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## About The Pull Request Fixes #94662 Makes the remaining suicides I could find that gib or dust preserve items, as generally suicide should be a personal decision that people aren't using to spitefully deny traitor objectives or whatever. ALSO I changed tadpole suicide to just make a big hole in your chest instead of gib you because, unlike a space carp, I don't think a tadpole growing into a single regularly sized frog is going to cause your body to burst into pieces. The thing about "good first issues" is unfortunately we do also still want them to get fixed at some point, and people were mentioning that "suicide drill to delete items" had actually happened in real rounds. ## Changelog :cl:se balance: Killing yourself with a tadpole now only bursts your chest open and not your entire body, and frankly even that is pretty impressive work for a single frog to manage. fix: Killing yourself in various other ways that gib or dust you will no longer delete the items you were wearing, consistent with most of the other ways of killing yourself that gib or dust you. /🆑
794 lines
29 KiB
Plaintext
794 lines
29 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "retractor"
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inhand_icon_state = "retractor"
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icon_angle = 45
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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tool_behaviour = TOOL_RETRACTOR
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toolspeed = 1
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "retractor_normal"
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/obj/item/retractor/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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toolspeed = 0.5
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/obj/item/retractor/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_retractor"
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icon_angle = 45
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "hemostat"
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inhand_icon_state = "hemostat"
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icon_angle = 135
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("attacks", "pinches")
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attack_verb_simple = list("attack", "pinch")
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tool_behaviour = TOOL_HEMOSTAT
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toolspeed = 1
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "hemostat_normal"
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/obj/item/hemostat/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/hemostat/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_hemostat"
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icon_angle = 45
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "cautery"
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inhand_icon_state = "cautery"
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icon_angle = 135
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("burns")
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attack_verb_simple = list("burn")
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tool_behaviour = TOOL_CAUTERY
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toolspeed = 1
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heat = 500
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "cautery_normal"
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/obj/item/cautery/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
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return span_rose("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/cautery/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_cautery"
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icon_angle = 45
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/obj/item/cautery/advanced
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name = "searing tool"
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desc = "It projects a high power laser used for medical applications."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "e_cautery"
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inhand_icon_state = "e_cautery"
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surgical_tray_overlay = "cautery_advanced"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
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hitsound = 'sound/items/tools/welder.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 0.4
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light_color = COLOR_SOFT_RED
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/obj/item/cautery/advanced/get_all_tool_behaviours()
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return list(TOOL_CAUTERY, TOOL_DRILL)
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/obj/item/cautery/advanced/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between drill and cautery and gives feedback to the user.
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*/
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/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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tool_behaviour = TOOL_DRILL
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set_light_color(LIGHT_COLOR_BLUE)
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else
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tool_behaviour = TOOL_CAUTERY
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set_light_color(LIGHT_COLOR_ORANGE)
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balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
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playsound(user ? user : src, 'sound/items/weapons/tap.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "drill"
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inhand_icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 15
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demolition_mod = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("drills")
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attack_verb_simple = list("drill")
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tool_behaviour = TOOL_DRILL
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toolspeed = 1
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sharpness = SHARP_POINTY
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wound_bonus = 10
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exposed_wound_bonus = 10
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "drill_normal"
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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/obj/item/surgicaldrill/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/surgicaldrill/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
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addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), DROP_ALL_REMAINS), 2.5 SECONDS)
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user.SpinAnimation(3, 10)
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playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
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return MANUAL_SUICIDE
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/obj/item/surgicaldrill/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_drill"
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "scalpel"
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inhand_icon_state = "scalpel"
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icon_angle = 180
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 10
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demolition_mod = 0.25
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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attack_verb_continuous = list("attacks", "slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
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hitsound = 'sound/items/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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wound_bonus = 10
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exposed_wound_bonus = 15
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "scalpel_normal"
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var/list/alt_continuous = list("stabs", "pierces", "impales")
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var/list/alt_simple = list("stab", "pierce", "impale")
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 8 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 0, \
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)
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AddElement(/datum/element/eyestab)
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alt_continuous = string_list(alt_continuous)
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alt_simple = string_list(alt_simple)
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AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple)
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/obj/item/scalpel/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/scalpel/suicide_act(mob/living/user)
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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!"))
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return BRUTELOSS
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/obj/item/scalpel/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_scalpel"
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icon_angle = 0
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "saw"
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inhand_icon_state = "saw"
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icon_angle = 180
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/items/weapons/pierce.ogg'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
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attack_verb_simple = list("attack", "slash", "saw", "cut")
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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wound_bonus = 15
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exposed_wound_bonus = 10
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "saw_normal"
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 4 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 5, \
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butcher_sound = 'sound/items/weapons/circsawhit.ogg', \
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)
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//saws are very accurate and fast at butchering
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/chainsaw)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/circular_saw/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/circular_saw/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_saw"
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icon_angle = 0
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. It rips and tears until it is done."
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "surgical_drapes"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "drapes"
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("slaps")
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attack_verb_simple = list("slap")
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drop_sound = SFX_CLOTH_DROP
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pickup_sound = SFX_CLOTH_PICKUP
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gender = PLURAL
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/obj/item/surgical_drapes/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/surgery_aid, name)
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/obj/item/surgical_drapes/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_surgicaldrapes"
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "surgical processor"
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desc = "A device for scanning and initiating surgeries from a disk or operating computer."
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icon = 'icons/obj/devices/scanner.dmi'
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icon_state = "surgical_processor"
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item_flags = NOBLUDGEON
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// List of surgeries downloaded into the device.
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var/list/loaded_surgeries = list()
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// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
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var/downloaded = TRUE
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/obj/item/surgical_processor/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/surgery_aid, /obj/item/surgical_drapes::name) // i guess it's a drape dispenser
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/obj/item/surgical_processor/examine(mob/user)
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. = ..()
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. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
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. += span_boldnotice("Advanced surgeries available:")
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//list of downloaded surgeries' names
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var/list/surgeries_names = list()
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for(var/datum/surgery_operation/downloaded_surgery as anything in GLOB.operations.get_instances_from(loaded_surgeries))
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surgeries_names += "[capitalize(downloaded_surgery.name)]"
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. += span_notice("[english_list(surgeries_names)]")
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/obj/item/surgical_processor/equipped(mob/user, slot, initial)
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. = ..()
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if(!(slot & ITEM_SLOT_HANDS))
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UnregisterSignal(user, COMSIG_LIVING_OPERATING_ON)
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return
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RegisterSignal(user, COMSIG_LIVING_OPERATING_ON, PROC_REF(check_surgery), override = TRUE)
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/obj/item/surgical_processor/dropped(mob/user, silent)
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. = ..()
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UnregisterSignal(user, COMSIG_LIVING_OPERATING_ON)
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/obj/item/surgical_processor/interact_with_atom(atom/design_holder, mob/living/user, list/modifiers)
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if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
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return NONE
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balloon_alert(user, "copying designs...")
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playsound(src, 'sound/machines/terminal/terminal_processing.ogg', 25, TRUE)
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if(do_after(user, 1 SECONDS, target = design_holder))
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if(istype(design_holder, /obj/item/disk/surgery))
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var/obj/item/disk/surgery/surgery_disk = design_holder
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loaded_surgeries |= surgery_disk.surgeries
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else
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var/obj/machinery/computer/operating/surgery_computer = design_holder
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loaded_surgeries |= surgery_computer.advanced_surgeries
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playsound(src, 'sound/machines/terminal/terminal_success.ogg', 25, TRUE)
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downloaded = TRUE
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|
update_appearance(UPDATE_OVERLAYS)
|
|
return ITEM_INTERACT_SUCCESS
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
/obj/item/surgical_processor/update_overlays()
|
|
. = ..()
|
|
if(downloaded)
|
|
. += mutable_appearance(src.icon, "+downloaded")
|
|
|
|
/obj/item/surgical_processor/proc/check_surgery(datum/source, atom/movable/operating_on, list/operations)
|
|
SIGNAL_HANDLER
|
|
|
|
operations |= loaded_surgeries
|
|
|
|
/obj/item/scalpel/advanced
|
|
name = "laser scalpel"
|
|
desc = "An advanced scalpel which uses laser technology to cut."
|
|
icon_state = "e_scalpel"
|
|
inhand_icon_state = "e_scalpel"
|
|
surgical_tray_overlay = "scalpel_advanced"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
|
|
hitsound = 'sound/items/weapons/blade1.ogg'
|
|
force = 16
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
light_system = OVERLAY_LIGHT
|
|
light_range = 1.5
|
|
light_power = 0.4
|
|
light_color = LIGHT_COLOR_BLUE
|
|
sharpness = SHARP_EDGED
|
|
item_flags = parent_type::item_flags | NO_BLOOD_ON_ITEM
|
|
|
|
/obj/item/scalpel/advanced/get_all_tool_behaviours()
|
|
return list(TOOL_SAW, TOOL_SCALPEL)
|
|
|
|
/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_REF(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_color(LIGHT_COLOR_ORANGE)
|
|
else
|
|
tool_behaviour = TOOL_SCALPEL
|
|
set_light_color(LIGHT_COLOR_BLUE)
|
|
|
|
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/medical/surgery_tools.dmi'
|
|
icon_state = "adv_retractor"
|
|
inhand_icon_state = "adv_retractor"
|
|
surgical_tray_overlay = "retractor_advanced"
|
|
icon_angle = 0
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
|
|
/obj/item/retractor/advanced/get_all_tool_behaviours()
|
|
return list(TOOL_HEMOSTAT, TOOL_RETRACTOR)
|
|
|
|
/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_REF(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/tools/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/medical/surgery_tools.dmi'
|
|
icon_state = "shears"
|
|
icon_angle = 90
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
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=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3)
|
|
attack_verb_continuous = list("shears", "snips")
|
|
attack_verb_simple = list("shear", "snip")
|
|
sharpness = SHARP_EDGED
|
|
custom_premium_price = PAYCHECK_CREW * 14
|
|
|
|
/obj/item/shears/attack(mob/living/amputee, mob/living/user)
|
|
if(!iscarbon(amputee) || user.combat_mode)
|
|
return ..()
|
|
|
|
if(user.zone_selected == BODY_ZONE_CHEST)
|
|
return ..()
|
|
|
|
var/mob/living/carbon/patient = amputee
|
|
|
|
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.get_organ_slot(ORGAN_SLOT_EXTERNAL_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/tools/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.has_status_effect(/datum/status_effect/jitter)) //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(HAS_MIND_TRAIT(user, TRAIT_MORBID))
|
|
amputation_speed_mod *= 0.7 //its morbin time
|
|
|
|
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
|
|
playsound(get_turf(patient), 'sound/items/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]."))
|
|
user.log_message("[user] has amputated [patient]'s [candidate_name] with [src]", LOG_GAME)
|
|
patient.log_message("[patient]'s [candidate_name] has been amputated by [user] with [src]", LOG_GAME)
|
|
|
|
if(HAS_MIND_TRAIT(user, TRAIT_MORBID)) //Freak
|
|
user.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
|
|
|
|
/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, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/items/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/medical/surgery_tools.dmi'
|
|
icon_state = "bonesetter"
|
|
icon_angle = 135
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25)
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
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
|
|
var/surgical_tray_overlay = "bonesetter"
|
|
|
|
/obj/item/bonesetter/get_surgery_tool_overlay(tray_extended)
|
|
return surgical_tray_overlay + (tray_extended ? "" : "_out")
|
|
|
|
/obj/item/bonesetter/cyborg
|
|
icon = 'icons/mob/silicon/robot_items.dmi'
|
|
icon_state = "toolkit_medborg_bonesetter"
|
|
icon_angle = 45
|
|
|
|
/obj/item/blood_filter
|
|
name = "blood filter"
|
|
desc = "For filtering the blood."
|
|
icon = 'icons/obj/medical/surgery_tools.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=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
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
|
|
sound_vary = TRUE
|
|
pickup_sound = SFX_GENERIC_DEVICE_PICKUP
|
|
drop_sound = SFX_GENERIC_DEVICE_DROP
|
|
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
|
|
var/list/whitelist = list()
|
|
var/surgical_tray_overlay = "filter"
|
|
|
|
/obj/item/blood_filter/get_surgery_tool_overlay(tray_extended)
|
|
return surgical_tray_overlay
|
|
|
|
/obj/item/blood_filter/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "BloodFilter", name)
|
|
ui.open()
|
|
|
|
/obj/item/blood_filter/ui_data(mob/user)
|
|
. = list()
|
|
|
|
.["whitelist"] = list()
|
|
for(var/key in whitelist)
|
|
.["whitelist"] += whitelist[key]
|
|
|
|
/obj/item/blood_filter/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
. = TRUE
|
|
switch(action)
|
|
if("add")
|
|
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.name2reagent)
|
|
if(!selected_reagent)
|
|
return FALSE
|
|
|
|
var/datum/reagent/chem_id = GLOB.name2reagent[selected_reagent]
|
|
if(!chem_id)
|
|
return FALSE
|
|
|
|
if(!(chem_id in whitelist))
|
|
whitelist[chem_id] = selected_reagent
|
|
|
|
if("remove")
|
|
var/chem_name = params["reagent"]
|
|
var/chem_id = get_chem_id(chem_name)
|
|
whitelist -= chem_id
|
|
|
|
/*
|
|
* Cruel Surgery Tools
|
|
*
|
|
* This variety of tool has the CRUEL_IMPLEMENT flag.
|
|
*
|
|
* Bonuses if the surgery is being done by a morbid user and it is of their interest.
|
|
*
|
|
* Morbid users are interested in; autospies, revival surgery, plastic surgery, organ/feature manipulations, amputations
|
|
*
|
|
* Otherwise, normal tool.
|
|
*/
|
|
|
|
/obj/item/retractor/cruel
|
|
name = "twisted retractor"
|
|
desc = "Helps reveal secrets that would rather stay buried."
|
|
icon_state = "cruelretractor"
|
|
surgical_tray_overlay = "retractor_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/hemostat/cruel
|
|
name = "cruel hemostat"
|
|
desc = "Clamping bleeders, but not so good at fixing breathers."
|
|
icon_state = "cruelhemostat"
|
|
surgical_tray_overlay = "hemostat_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/cautery/cruel
|
|
name = "savage cautery"
|
|
desc = "Chalk this one up as another successful vivisection."
|
|
icon_state = "cruelcautery"
|
|
surgical_tray_overlay = "cautery_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel
|
|
name = "hungry scalpel"
|
|
desc = "I remember every time I hold you. My born companion..."
|
|
icon_state = "cruelscalpel"
|
|
surgical_tray_overlay = "scalpel_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/bane, mob_biotypes = MOB_UNDEAD, damage_multiplier = 1) //Just in case one of the tennants get uppity
|
|
|
|
/obj/item/surgicaldrill/cruel
|
|
name = "tearing drill"
|
|
desc = "What secrets do they keep buried within those pearls..."
|
|
icon_state = "crueldrill"
|
|
inhand_icon_state = "crueldrill"
|
|
surgical_tray_overlay = "drill_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/circular_saw/cruel
|
|
name = "jagged bonesaw"
|
|
desc = "A twisted blade for twisted purpose. Rip sinew and bone until your work is done."
|
|
icon_state = "cruelsaw"
|
|
inhand_icon_state = "cruelsaw"
|
|
icon_angle = 0
|
|
hitsound = 'sound/items/weapons/bladeslice.ogg'
|
|
surgical_tray_overlay = "saw_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/bonesetter/cruel
|
|
name = "harsh bonesetter"
|
|
desc = "We shall make you whole once more..."
|
|
icon_state = "cruelbonesetter"
|
|
inhand_icon_state = "cruelbonesetter"
|
|
surgical_tray_overlay = "bonesetter_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/blood_filter/cruel
|
|
name = "malignant blood filter"
|
|
desc = "You must be made pure..."
|
|
icon_state = "cruelbloodfilter"
|
|
inhand_icon_state = "cruelbloodfilter"
|
|
surgical_tray_overlay = "filter_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/retractor/cruel/augment
|
|
desc = "A twisted micro-mechanical manipulator for retracting flesh and sinew."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/hemostat/cruel/augment
|
|
desc = "Tiny, warped servos power a pair of pincers to stop bleeding."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/cautery/cruel/augment
|
|
desc = "All mistakes can be burned away with a little flame..."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/scalpel/cruel/augment
|
|
desc = "Ultra-sharp blade attached directly to your bone for enhanced vivisection."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/surgicaldrill/cruel/augment
|
|
desc = "You cannot hide your secrets from me..."
|
|
hitsound = 'sound/items/weapons/circsawhit.ogg'
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/circular_saw/cruel/augment
|
|
desc = "A jagged sawblade built for grisly work."
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
toolspeed = 0.5
|