Adds the Surgical Processor upgrade for medical cyborgs, available from exosuit
fabricators after 'Cyborg Utilities: Medical' is researched. This upgrade
allows medical cyborgs to scan surgery disks, or copy procedures from an
operating computer. The cyborg can then initiate scanned procedures. Cyborgs
can also now perform surgery steps that have no instrument requirement.
Medical cyborgs were generally unable to perform any advanced surgeries outside
of some specific circumstances. This update allows cyborgs to make use of the
advanced surgeries. Some advanced surgeries have steps that require a hand
without any tools; this update allows cyborgs to perform these steps as well.
Note that surgeries must be obtained through research or a disk somehow before
the cyborgs can scan them.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
* This doesn't actually matter, because you're dead forever once it happens...
* is this entire pr chaff for something else
* you'll do it? nah, fuck that I'll do it
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.
Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.
Adds force zero check to armour before attempting to block attacks.
Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.
Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.
Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.
Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.
Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.
Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.
Adds a much needed period to the catatonic human examine message.
Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.
Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.
Fixes a bug that allowed players to light cigarettes with burnt matches.
Names lit cigarettes and children of cigarettes lit [name].
Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.
Changes the welder out of fuel message slightly to be less fragmented.
Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.
Thank you @YotaXP for help with the item_attack.dm attack messages.
Thank you @optimumtact for help with code for testing item_attack volumes.
Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.
Thank you @Tastyfish for telling me why my proc wasn't working.
Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
If throwhitsound isn't defined, a thrown item calls the hitsound
instead. If that isn't defined, no sound is played.
Circular saw now calls pierce.ogg as its throwhitsound instead of its
hitsound.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps.
Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs.
Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables.
Added a surgical apron, using old sprites by matty.
Updated the map:
Removed the note with spell descriptions from the wizard's den for Kor.
Updated the operating room.
Updated xenobio to have appropriate tools for slime surgery.
Path changes:
/obj/item/brain > /obj/item/organ/brain
/obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix
/obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e