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* Slightly buffs knife wounds, slightly nerfs scalpel wounds (#59848) Recently it came to my attention that knives are actually really bad at causing slashing wounds, while the scalpel is probably a little too good at causing them, even through armor. So, here's what this PR does: Knives in general are more effective at causing slash wounds, especially if the target has no armor/clothing on that limb. The butcher's cleaver in particular is now equally as effective as a circular saw. Scalpels are a bit less effective at causing slash wounds against armor/clothing, though they're still extremely good at cutting, especially against exposed flesh. With these stats, knives will be more effective against unarmored targets, and can actually be counted on to draw blood when needed. * Slightly buffs knife wounds, slightly nerfs scalpel wounds Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
415 lines
15 KiB
Plaintext
415 lines
15 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/surgery.dmi'
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icon_state = "retractor"
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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 = "clamps"
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custom_materials = list(/datum/material/iron=6000, /datum/material/glass=3000)
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flags_1 = CONDUCT_1
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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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/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/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/surgery.dmi'
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icon_state = "hemostat"
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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 = "clamps"
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custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500)
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flags_1 = CONDUCT_1
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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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/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/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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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 = "cautery"
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custom_materials = list(/datum/material/iron=2500, /datum/material/glass=750)
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flags_1 = CONDUCT_1
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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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/obj/item/cautery/ignition_effect(atom/A, mob/user)
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. = span_notice("[user] touches the end of [src] to \the [A], 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/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/surgery.dmi'
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icon_state = "cautery_a"
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hitsound = 'sound/items/welder.ogg'
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = COLOR_SOFT_RED
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/obj/item/cautery/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_CAUTERY)
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tool_behaviour = TOOL_DRILL
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to_chat(user, span_notice("You dilate the lenses of [src], it is now in drilling mode."))
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icon_state = "surgicaldrill_a"
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else
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tool_behaviour = TOOL_CAUTERY
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to_chat(user, span_notice("You focus the lenses of [src], it is now in mending mode."))
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icon_state = "cautery_a"
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += " 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/surgery.dmi'
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icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000)
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flags_1 = CONDUCT_1
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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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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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bare_wound_bonus = 10
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/obj/item/surgicaldrill/Initialize()
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. = ..()
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AddElement(/datum/element/eyestab)
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/obj/item/surgicaldrill/suicide_act(mob/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, /mob/living/carbon.proc/gib, null, null, TRUE, TRUE), 25)
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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/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/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/surgery.dmi'
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icon_state = "scalpel"
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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 = "scalpel"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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force = 10
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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=4000, /datum/material/glass=1000)
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attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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hitsound = 'sound/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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bare_wound_bonus = 15
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/obj/item/scalpel/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
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AddElement(/datum/element/eyestab)
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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/scalpel/suicide_act(mob/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/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/surgery.dmi'
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icon_state = "saw"
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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/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags_1 = CONDUCT_1
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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=1000)
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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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bare_wound_bonus = 10
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/obj/item/circular_saw/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering
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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/surgery.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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/obj/item/surgical_drapes/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator, null)
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "\improper 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/device.dmi'
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icon_state = "spectrometer"
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item_flags = NOBLUDGEON
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var/list/advanced_surgeries = list()
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/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(istype(O, /obj/item/disk/surgery))
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to_chat(user, span_notice("You load the surgery protocol from [O] into [src]."))
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var/obj/item/disk/surgery/D = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= D.surgeries
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return TRUE
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if(istype(O, /obj/machinery/computer/operating))
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to_chat(user, span_notice("You copy surgery protocols from [O] into [src]."))
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var/obj/machinery/computer/operating/OC = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= OC.advanced_surgeries
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return TRUE
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return
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/obj/item/scalpel/advanced
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name = "laser scalpel"
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desc = "An advanced scalpel which uses laser technology to cut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel_a"
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = LIGHT_COLOR_GREEN
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sharpness = SHARP_EDGED
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/obj/item/scalpel/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_SCALPEL)
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tool_behaviour = TOOL_SAW
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to_chat(user, span_notice("You increase the power of [src], now it can cut bones."))
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set_light_range(2)
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force += 1 //we don't want to ruin sharpened stuff
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icon_state = "saw_a"
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else
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tool_behaviour = TOOL_SCALPEL
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to_chat(user, span_notice("You lower the power of [src], it can no longer cut bones."))
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set_light_range(1)
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force -= 1
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icon_state = "scalpel_a"
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/obj/item/scalpel/advanced/examine()
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. = ..()
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. += " It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode."
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/obj/item/retractor/advanced
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name = "mechanical pinches"
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desc = "An agglomerate of rods and gears."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor_a"
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toolspeed = 0.7
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/obj/item/retractor/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_RETRACTOR)
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tool_behaviour = TOOL_HEMOSTAT
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to_chat(user, span_notice("You configure the gears of [src], they are now in hemostat mode."))
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icon_state = "hemostat_a"
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else
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tool_behaviour = TOOL_RETRACTOR
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to_chat(user, span_notice("You configure the gears of [src], they are now in retractor mode."))
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icon_state = "retractor_a"
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/obj/item/retractor/advanced/examine()
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. = ..()
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. += " It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]."
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/obj/item/shears
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name = "amputation shears"
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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."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "shears"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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toolspeed = 1
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force = 12
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 6
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000)
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attack_verb_continuous = list("shears", "snips")
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attack_verb_simple = list("shear", "snip")
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sharpness = SHARP_EDGED
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custom_premium_price = PAYCHECK_MEDIUM * 14
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/obj/item/shears/attack(mob/living/M, mob/living/user)
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if(!iscarbon(M) || user.combat_mode)
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return ..()
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if(user.zone_selected == BODY_ZONE_CHEST)
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return ..()
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var/mob/living/carbon/patient = M
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if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
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to_chat(user, span_warning("The patient's limbs look too sturdy to amputate."))
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return
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var/candidate_name
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var/obj/item/organ/tail_snip_candidate
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var/obj/item/bodypart/limb_snip_candidate
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if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
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tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_TAIL)
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if(!tail_snip_candidate)
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to_chat(user, span_warning("[patient] does not have a tail."))
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return
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candidate_name = tail_snip_candidate.name
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else
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limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
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if(!limb_snip_candidate)
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to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
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return
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candidate_name = limb_snip_candidate.name
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var/amputation_speed_mod = 1
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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]!"))
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playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
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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
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amputation_speed_mod *= 0.5
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if(patient.stat != DEAD && patient.jitteriness) //jittering will make it harder to secure the shears, even if you can't otherwise move
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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
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if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
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playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
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if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
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tail_snip_candidate.Remove(patient)
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tail_snip_candidate.forceMove(get_turf(patient))
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else
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limb_snip_candidate.dismember()
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user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
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/obj/item/shears/suicide_act(mob/living/carbon/user)
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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!"))
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var/timer = 1 SECONDS
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for(var/obj/item/bodypart/thing in user.bodyparts)
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if(thing.body_part == CHEST)
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continue
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addtimer(CALLBACK(thing, /obj/item/bodypart/.proc/dismember), timer)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, user, 'sound/weapons/bladeslice.ogg', 70), timer)
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timer += 1 SECONDS
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sleep(timer)
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return BRUTELOSS
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/obj/item/bonesetter
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name = "bonesetter"
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desc = "For setting things right."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone setter"
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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=5000, /datum/material/glass=2500)
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_SMALL
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attack_verb_continuous = list("corrects", "properly sets")
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attack_verb_simple = list("correct", "properly set")
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tool_behaviour = TOOL_BONESET
|
|
toolspeed = 1
|
|
|
|
/obj/item/blood_filter
|
|
name = "blood filter"
|
|
desc = "For filtering the blood."
|
|
icon = 'icons/obj/surgery.dmi'
|
|
icon_state = "bloodfilter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=2000, /datum/material/glass=1500, /datum/material/silver=500)
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
attack_verb_continuous = list("pumps", "siphons")
|
|
attack_verb_simple = list("pump", "siphon")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|