// Tool types, if you add new ones please add them to /obj/item/debug/omnitool in code/game/objects/items/debug_items.dm #define TOOL_CROWBAR "crowbar" #define TOOL_MULTITOOL "multitool" #define TOOL_SCREWDRIVER "screwdriver" #define TOOL_WIRECUTTER "wirecutter" #define TOOL_WRENCH "wrench" #define TOOL_WELDER "welder" #define TOOL_ANALYZER "analyzer" #define TOOL_MINING "mining" #define TOOL_SHOVEL "shovel" #define TOOL_RETRACTOR "retractor" #define TOOL_HEMOSTAT "hemostat" #define TOOL_CAUTERY "cautery" #define TOOL_DRILL "drill" #define TOOL_SCALPEL "scalpel" #define TOOL_SAW "saw" #define TOOL_BONESET "bonesetter" #define TOOL_KNIFE "knife" #define TOOL_BLOODFILTER "bloodfilter" #define TOOL_ROLLINGPIN "rollingpin" /// Can be used to scrape rust off an any atom; which will result in the Rust Component being qdel'd #define TOOL_RUSTSCRAPER "rustscraper" // If delay between the start and the end of tool operation is less than MIN_TOOL_SOUND_DELAY, // tool sound is only played when op is started. If not, it's played twice. #define MIN_TOOL_SOUND_DELAY 20 // tool_act chain flags /// When a tooltype_act proc is successful #define TOOL_ACT_TOOLTYPE_SUCCESS (1<<0) /// When [COMSIG_ATOM_TOOL_ACT] blocks the act #define TOOL_ACT_SIGNAL_BLOCKING (1<<1) /// When [TOOL_ACT_TOOLTYPE_SUCCESS] or [TOOL_ACT_SIGNAL_BLOCKING] are set #define TOOL_ACT_MELEE_CHAIN_BLOCKING (TOOL_ACT_TOOLTYPE_SUCCESS | TOOL_ACT_SIGNAL_BLOCKING)