/obj/item/retractor name = "retractor" desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' inhand_icon_state = "clamps" custom_materials = list(/datum/material/iron=6000, /datum/material/glass=3000) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY tool_behaviour = TOOL_RETRACTOR toolspeed = 1 /obj/item/retractor/augment desc = "Micro-mechanical manipulator for retracting stuff." toolspeed = 0.5 /obj/item/hemostat name = "hemostat" desc = "You think you have seen this before." icon = 'icons/obj/surgery.dmi' icon_state = "hemostat" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' inhand_icon_state = "clamps" custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY attack_verb_continuous = list("attacks", "pinches") attack_verb_simple = list("attack", "pinch") tool_behaviour = TOOL_HEMOSTAT toolspeed = 1 /obj/item/hemostat/augment desc = "Tiny servos power a pair of pincers to stop bleeding." toolspeed = 0.5 /obj/item/cautery name = "cautery" desc = "This stops bleeding." icon = 'icons/obj/surgery.dmi' icon_state = "cautery" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' inhand_icon_state = "cautery" custom_materials = list(/datum/material/iron=2500, /datum/material/glass=750) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_TINY attack_verb_continuous = list("burns") attack_verb_simple = list("burn") tool_behaviour = TOOL_CAUTERY toolspeed = 1 /obj/item/cautery/ignition_effect(atom/A, mob/user) . = span_notice("[user] touches the end of [src] to \the [A], igniting it with a puff of smoke.") /obj/item/cautery/augment desc = "A heated element that cauterizes wounds." toolspeed = 0.5 /obj/item/cautery/advanced name = "searing tool" desc = "It projects a high power laser used for medical applications." icon = 'icons/obj/surgery.dmi' icon_state = "e_cautery" hitsound = 'sound/items/welder.ogg' toolspeed = 0.7 light_system = MOVABLE_LIGHT light_range = 1 light_color = COLOR_SOFT_RED /obj/item/cautery/advanced/Initialize(mapload) . = ..() AddComponent(/datum/component/transforming, \ force_on = force, \ throwforce_on = throwforce, \ hitsound_on = hitsound, \ w_class_on = w_class, \ clumsy_check = FALSE) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform) /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Toggles between drill and cautery and gives feedback to the user. */ /obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER tool_behaviour = (active ? TOOL_DRILL : TOOL_CAUTERY) balloon_alert(user, "lenses set to [active ? "drill" : "mend"]") playsound(user ? user : src, 'sound/weapons/tap.ogg', 50, TRUE) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/cautery/advanced/examine() . = ..() . += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.") /obj/item/surgicaldrill name = "surgical drill" desc = "You can drill using this item. You dig?" icon = 'icons/obj/surgery.dmi' icon_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' hitsound = 'sound/weapons/circsawhit.ogg' custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL force = 15 w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("drills") attack_verb_simple = list("drill") tool_behaviour = TOOL_DRILL toolspeed = 1 sharpness = SHARP_POINTY wound_bonus = 10 bare_wound_bonus = 10 /obj/item/surgicaldrill/Initialize(mapload) . = ..() AddElement(/datum/element/eyestab) /obj/item/surgicaldrill/suicide_act(mob/user) user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!")) addtimer(CALLBACK(user, /mob/living/carbon.proc/gib, null, null, TRUE, TRUE), 25) user.SpinAnimation(3, 10) playsound(user, 'sound/machines/juicer.ogg', 20, TRUE) return (MANUAL_SUICIDE) /obj/item/surgicaldrill/augment desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens." hitsound = 'sound/weapons/circsawhit.ogg' w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 /obj/item/scalpel name = "scalpel" desc = "Cut, cut, and once more cut." icon = 'icons/obj/surgery.dmi' icon_state = "scalpel" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' inhand_icon_state = "scalpel" flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL force = 10 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=4000, /datum/material/glass=1000) attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") hitsound = 'sound/weapons/bladeslice.ogg' sharpness = SHARP_EDGED tool_behaviour = TOOL_SCALPEL toolspeed = 1 wound_bonus = 10 bare_wound_bonus = 15 /obj/item/scalpel/Initialize(mapload) . = ..() AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0) AddElement(/datum/element/eyestab) /obj/item/scalpel/augment desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy." toolspeed = 0.5 /obj/item/scalpel/suicide_act(mob/user) user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) return (BRUTELOSS) /obj/item/circular_saw name = "circular saw" desc = "For heavy duty cutting." icon = 'icons/obj/surgery.dmi' icon_state = "saw" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' hitsound = 'sound/weapons/circsawhit.ogg' mob_throw_hit_sound = 'sound/weapons/pierce.ogg' flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL force = 15 w_class = WEIGHT_CLASS_NORMAL throwforce = 9 throw_speed = 2 throw_range = 5 custom_materials = list(/datum/material/iron=1000) attack_verb_continuous = list("attacks", "slashes", "saws", "cuts") attack_verb_simple = list("attack", "slash", "saw", "cut") sharpness = SHARP_EDGED tool_behaviour = TOOL_SAW toolspeed = 1 wound_bonus = 15 bare_wound_bonus = 10 /obj/item/circular_saw/Initialize(mapload) . = ..() AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering /obj/item/circular_saw/augment desc = "A small but very fast spinning saw. It rips and tears until it is done." w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 /obj/item/surgical_drapes name = "surgical drapes" desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control." icon = 'icons/obj/surgery.dmi' icon_state = "surgical_drapes" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' inhand_icon_state = "drapes" w_class = WEIGHT_CLASS_TINY attack_verb_continuous = list("slaps") attack_verb_simple = list("slap") /obj/item/surgical_drapes/Initialize(mapload) . = ..() AddElement(/datum/element/surgery_initiator) /obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries name = "\improper Surgical Processor" desc = "A device for scanning and initiating surgeries from a disk or operating computer." icon = 'icons/obj/device.dmi' icon_state = "spectrometer" item_flags = NOBLUDGEON var/list/advanced_surgeries = list() /obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity) . = ..() if(!proximity) return if(istype(O, /obj/item/disk/surgery)) to_chat(user, span_notice("You load the surgery protocol from [O] into [src].")) var/obj/item/disk/surgery/D = O if(do_after(user, 10, target = O)) advanced_surgeries |= D.surgeries return TRUE if(istype(O, /obj/machinery/computer/operating)) to_chat(user, span_notice("You copy surgery protocols from [O] into [src].")) var/obj/machinery/computer/operating/OC = O if(do_after(user, 10, target = O)) advanced_surgeries |= OC.advanced_surgeries return TRUE return /obj/item/scalpel/advanced name = "laser scalpel" desc = "An advanced scalpel which uses laser technology to cut." icon = 'icons/obj/surgery.dmi' icon_state = "e_scalpel" hitsound = 'sound/weapons/blade1.ogg' force = 16 toolspeed = 0.7 light_system = MOVABLE_LIGHT light_range = 1 light_color = LIGHT_COLOR_GREEN sharpness = SHARP_EDGED /obj/item/scalpel/advanced/Initialize(mapload) . = ..() AddComponent(/datum/component/transforming, \ force_on = force + 1, \ throwforce_on = throwforce, \ throw_speed_on = throw_speed, \ sharpness_on = sharpness, \ hitsound_on = hitsound, \ w_class_on = w_class, \ clumsy_check = FALSE) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform) /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Toggles between saw and scalpel and updates the light / gives feedback to the user. */ /obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER if(active) tool_behaviour = TOOL_SAW set_light_range(2) else tool_behaviour = TOOL_SCALPEL set_light_range(1) balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode") playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/scalpel/advanced/examine() . = ..() . += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.") /obj/item/retractor/advanced name = "mechanical pinches" desc = "An agglomerate of rods and gears." icon = 'icons/obj/surgery.dmi' icon_state = "adv_retractor" toolspeed = 0.7 /obj/item/retractor/advanced/Initialize(mapload) . = ..() AddComponent(/datum/component/transforming, \ force_on = force, \ throwforce_on = throwforce, \ hitsound_on = hitsound, \ w_class_on = w_class, \ clumsy_check = FALSE) RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform) /* * Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM]. * * Toggles between retractor and hemostat and gives feedback to the user. */ /obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active) SIGNAL_HANDLER tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR) balloon_alert(user, "gears set to [active ? "clamp" : "retract"]") playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE) return COMPONENT_NO_DEFAULT_MESSAGE /obj/item/retractor/advanced/examine() . = ..() . += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].") /obj/item/shears name = "amputation shears" desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears." icon = 'icons/obj/surgery.dmi' icon_state = "shears" flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL toolspeed = 1 force = 12 w_class = WEIGHT_CLASS_NORMAL throwforce = 6 throw_speed = 2 throw_range = 5 custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000) attack_verb_continuous = list("shears", "snips") attack_verb_simple = list("shear", "snip") sharpness = SHARP_EDGED custom_premium_price = PAYCHECK_MEDIUM * 14 /obj/item/shears/attack(mob/living/M, mob/living/user) if(!iscarbon(M) || user.combat_mode) return ..() if(user.zone_selected == BODY_ZONE_CHEST) return ..() var/mob/living/carbon/patient = M if(HAS_TRAIT(patient, TRAIT_NODISMEMBER)) to_chat(user, span_warning("The patient's limbs look too sturdy to amputate.")) return var/candidate_name var/obj/item/organ/tail_snip_candidate var/obj/item/bodypart/limb_snip_candidate if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_TAIL) if(!tail_snip_candidate) to_chat(user, span_warning("[patient] does not have a tail.")) return candidate_name = tail_snip_candidate.name else limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected)) if(!limb_snip_candidate) to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?")) return candidate_name = limb_snip_candidate.name var/amputation_speed_mod = 1 patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!")) playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE) if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip amputation_speed_mod *= 0.5 if(patient.stat != DEAD && patient.jitteriness) //jittering will make it harder to secure the shears, even if you can't otherwise move amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient)) playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE) if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO tail_snip_candidate.Remove(patient) tail_snip_candidate.forceMove(get_turf(patient)) else limb_snip_candidate.dismember() user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src].")) /obj/item/shears/suicide_act(mob/living/carbon/user) user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!")) var/timer = 1 SECONDS for(var/obj/item/bodypart/thing in user.bodyparts) if(thing.body_part == CHEST) continue addtimer(CALLBACK(thing, /obj/item/bodypart/.proc/dismember), timer) addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, user, 'sound/weapons/bladeslice.ogg', 70), timer) timer += 1 SECONDS sleep(timer) return BRUTELOSS /obj/item/bonesetter name = "bonesetter" desc = "For setting things right." icon = 'icons/obj/surgery.dmi' icon_state = "bone setter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_SMALL attack_verb_continuous = list("corrects", "properly sets") attack_verb_simple = list("correct", "properly set") tool_behaviour = TOOL_BONESET toolspeed = 1 /obj/item/blood_filter name = "blood filter" desc = "For filtering the blood." icon = 'icons/obj/surgery.dmi' icon_state = "bloodfilter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' custom_materials = list(/datum/material/iron=2000, /datum/material/glass=1500, /datum/material/silver=500) item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_NORMAL attack_verb_continuous = list("pumps", "siphons") attack_verb_simple = list("pump", "siphon") tool_behaviour = TOOL_BLOODFILTER toolspeed = 1