Files
Bubberstation/code/modules/surgery/tools.dm
necromanceranne 95ec0e6545 Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. (#77386)
## About The Pull Request

TRAIT_DISSECTED has had the surgical speed boost moved over to
TRAIT_SURGICALLY_ANALYZED.

TRAIT_DISSECTED now tracks if we can do an autopsy on the same body
again, and blocks further autopsies if it is on the mob. A mob that
comes back to life loses TRAIT_DISSECTED. This allows for mobs to be
autopsied once again.

Since it is completely redundant now (and was the whole time TBH),
dissections have been removed in favour of just having the experiment
track autopsies.

Fixes https://github.com/tgstation/tgstation/issues/76775

## Why It's Good For The Game

Today I showed up to a round where someone autopsied all the bodies in
the morgue, not realizing they were using the wrong surgery. Since I
couldn't _redo_ the surgery, this rendered all these bodies useless.
This was not out of maliciousness, they just didn't know better. There
are two autopsies in the surgery list, but only one is valid for the
experiment and doing the wrong one blocks _both surgeries_. Dissection
is completely useless outside of experiments. This same issue also
prevents additional autopsies on the same person, even if they had come
back to life and died again after you had done the initial autopsy.
Surely you would want to do more than one autopsy, right? That's two
separate deaths!

This resolves that by giving you a method of redoing any screwups on the
same corpse if necessary. It only matters if the experiment is available
anyway, so there isn't much reason to punish players unduly just because
they weren't aware science hadn't hit a button on their side (especially
since it isn't communicated to the coroner in any way to begin with). It
also removes a completely useless surgery and ties in the experiment to
what the coroner is already going to be doing. They can dissect their
corpses to their hearts content without worrying about retribution from
science for doing so.

In addition, someone repeatedly dying can continue to have autopsies
done on them over the course of the round. The surgery bonus only
applies once, so the only reason to do autopsies after the first is to
discover what might have killed someone. No reason this should block
further surgeries, just block surgeries when the person remains a
corpse.

## Changelog
🆑
fix: You can do autopsies on people who were revived and died again
after they had already been dissected.
qol: Autopsies have become the surgery needed to complete the dissection
experiments. As a result, the dissection surgery has been removed as it
is now redundant.
qol: A coroner knows whether someone has been autopsied and recently
dissected (and thus hasn't been revived) by examining them.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-08 11:39:20 +01:00

616 lines
23 KiB
Plaintext

/obj/item/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "retractor"
inhand_icon_state = "retractor"
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 =SHEET_MATERIAL_AMOUNT * 1.5)
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/medical/surgery_tools.dmi'
icon_state = "hemostat"
inhand_icon_state = "hemostat"
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)
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/medical/surgery_tools.dmi'
icon_state = "cautery"
inhand_icon_state = "cautery"
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*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
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/ignitable_atom, mob/user)
. = span_notice("[user] touches the end of [src] to \the [ignitable_atom], 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/medical/surgery_tools.dmi'
icon_state = "e_cautery"
inhand_icon_state = "e_cautery"
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, /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)
hitsound = 'sound/items/welder.ogg'
w_class = WEIGHT_CLASS_NORMAL
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_REF(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/medical/surgery_tools.dmi'
icon_state = "drill"
inhand_icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 15
demolition_mod = 0.5
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/living/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, TYPE_PROC_REF(/mob/living/carbon, 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/medical/surgery_tools.dmi'
icon_state = "scalpel"
inhand_icon_state = "scalpel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags_1 = CONDUCT_1
item_flags = SURGICAL_TOOL
force = 10
demolition_mod = 0.25
w_class = WEIGHT_CLASS_TINY
throwforce = 5
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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, \
speed = 8 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 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/living/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/medical/surgery_tools.dmi'
icon_state = "saw"
inhand_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 = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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, \
speed = 4 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 5, \
butcher_sound = '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/medical/surgery_tools.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)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
name = "surgical processor"
desc = "A device for scanning and initiating surgeries from a disk or operating computer."
icon = 'icons/obj/device.dmi'
icon_state = "surgical_processor"
item_flags = NOBLUDGEON
// List of surgeries downloaded into the device.
var/list/loaded_surgeries = list()
// 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.
var/downloaded = TRUE
/obj/item/surgical_processor/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_processor/examine(mob/user)
. = ..()
. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
. += span_boldnotice("Advanced surgeries available:")
//list of downloaded surgeries' names
var/list/surgeries_names = list()
for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
if(initial(downloaded_surgery.replaced_by) in loaded_surgeries) //if a surgery has a better version replacing it, we don't include it in the list
continue
surgeries_names += "[initial(downloaded_surgery.name)]"
. += span_notice("[english_list(surgeries_names)]")
/obj/item/surgical_processor/equipped(mob/user, slot, initial)
. = ..()
if(!(slot & ITEM_SLOT_HANDS))
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
return
RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
/obj/item/surgical_processor/dropped(mob/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
/obj/item/surgical_processor/cyborg_unequip(mob/user)
. = ..()
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
/obj/item/surgical_processor/afterattack(atom/design_holder, mob/user, proximity)
if(!proximity)
return ..()
if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
return ..()
balloon_alert(user, "copying designs...")
playsound(src, 'sound/machines/terminal_processing.ogg', 25, TRUE)
if(do_after(user, 1 SECONDS, target = design_holder))
if(istype(design_holder, /obj/item/disk/surgery))
var/obj/item/disk/surgery/surgery_disk = design_holder
loaded_surgeries |= surgery_disk.surgeries
else
var/obj/machinery/computer/operating/surgery_computer = design_holder
loaded_surgeries |= surgery_computer.advanced_surgeries
playsound(src, 'sound/machines/terminal_success.ogg', 25, TRUE)
downloaded = TRUE
update_appearance(UPDATE_OVERLAYS)
return TRUE
/obj/item/surgical_processor/update_overlays()
. = ..()
if(downloaded)
. += mutable_appearance(src.icon, "+downloaded")
/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
SIGNAL_HANDLER
if(surgery.replaced_by in loaded_surgeries)
return COMPONENT_CANCEL_SURGERY
if(surgery.type in loaded_surgeries)
return COMPONENT_FORCE_SURGERY
/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"
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/weapons/blade1.ogg'
force = 16
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = MOVABLE_LIGHT
light_range = 1
light_color = LIGHT_COLOR_BLUE
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_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_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/medical/surgery_tools.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)
icon_state = "adv_retractor"
inhand_icon_state = "adv_retractor"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
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_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/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"
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=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/external/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/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(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]."))
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/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"
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)
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/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
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
var/list/whitelist = list()
/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)
var/list/data = list()
var/list/chem_names = list()
for(var/key in whitelist)
chem_names += whitelist[key]
data["whitelist"] = chem_names
return data
/obj/item/blood_filter/ui_act(action, params)
. = ..()
if(.)
return
. = TRUE
switch(action)
if("add")
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.chemical_name_list)
if(!selected_reagent)
return TRUE
var/chem_id = get_chem_id(selected_reagent)
if(!chem_id)
return TRUE
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"
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"
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"
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"
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