALSE
switch (mode)
if(BATON_STUN)
StunAttack(L,user)
if(BATON_SLEEP)
SleepAttack(L,user)
if(BATON_CUFF)
CuffAttack(L,user)
if(BATON_PROBE)
ProbeAttack(L,user)
/obj/item/abductor/baton/attack_self(mob/living/user)
toggle(user)
/obj/item/abductor/baton/proc/StunAttack(mob/living/L,mob/living/user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
L.Paralyze(140)
L.apply_effect(EFFECT_STUTTER, 7)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
L.visible_message(span_danger("[user] has stunned [L] with [src]!"), \
span_userdanger("[user] has stunned you with [src]!"))
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(GLOB.hit_appends)
log_combat(user, L, "stunned")
/obj/item/abductor/baton/proc/SleepAttack(mob/living/L,mob/living/user)
if(L.incapacitated(TRUE, TRUE))
if(L.can_block_magic(MAGIC_RESISTANCE_MIND, charge_cost = 0))
to_chat(user, span_warning("The specimen's tinfoil protection is interfering with the sleep inducement!"))
L.visible_message(span_danger("[user] tried to induced sleep in [L] with [src], but [L.p_their()] tinfoil protection [L.p_them()]!"), \
span_userdanger("You feel a strange wave of heavy drowsiness wash over you, but your tinfoil protection deflects most of it!"))
L.adjust_drowsiness(2 SECONDS)
return
L.visible_message(span_danger("[user] has induced sleep in [L] with [src]!"), \
span_userdanger("You suddenly feel very drowsy!"))
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
L.Sleeping(30 SECONDS)
log_combat(user, L, "put to sleep")
else
if(L.can_block_magic(MAGIC_RESISTANCE_MIND, charge_cost = 0))
to_chat(user, span_warning("The specimen's tinfoil protection is completely blocking our sleep inducement methods!"))
L.visible_message(span_danger("[user] tried to induce sleep in [L] with [src], but [L.p_their()] tinfoil protection completely protected [L.p_them()]!"), \
span_userdanger("Any sense of drowsiness is quickly diminished as your tinfoil protection deflects the effects!"))
return
L.adjust_drowsiness(1 SECONDS)
to_chat(user, span_warning("Sleep inducement works fully only on stunned specimens! "))
L.visible_message(span_danger("[user] tried to induce sleep in [L] with [src]!"), \
span_userdanger("You suddenly feel drowsy!"))
/obj/item/abductor/baton/proc/CuffAttack(mob/living/L,mob/living/user)
if(!iscarbon(L))
return
var/mob/living/carbon/C = L
if(!C.handcuffed)
if(C.get_num_arms(FALSE) >= 2 || C.get_arm_ignore())
playsound(src, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
C.visible_message(span_danger("[user] begins restraining [C] with [src]!"), \
span_userdanger("[user] begins shaping an energy field around your hands!"))
if(do_after(user, 3 SECONDS, C) && (C.get_num_arms(FALSE) >= 2 || C.get_arm_ignore()))
if(!C.handcuffed)
C.set_handcuffed(new /obj/item/restraints/handcuffs/energy/used(C))
C.update_handcuffed()
to_chat(user, span_notice("You restrain [C]."))
log_combat(user, C, "handcuffed")
else
to_chat(user, span_warning("You fail to restrain [C]."))
else
to_chat(user, span_warning("[C] doesn't have two hands..."))
/obj/item/abductor/baton/proc/ProbeAttack(mob/living/L,mob/living/user)
L.visible_message(span_danger("[user] probes [L] with [src]!"), \
span_userdanger("[user] probes you!"))
var/species = span_warning("Unknown species")
var/helptext = span_warning("Species unsuitable for experiments.")
if(ishuman(L))
var/mob/living/carbon/human/H = L
species = span_notice("[H.dna.species.name]")
if(L.mind && L.mind.has_antag_datum(/datum/antagonist/changeling))
species = span_warning("Changeling lifeform")
var/obj/item/organ/heart/gland/temp = locate() in H.internal_organs
if(temp)
helptext = span_warning("Experimental gland detected!")
else
if (L.getorganslot(ORGAN_SLOT_HEART))
helptext = span_notice("Subject suitable for experiments.")
else
helptext = span_warning("Subject unsuitable for experiments.")
to_chat(user, "[span_notice("Probing result:")][species]")
to_chat(user, "[helptext]")
/obj/item/restraints/handcuffs/energy
name = "hard-light energy field"
desc = "A hard-light field restraining the hands."
icon_state = "handcuffAlien" //likely sprite change, enabling
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
breakouttime = 45 SECONDS
trashtype = /obj/item/restraints/handcuffs/energy/used
flags_1 = NONE
/obj/item/restraints/handcuffs/energy/used
item_flags = DROPDEL
/obj/item/restraints/handcuffs/energy/used/dropped(mob/user)
user.visible_message(span_danger("[user]'s [name] breaks in a discharge of energy!"), \
span_userdanger("[user]'s [name] breaks in a discharge of energy!"))
var/datum/effect_system/spark_spread/S = new
S.set_up(4,0,user.loc)
S.start()
. = ..()
/obj/item/abductor/baton/examine(mob/user)
. = ..()
switch(mode)
if(BATON_STUN)
. += span_warning("The baton is in stun mode.")
if(BATON_SLEEP)
. += span_warning("The baton is in sleep inducement mode.")
if(BATON_CUFF)
. += span_warning("The baton is in restraining mode.")
if(BATON_PROBE)
. += span_warning("The baton is in probing mode.")
/obj/item/radio/headset/abductor
name = "alien headset"
desc = "An advanced alien headset designed to monitor communications of human space stations. Why does it have a microphone? No one knows."
icon = 'icons/obj/abductor.dmi'
icon_state = "abductor_headset"
item_state = "abductor_headset"
keyslot2 = new /obj/item/encryptionkey/heads/captain
/obj/item/radio/headset/abductor/Initialize(mapload)
. = ..()
make_syndie()
AddComponent(/datum/component/wearertargeting/earprotection, list(ITEM_SLOT_EARS))
/obj/item/radio/headset/abductor/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_SCREWDRIVER)
return // Stops humans from disassembling abductor headsets.
return ..()
/obj/item/abductor_machine_beacon
name = "machine beacon"
desc = "A beacon designed to instantly tele-construct abductor machinery."
icon = 'icons/obj/abductor.dmi'
icon_state = "beacon"
w_class = WEIGHT_CLASS_TINY
var/obj/machinery/spawned_machine
/obj/item/abductor_machine_beacon/attack_self(mob/user)
..()
user.visible_message(span_notice("[user] places down [src] and activates it."), span_notice("You place down [src] and activate it."))
user.dropItemToGround(src)
playsound(src, 'sound/machines/terminal_alert.ogg', 50)
addtimer(CALLBACK(src, PROC_REF(try_spawn_machine)), 30)
/obj/item/abductor_machine_beacon/proc/try_spawn_machine()
var/viable = FALSE
if(isfloorturf(loc))
var/turf/T = loc
viable = TRUE
for(var/obj/thing in T.contents)
if(thing.density)
viable = FALSE
if(viable)
playsound(src, 'sound/effects/phasein.ogg', 50, TRUE)
var/new_machine = new spawned_machine(loc)
visible_message("<span class='notice'>[new_machine] warps on top of the beacon!")
qdel(src)
else
playsound(src, 'sound/machines/buzz-two.ogg', 50)
/obj/item/abductor_machine_beacon/chem_dispenser
name = "beacon - Reagent Synthesizer"
spawned_machine = /obj/machinery/chem_dispenser/abductor
/obj/item/scalpel/alien
name = "alien scalpel"
desc = "It's a gleaming sharp knife made out of silvery-green metal."
icon = 'icons/obj/abductor.dmi'
icon_state = "scalpel_alien"
toolspeed = 0.25
/obj/item/hemostat/alien
name = "alien hemostat"
desc = "You've never seen this before."
icon = 'icons/obj/abductor.dmi'
icon_state = "hemostat_alien"
toolspeed = 0.25
/obj/item/retractor/alien
name = "alien retractor"
desc = "You're not sure if you want the veil pulled back."
icon = 'icons/obj/abductor.dmi'
icon_state = "retractor_alien"
toolspeed = 0.25
/obj/item/circular_saw/alien
name = "alien saw"
desc = "Do the aliens also lose this, and need to find an alien hatchet?"
icon = 'icons/obj/abductor.dmi'
icon_state = "saw_alien"
toolspeed = 0.25
/obj/item/surgicaldrill/alien
name = "alien drill"
desc = "Maybe alien surgeons have finally found a use for the drill."
icon = 'icons/obj/abductor.dmi'
icon_state = "drill_alien"
toolspeed = 0.25
/obj/item/cautery/alien
name = "alien cautery"
desc = "Why would bloodless aliens have a tool to stop bleeding? \
Unless..."
icon = 'icons/obj/abductor.dmi'
icon_state = "cautery_alien"
toolspeed = 0.25
/obj/item/clothing/head/helmet/abductor
name = "agent headgear"
desc = "Abduct with style - spiky style. Prevents digital tracking."
icon_state = "alienhelmet"
item_state = "alienhelmet"
blockTracking = TRUE
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
// Operating Table / Beds / Lockers
/obj/structure/bed/abductor
name = "resting contraption"
desc = "This looks similar to contraptions from Earth. Could aliens be stealing our technology?"
icon = 'icons/obj/abductor.dmi'
buildstacktype = /obj/item/stack/sheet/mineral/abductor
icon_state = "bed"
/obj/structure/table_frame/abductor
name = "alien table frame"
desc = "A sturdy table frame made from alien alloy."
icon_state = "alien_frame"
framestack = /obj/item/stack/sheet/mineral/abductor
framestackamount = 1
/obj/structure/table_frame/abductor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WRENCH)
to_chat(user, span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(I.use_tool(src, user, 30))
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
for(var/i = 1, i <= framestackamount, i++)
new framestack(get_turf(src))
qdel(src)
return
if(istype(I, /obj/item/stack/sheet/mineral/abductor))
var/obj/item/stack/sheet/P = I
if(P.get_amount() < 1)
to_chat(user, span_warning("You need one alien alloy sheet to do this!"))
return
to_chat(user, span_notice("You start adding [P] to [src]..."))
if(do_after(user, 5 SECONDS, src))
P.use(1)
new /obj/structure/table/abductor(src.loc)
qdel(src)
return
if(istype(I, /obj/item/stack/sheet/mineral/silver))
var/obj/item/stack/sheet/P = I
if(P.get_amount() < 1)
to_chat(user, span_warning("You need one sheet of silver to do this!"))
return
to_chat(user, span_notice("You start adding [P] to [src]..."))
if(do_after(user, 5 SECONDS, src))
P.use(1)
new /obj/structure/table/optable/abductor(src.loc)
qdel(src)
/obj/structure/table/abductor
name = "alien table"
desc = "Advanced flat surface technology at work!"
icon = 'icons/obj/smooth_structures/alien_table.dmi'
icon_state = "alien_table-0"
base_icon_state = "alien_table"
buildstack = /obj/item/stack/sheet/mineral/abductor
framestack = /obj/item/stack/sheet/mineral/abductor
buildstackamount = 1
framestackamount = 1
smoothing_groups = SMOOTH_GROUP_ABDUCTOR_TABLES
canSmoothWith = SMOOTH_GROUP_ABDUCTOR_TABLES
frame = /obj/structure/table_frame/abductor
/obj/structure/table/optable/abductor
name = "alien operating table"
desc = "Used for alien medical procedures. The surface is covered in tiny spines."
frame = /obj/structure/table_frame/abductor
buildstack = /obj/item/stack/sheet/mineral/silver
framestack = /obj/item/stack/sheet/mineral/abductor
buildstackamount = 1
framestackamount = 1
icon = 'icons/obj/abductor.dmi'
icon_state = "bed"
can_buckle = 1
/// Amount to inject per second
var/inject_am = 0.5
var/static/list/injected_reagents = list(/datum/reagent/medicine/corazone)
/obj/structure/table/optable/abductor/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/structure/table/optable/abductor/proc/on_entered(datum/source, atom/movable/AM, ...)
if(iscarbon(AM))
START_PROCESSING(SSobj, src)
to_chat(AM, span_danger("You feel a series of tiny pricks!"))
/obj/structure/table/optable/abductor/process(delta_time)
. = PROCESS_KILL
for(var/mob/living/carbon/C in get_turf(src))
. = TRUE
for(var/chemical in injected_reagents)
if(C.reagents.get_reagent_amount(chemical) < inject_am * delta_time)
C.reagents.add_reagent(chemical, inject_am * delta_time)
/obj/structure/table/optable/abductor/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/structure/closet/abductor
name = "alien locker"
desc = "Contains secrets of the universe."
icon_state = "abductor"
icon_door = "abductor"
can_weld_shut = FALSE
material_drop = /obj/item/stack/sheet/mineral/abductor
/obj/structure/door_assembly/door_assembly_abductor
name = "alien airlock assembly"
icon = 'icons/obj/doors/airlocks/abductor/abductor_airlock.dmi'
base_name = "alien airlock"
overlays_file = 'icons/obj/doors/airlocks/abductor/overlays.dmi'
airlock_type = /obj/machinery/door/airlock/abductor
material_type = /obj/item/stack/sheet/mineral/abductor
noglass = TRUE
/obj/item/clothing/under/abductor
desc = "The most advanced form of jumpsuit known to reality, looks uncomfortable."
name = "alien jumpsuit"
icon_state = "abductor-suit"
item_state = "bl_suit"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0)
can_adjust = 0