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324 lines
14 KiB
Plaintext
324 lines
14 KiB
Plaintext
// Surgical analog to manual dislocation treatment
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/datum/surgery_operation/limb/repair_dislocation
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name = "reset dislocation"
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desc = "Reset a dislocated bone in a patient's limb. \
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Similar to the field procedure, but quicker and safer due to being performed in a controlled environment."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED | OPERATION_AFFECTS_MOOD | OPERATION_STANDING_ALLOWED | OPERATION_IGNORE_CLOTHES
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implements = list(
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TOOL_BONESET = 1,
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TOOL_CROWBAR = 2,
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IMPLEMENT_HAND = 5,
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)
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time = 2.4 SECONDS
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/datum/surgery_operation/limb/repair_dislocation/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/blunt/bone/bone_wound in limb.wounds)
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if(HAS_TRAIT(bone_wound, TRAIT_WOUND_SCANNED) && (TOOL_BONESET in bone_wound.treatable_tools))
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. *= 0.5
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/datum/surgery_operation/limb/repair_dislocation/get_default_radial_image()
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return image(/obj/item/bonesetter)
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/datum/surgery_operation/limb/repair_dislocation/all_required_strings()
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return list("the limb must be dislocated") + ..()
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/datum/surgery_operation/limb/repair_dislocation/state_check(obj/item/bodypart/limb)
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for(var/datum/wound/blunt/bone/bone_wound in limb.wounds)
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if(TOOL_BONESET in bone_wound.treatable_tools)
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return TRUE
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return FALSE
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/datum/surgery_operation/limb/repair_dislocation/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You begin to reset the dislocation in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to reset the dislocation in [FORMAT_LIMB_OWNER(limb)] with [tool]."),
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span_notice("[surgeon] begins to reset the dislocation in [FORMAT_LIMB_OWNER(limb)]."),
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)
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display_pain(limb.owner, "Your [limb.plaintext_zone] aches with pain!")
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/datum/surgery_operation/limb/repair_dislocation/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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for(var/datum/wound/blunt/bone/bone_wound in limb.wounds)
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if(TOOL_BONESET in bone_wound.treatable_tools)
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qdel(bone_wound)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You successfully reset the dislocation in [FORMAT_LIMB_OWNER(limb)]."),
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span_notice("[surgeon] successfully resets the dislocation in [FORMAT_LIMB_OWNER(limb)]!"),
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span_notice("[surgeon] successfully resets the dislocation in [FORMAT_LIMB_OWNER(limb)]!"),
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)
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display_pain(limb.owner, "Your [limb.plaintext_zone] feels much better now!")
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/datum/surgery_operation/limb/repair_dislocation/on_failure(obj/item/bodypart/limb, mob/living/surgeon, tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You fail to reset the dislocation in [FORMAT_LIMB_OWNER(limb)], causing further damage!"),
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span_notice("[surgeon] fails to reset the dislocation in [FORMAT_LIMB_OWNER(limb)], causing further damage!"),
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span_notice("[surgeon] fails to reset the dislocation in [FORMAT_LIMB_OWNER(limb)]!"),
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)
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display_pain(limb.owner, "The pain in your [limb.plaintext_zone] intensifies!")
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limb.receive_damage(25, damage_source = tool)
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/datum/surgery_operation/limb/repair_hairline
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name = "repair hairline fracture"
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desc = "Mend a hairline fracture in a patient's bone."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED
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implements = list(
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TOOL_BONESET = 1,
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/obj/item/stack/medical/bone_gel = 1,
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/obj/item/stack/medical/wrap/sticky_tape/surgical = 1,
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/obj/item/stack/medical/wrap/sticky_tape/super = 2,
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/obj/item/stack/medical/wrap/sticky_tape = 3.33,
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)
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time = 4 SECONDS
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any_surgery_states_required = ALL_SURGERY_SKIN_STATES
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/datum/surgery_operation/limb/repair_hairline/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/blunt/bone/critical/bone_wound in limb.wounds)
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if(HAS_TRAIT(bone_wound, TRAIT_WOUND_SCANNED))
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. *= 0.5
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/datum/surgery_operation/limb/repair_hairline/get_default_radial_image()
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return image(/obj/item/bonesetter)
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/datum/surgery_operation/limb/repair_hairline/all_required_strings()
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return list("the limb must have a hairline fracture") + ..()
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/datum/surgery_operation/limb/repair_hairline/state_check(obj/item/bodypart/limb)
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if(!(locate(/datum/wound/blunt/bone/severe) in limb.wounds))
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return FALSE
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return TRUE
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/datum/surgery_operation/limb/repair_hairline/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You begin to repair the fracture in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to repair the fracture in [FORMAT_LIMB_OWNER(limb)] with [tool]."),
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span_notice("[surgeon] begins to repair the fracture in [FORMAT_LIMB_OWNER(limb)]."),
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)
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display_pain(limb.owner, "Your [limb.plaintext_zone] aches with pain!")
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/datum/surgery_operation/limb/repair_hairline/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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var/datum/wound/blunt/bone/fracture = locate() in limb.wounds
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qdel(fracture)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You successfully repair the fracture in [FORMAT_LIMB_OWNER(limb)]."),
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span_notice("[surgeon] successfully repairs the fracture in [FORMAT_LIMB_OWNER(limb)]!"),
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span_notice("[surgeon] successfully repairs the fracture in [FORMAT_LIMB_OWNER(limb)]!"),
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)
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/datum/surgery_operation/limb/reset_compound
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name = "reset compound fracture"
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desc = "Reset a compound fracture in a patient's bone, preparing it for proper healing."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED
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implements = list(
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TOOL_BONESET = 1,
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/obj/item/stack/medical/wrap/sticky_tape/surgical = 1.66,
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/obj/item/stack/medical/wrap/sticky_tape/super = 2.5,
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/obj/item/stack/medical/wrap/sticky_tape = 5,
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)
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time = 6 SECONDS
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all_surgery_states_required = SURGERY_SKIN_OPEN
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any_surgery_states_blocked = SURGERY_VESSELS_UNCLAMPED
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/datum/surgery_operation/limb/reset_compound/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/blunt/bone/severe/bone_wound in limb.wounds)
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if(HAS_TRAIT(bone_wound, TRAIT_WOUND_SCANNED))
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. *= 0.5
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/datum/surgery_operation/limb/reset_compound/get_default_radial_image()
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return image(/obj/item/bonesetter)
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/datum/surgery_operation/limb/reset_compound/all_required_strings()
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return list("the limb must have a compound fracture") + ..()
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/datum/surgery_operation/limb/reset_compound/state_check(obj/item/bodypart/limb)
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var/datum/wound/blunt/bone/critical/fracture = locate() in limb.wounds
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if(isnull(fracture) || fracture.reset)
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return FALSE
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return TRUE
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/datum/surgery_operation/limb/reset_compound/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You begin to reset the bone in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to reset the bone in [FORMAT_LIMB_OWNER(limb)] with [tool]."),
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span_notice("[surgeon] begins to reset the bone in [FORMAT_LIMB_OWNER(limb)]."),
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)
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display_pain(limb.owner, "The aching pain in your [limb.plaintext_zone] is overwhelming!")
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/datum/surgery_operation/limb/reset_compound/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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var/datum/wound/blunt/bone/critical/fracture = locate() in limb.wounds
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fracture?.reset = TRUE
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display_results(
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surgeon,
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limb.owner,
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span_notice("You successfully reset the bone in [FORMAT_LIMB_OWNER(limb)]."),
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span_notice("[surgeon] successfully resets the bone in [FORMAT_LIMB_OWNER(limb)] with [tool]!"),
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span_notice("[surgeon] successfully resets the bone in [FORMAT_LIMB_OWNER(limb)]!"),
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)
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/datum/surgery_operation/limb/repair_compound
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name = "repair compound fracture"
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desc = "Mend a compound fracture in a patient's bone."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED
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implements = list(
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/obj/item/stack/medical/bone_gel = 1,
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/obj/item/stack/medical/wrap/sticky_tape/surgical = 1,
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/obj/item/stack/medical/wrap/sticky_tape/super = 2,
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/obj/item/stack/medical/wrap/sticky_tape = 3.33,
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)
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time = 4 SECONDS
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any_surgery_states_required = ALL_SURGERY_SKIN_STATES
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/datum/surgery_operation/limb/repair_compound/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/blunt/bone/critical/bone_wound in limb.wounds)
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if(HAS_TRAIT(bone_wound, TRAIT_WOUND_SCANNED))
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. *= 0.5
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/datum/surgery_operation/limb/repair_compound/get_default_radial_image()
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return image(/obj/item/stack/medical/bone_gel)
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/datum/surgery_operation/limb/repair_compound/all_required_strings()
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return list("the limb's compound fracture has been reset") + ..()
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/datum/surgery_operation/limb/repair_compound/state_check(obj/item/bodypart/limb)
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var/datum/wound/blunt/bone/critical/fracture = locate() in limb.wounds
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if(isnull(fracture) || !fracture.reset)
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return FALSE
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return TRUE
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/datum/surgery_operation/limb/repair_compound/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You begin to repair the fracture in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to repair the fracture in [FORMAT_LIMB_OWNER(limb)] with [tool]."),
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span_notice("[surgeon] begins to repair the fracture in [FORMAT_LIMB_OWNER(limb)]."),
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)
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display_pain(limb.owner, "The aching pain in your [limb.plaintext_zone] is overwhelming!")
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/datum/surgery_operation/limb/repair_compound/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
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var/datum/wound/blunt/bone/critical/fracture = locate() in limb.wounds
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qdel(fracture)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You successfully repair the fracture in [FORMAT_LIMB_OWNER(limb)]."),
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span_notice("[surgeon] successfully repairs the fracture in [FORMAT_LIMB_OWNER(limb)] with [tool]!"),
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span_notice("[surgeon] successfully repairs the fracture in [FORMAT_LIMB_OWNER(limb)]!"),
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)
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/datum/surgery_operation/limb/prepare_cranium_repair
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name = "discard skull debris"
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desc = "Clear away bone fragments and debris from a patient's cranial fissure in preparation for repair."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED
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implements = list(
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TOOL_HEMOSTAT = 1,
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TOOL_WIRECUTTER = 2.5,
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TOOL_SCREWDRIVER = 2.5,
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)
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time = 2.4 SECONDS
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preop_sound = 'sound/items/handling/surgery/hemostat1.ogg'
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/datum/surgery_operation/limb/prepare_cranium_repair/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/cranial_fissure/fissure in limb.wounds)
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if(HAS_TRAIT(fissure, TRAIT_WOUND_SCANNED))
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. *= 0.5
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/datum/surgery_operation/limb/prepare_cranium_repair/get_default_radial_image()
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return image(/obj/item/hemostat)
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/datum/surgery_operation/limb/prepare_cranium_repair/all_required_strings()
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return list("the cranium must be fractured") + ..()
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/datum/surgery_operation/limb/prepare_cranium_repair/state_check(obj/item/bodypart/limb)
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var/datum/wound/cranial_fissure/fissure = locate() in limb.wounds
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if(isnull(fissure) || fissure.prepped)
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return FALSE
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return TRUE
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/datum/surgery_operation/limb/prepare_cranium_repair/on_preop(obj/item/bodypart/limb, mob/living/surgeon, tool, list/operation_args)
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display_results(
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surgeon,
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limb.owner,
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span_notice("You begin to discard the smaller skull debris in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to discard the smaller skull debris in [FORMAT_LIMB_OWNER(limb)]..."),
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span_notice("[surgeon] begins to poke around in [FORMAT_LIMB_OWNER(limb)]..."),
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)
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display_pain(limb.owner, "Your brain feels like it's getting stabbed by little shards of glass!")
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/datum/surgery_operation/limb/prepare_cranium_repair/on_success(obj/item/bodypart/limb, mob/living/surgeon, tool, list/operation_args)
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. = ..()
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var/datum/wound/cranial_fissure/fissure = locate() in limb.wounds
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fissure?.prepped = TRUE
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/datum/surgery_operation/limb/repair_cranium
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name = "repair cranium"
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desc = "Mend a cranial fissure in a patient's skull."
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operation_flags = OPERATION_PRIORITY_NEXT_STEP | OPERATION_NO_PATIENT_REQUIRED
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implements = list(
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/obj/item/stack/medical/bone_gel = 1,
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/obj/item/stack/medical/wrap/sticky_tape/surgical = 1,
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/obj/item/stack/medical/wrap/sticky_tape/super = 2,
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/obj/item/stack/medical/wrap/sticky_tape = 3.33,
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)
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time = 4 SECONDS
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/datum/surgery_operation/limb/repair_cranium/get_time_modifiers(obj/item/bodypart/limb, mob/living/surgeon, tool)
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. = ..()
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for(var/datum/wound/cranial_fissure/fissure in limb.wounds)
|
|
if(HAS_TRAIT(fissure, TRAIT_WOUND_SCANNED))
|
|
. *= 0.5
|
|
|
|
/datum/surgery_operation/limb/repair_cranium/get_default_radial_image()
|
|
return image(/obj/item/stack/medical/bone_gel)
|
|
|
|
/datum/surgery_operation/limb/repair_cranium/all_required_strings()
|
|
return list("the debris has been cleared from the cranial fissure") + ..()
|
|
|
|
/datum/surgery_operation/limb/repair_cranium/state_check(obj/item/bodypart/limb)
|
|
var/datum/wound/cranial_fissure/fissure = locate() in limb.wounds
|
|
if(isnull(fissure) || !fissure.prepped)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/datum/surgery_operation/limb/repair_cranium/on_preop(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
|
|
display_results(
|
|
surgeon,
|
|
limb.owner,
|
|
span_notice("You begin to repair [limb.owner || limb]'s skull as best you can..."),
|
|
span_notice("[surgeon] begins to repair [limb.owner || limb]'s skull with [tool]."),
|
|
span_notice("[surgeon] begins to repair [limb.owner || limb]'s skull."),
|
|
)
|
|
|
|
display_pain(limb.owner, "You can feel pieces of your skull rubbing against your brain!")
|
|
|
|
/datum/surgery_operation/limb/repair_cranium/on_success(obj/item/bodypart/limb, mob/living/surgeon, obj/item/tool, list/operation_args)
|
|
var/datum/wound/cranial_fissure/fissure = locate() in limb.wounds
|
|
qdel(fissure)
|
|
|
|
display_results(
|
|
surgeon,
|
|
limb.owner,
|
|
span_notice("You successfully repair [limb.owner || limb]'s skull."),
|
|
span_notice("[surgeon] successfully repairs [limb.owner || limb]'s skull with [tool]."),
|
|
span_notice("[surgeon] successfully repairs [limb.owner || limb]'s skull.")
|
|
)
|