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260f744906
This PR is a revisit to the previously derelict PR #20159 that has been unfinished for sometime now. More details about it in general can be found here: https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153 For awhile I've been talking about "Things I've been doing but it would be really nice to do them with a skills system", or "And here's how I would put this into the skills system when it's done". The main thing that was stopping me from building it myself was having poor real life skills in UI code and in DB code. However, I've gotten permission to resume this PR, which has already completed the steps I would not have been able to do myself. The rest of the PR fits well into my skillset as a dev. I'm opening this PR as a draft so as to enable my dev environment to locally track all the previously modified files. I'll take this PR out of draft and give this a full writeup when I have more work to show for the PR this weekend. ### TODO - [x] Rework a decent chunk of the currently existing skills to no longer require hardcoded inserts into other systems. EG, converting from classical ss13 methods, to modern /tg/-style ECS coding methods that work off of component-signal patterns. - [x] Make sure all of the existing skills have actual game functionality (I won't PR a 2016 Baystation12 situation where 90% of the skills are fluff only) - [x] Add the various skills not yet made but are necessary for completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers). - [x] Examine each existing job in the game and assess whether it should have a skill made with it in mind, or if it's covered by an existing skill. - [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not currently in the pre-existing TODO list, proposing subcategories. - [x] Ensure that the previous TODO list is completed. ### Current Skills The current list of skills, checkmarked for if I've completed them/they have actual game mechanics. Or if we're just relegating them to separate PRs. Originally this list was going to be forced to visit for a bare minimum "does at least one thing" requirement, but now that is being forgone due to this PR ballooning out of control and in complexity, as well as development time overruns. - [x] Bartending - [x] Cooking - [x] Gardening - [x] Entertaining - [x] Electrical Engineering - [x] Mechanical Engineering - [x] Atmospherics Systems - [x] Reactor Systems - [x] Medicine - [x] Surgery - [x] Pharmacology - [x] Anatomy - [x] Forensics - [x] Robotics - [x] Pilot: Spacecraft - [x] Pilot: Exosuits - [x] Research - [x] Xenobotany - [x] Xenoarchaeology - [x] Xenobiology - [x] Unarmed Combat - [x] Armed Combat - [x] Firearms - [x] Leadership --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
161 lines
8.5 KiB
Plaintext
161 lines
8.5 KiB
Plaintext
//Procedures in this file: Fracture repair surgery
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//////////////////////////////////////////////////////////////////
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// BONE SURGERY //
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//////////////////////////////////////////////////////////////////
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/singleton/surgery_step/glue_bone
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name = "Repair Broken Bone"
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allowed_tools = list(
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/obj/item/surgery/bone_gel = 100, \
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/obj/item/tape_roll = 60
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)
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can_infect = TRUE
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blood_level = 1
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min_duration = 30
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max_duration = 40
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/glue_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.open < ORGAN_ENCASED_RETRACTED && affected.stage == BONE_PRE_OP && (affected.status & ORGAN_BROKEN)
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/singleton/surgery_step/glue_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if (affected.stage == BONE_PRE_OP)
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user.visible_message("<b>[user]</b> starts applying some of [tool] to the damaged bones in [target]'s [affected.name]." , \
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SPAN_NOTICE("You start applying some of [tool] to the damaged bones in [target]'s [affected.name]."))
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target.custom_pain("Something in your [affected.name] is causing you a lot of pain!",1)
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..()
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/singleton/surgery_step/glue_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> applies some of [tool] to [target]'s bone in [affected.name].", \
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SPAN_NOTICE("You apply some of [tool] to [target]'s bone in [affected.name]."))
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affected.stage = BONE_GLUED
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/singleton/surgery_step/glue_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing some of [tool] in the incision in [target]'s [affected.name]!") , \
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SPAN_WARNING("Your hand slips, smearing some of [tool] in the incision in [target]'s [affected.name]!"))
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target.apply_damage(15, DAMAGE_PAIN)
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/singleton/surgery_step/set_bone
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name = "Set Broken Bone"
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allowed_tools = list(
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TOOL_BONESET = 100, \
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TOOL_WRENCH = 75 \
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)
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min_duration = 30
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max_duration = 50
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/set_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.name != BP_HEAD && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.stage == BONE_GLUED
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/singleton/surgery_step/set_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("[user] is beginning to set the bone in [target]'s [affected.name] in place with \the [tool]." , \
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"You are beginning to set the bone in [target]'s [affected.name] in place with \the [tool].")
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target.custom_pain("The pain in your [affected.name] is going to make you pass out!",1)
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..()
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/singleton/surgery_step/set_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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if(affected.status & ORGAN_BROKEN)
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user.visible_message("<b>[user]</b> sets the bone in [target]'s [affected.name] in place with \the [tool].", \
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SPAN_NOTICE("You set the bone in [target]'s [affected.name] in place with \the [tool]."))
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affected.stage = BONE_SET
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else
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user.visible_message(SPAN_NOTICE("[user] sets the bone in [target]'s [affected.name] [SPAN_WARNING("in the WRONG place with \the [tool].")]"), \
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SPAN_NOTICE("You set the bone in [target]'s [affected.name] [SPAN_WARNING("in the WRONG place with \the [tool].")]"))
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affected.fracture()
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/singleton/surgery_step/set_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, damaging the bone in [target]'s [affected.name] with \the [tool]!") , \
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SPAN_WARNING("Your hand slips, damaging the bone in [target]'s [affected.name] with \the [tool]!"))
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target.apply_damage(5, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
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/singleton/surgery_step/mend_skull
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name = "Repair Broken Skull"
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allowed_tools = list(
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TOOL_BONESET = 100, \
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TOOL_WRENCH = 75 \
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)
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min_duration = 40
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max_duration = 50
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/mend_skull/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.name == BP_HEAD && !BP_IS_ROBOTIC(affected) && affected.open >= ORGAN_OPEN_RETRACTED && affected.stage == BONE_GLUED
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/singleton/surgery_step/mend_skull/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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user.visible_message("[user] is beginning to piece together [target]'s skull with \the [tool]." , \
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"You are beginning to piece together [target]'s skull with \the [tool].")
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..()
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/singleton/surgery_step/mend_skull/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> sets [target]'s skull with \the [tool]." , \
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SPAN_NOTICE("You set [target]'s skull with \the [tool]."))
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affected.stage = ORGAN_OPEN_RETRACTED
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/singleton/surgery_step/mend_skull/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, damaging [target]'s face with \the [tool]!") , \
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SPAN_WARNING("Your hand slips, damaging [target]'s face with \the [tool]!"))
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var/obj/item/organ/external/head/h = affected
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target.apply_damage(10, DAMAGE_BRUTE, target_zone, 0, tool, damage_flags = tool.damage_flags())
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h.disfigured = 1
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/singleton/surgery_step/finish_bone
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name = "Finish Repairing Broken Bone"
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allowed_tools = list(
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/obj/item/surgery/bone_gel = 100, \
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/obj/item/tape_roll = 60
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)
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can_infect = TRUE
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blood_level = 1
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min_duration = 30
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max_duration = 40
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skill_requirements = alist(SURGERY_SKILL_COMPONENT = SKILL_LEVEL_TRAINED)
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/singleton/surgery_step/finish_bone/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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if(!..())
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return FALSE
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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return affected && affected.open >= ORGAN_OPEN_RETRACTED && affected.open < ORGAN_ENCASED_RETRACTED && !BP_IS_ROBOTIC(affected) && affected.stage == BONE_SET
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/singleton/surgery_step/finish_bone/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("[user] starts to finish mending the damaged bones in [target]'s [affected.name] with \the [tool].", \
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"You start to finish mending the damaged bones in [target]'s [affected.name] with \the [tool].")
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..()
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/singleton/surgery_step/finish_bone/end_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message("<b>[user]</b> has mended the damaged bones in [target]'s [affected.name] with \the [tool]." , \
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SPAN_NOTICE("You have mended the damaged bones in [target]'s [affected.name] with \the [tool].") )
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affected.status &= ~ORGAN_BROKEN
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affected.status &= ~ORGAN_SPLINTED
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affected.stage = BONE_PRE_OP
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affected.perma_injury = 0
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/singleton/surgery_step/finish_bone/fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(SPAN_WARNING("[user]'s hand slips, smearing [tool] in the incision in [target]'s [affected.name]!") , \
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SPAN_WARNING("Your hand slips, smearing [tool] in the incision in [target]'s [affected.name]!"))
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target.apply_damage(15, DAMAGE_PAIN)
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