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Bubberstation/code/modules/surgery/tools.dm
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/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)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = SURGICAL_TOOL
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "retractor_normal"
/obj/item/retractor/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/retractor/augment
desc = "Micro-mechanical manipulator for retracting stuff."
toolspeed = 0.5
/obj/item/retractor/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_retractor"
/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)
obj_flags = CONDUCTS_ELECTRICITY
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
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "hemostat_normal"
/obj/item/hemostat/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/hemostat/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_hemostat"
/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)
obj_flags = CONDUCTS_ELECTRICITY
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
heat = 500
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "cautery_normal"
/obj/item/cautery/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/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/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_cautery"
/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"
surgical_tray_overlay = "cautery_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*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/tools/welder.ogg'
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.7
light_system = OVERLAY_LIGHT
light_range = 1.5
light_power = 0.4
light_color = COLOR_SOFT_RED
/obj/item/cautery/advanced/get_all_tool_behaviours()
return list(TOOL_CAUTERY, TOOL_DRILL)
/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
if(active)
tool_behaviour = TOOL_DRILL
set_light_color(LIGHT_COLOR_BLUE)
else
tool_behaviour = TOOL_CAUTERY
set_light_color(LIGHT_COLOR_ORANGE)
balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
playsound(user ? user : src, 'sound/items/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/items/weapons/circsawhit.ogg'
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
obj_flags = CONDUCTS_ELECTRICITY
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
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "drill_normal"
/obj/item/surgicaldrill/Initialize(mapload)
. = ..()
AddElement(/datum/element/eyestab)
/obj/item/surgicaldrill/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/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), 2.5 SECONDS)
user.SpinAnimation(3, 10)
playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
return MANUAL_SUICIDE
/obj/item/surgicaldrill/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_drill"
/obj/item/surgicaldrill/augment
desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
hitsound = 'sound/items/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'
obj_flags = CONDUCTS_ELECTRICITY
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/items/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
tool_behaviour = TOOL_SCALPEL
toolspeed = 1
wound_bonus = 10
bare_wound_bonus = 15
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "scalpel_normal"
/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/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/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/scalpel/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_scalpel"
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/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/items/weapons/circsawhit.ogg'
mob_throw_hit_sound = 'sound/items/weapons/pierce.ogg'
obj_flags = CONDUCTS_ELECTRICITY
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
/// How this looks when placed in a surgical tray
var/surgical_tray_overlay = "saw_normal"
/obj/item/circular_saw/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 4 SECONDS * toolspeed, \
effectiveness = 100, \
bonus_modifier = 5, \
butcher_sound = 'sound/items/weapons/circsawhit.ogg', \
)
//saws are very accurate and fast at butchering
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/chainsaw)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/circular_saw/get_surgery_tool_overlay(tray_extended)
return surgical_tray_overlay
/obj/item/circular_saw/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_saw"
/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")
interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
tool_behaviour = TOOL_DRAPES
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
AddComponent(/datum/component/surgery_initiator)
/obj/item/surgical_drapes/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_surgicaldrapes"
/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/devices/scanner.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/interact_with_atom(atom/design_holder, mob/living/user, list/modifiers)
if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
return NONE
balloon_alert(user, "copying designs...")
playsound(src, 'sound/machines/terminal/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/terminal_success.ogg', 25, TRUE)
downloaded = TRUE
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(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"
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
/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'
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"
surgical_tray_overlay = "retractor_advanced"
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/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"
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/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/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(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"
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
/obj/item/bonesetter/get_surgery_tool_overlay(tray_extended)
return "bonesetter" + (tray_extended ? "" : "_out")
/obj/item/bonesetter/cyborg
icon = 'icons/mob/silicon/robot_items.dmi'
icon_state = "toolkit_medborg_bonesetter"
/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/get_surgery_tool_overlay(tray_extended)
return "filter"
/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