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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
714 lines
26 KiB
Plaintext
714 lines
26 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "retractor"
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inhand_icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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tool_behaviour = TOOL_RETRACTOR
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toolspeed = 1
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "retractor_normal"
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/obj/item/retractor/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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toolspeed = 0.5
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/obj/item/retractor/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_retractor"
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "hemostat"
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inhand_icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("attacks", "pinches")
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attack_verb_simple = list("attack", "pinch")
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tool_behaviour = TOOL_HEMOSTAT
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toolspeed = 1
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "hemostat_normal"
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/obj/item/hemostat/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/hemostat/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_hemostat"
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "cautery"
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inhand_icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("burns")
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attack_verb_simple = list("burn")
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tool_behaviour = TOOL_CAUTERY
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toolspeed = 1
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heat = 500
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "cautery_normal"
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/obj/item/cautery/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
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. = span_notice("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/cautery/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_cautery"
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/obj/item/cautery/advanced
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name = "searing tool"
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desc = "It projects a high power laser used for medical applications."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "e_cautery"
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inhand_icon_state = "e_cautery"
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surgical_tray_overlay = "cautery_advanced"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
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hitsound = 'sound/items/tools/welder.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 0.4
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light_color = COLOR_SOFT_RED
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/obj/item/cautery/advanced/get_all_tool_behaviours()
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return list(TOOL_CAUTERY, TOOL_DRILL)
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/obj/item/cautery/advanced/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between drill and cautery and gives feedback to the user.
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*/
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/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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tool_behaviour = TOOL_DRILL
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set_light_color(LIGHT_COLOR_BLUE)
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else
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tool_behaviour = TOOL_CAUTERY
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set_light_color(LIGHT_COLOR_ORANGE)
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balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
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playsound(user ? user : src, 'sound/items/weapons/tap.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "drill"
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inhand_icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 15
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demolition_mod = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("drills")
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attack_verb_simple = list("drill")
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tool_behaviour = TOOL_DRILL
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toolspeed = 1
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sharpness = SHARP_POINTY
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wound_bonus = 10
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bare_wound_bonus = 10
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "drill_normal"
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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/obj/item/surgicaldrill/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/surgicaldrill/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
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addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), null, null, TRUE, TRUE), 2.5 SECONDS)
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user.SpinAnimation(3, 10)
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playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
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return MANUAL_SUICIDE
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/obj/item/surgicaldrill/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_drill"
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "Cut, cut, and once more cut."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "scalpel"
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inhand_icon_state = "scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 10
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demolition_mod = 0.25
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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attack_verb_continuous = list("attacks", "slashes", "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/items/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "scalpel_normal"
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 8 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 0, \
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)
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AddElement(/datum/element/eyestab)
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/obj/item/scalpel/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/scalpel/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/scalpel/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_scalpel"
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/obj/item/circular_saw
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name = "circular saw"
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desc = "For heavy duty cutting."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "saw"
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inhand_icon_state = "saw"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/items/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/items/weapons/pierce.ogg'
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
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attack_verb_simple = list("attack", "slash", "saw", "cut")
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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wound_bonus = 15
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bare_wound_bonus = 10
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "saw_normal"
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 4 SECONDS * toolspeed, \
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effectiveness = 100, \
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bonus_modifier = 5, \
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butcher_sound = 'sound/items/weapons/circsawhit.ogg', \
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)
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//saws are very accurate and fast at butchering
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/chainsaw)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/circular_saw/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/circular_saw/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_saw"
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. It rips and tears until it is done."
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/surgical_drapes
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name = "surgical drapes"
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desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "surgical_drapes"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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inhand_icon_state = "drapes"
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("slaps")
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attack_verb_simple = list("slap")
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interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
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tool_behaviour = TOOL_DRAPES
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/obj/item/surgical_drapes/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/surgical_drapes/cyborg
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icon = 'icons/mob/silicon/robot_items.dmi'
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icon_state = "toolkit_medborg_surgicaldrapes"
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "surgical processor"
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desc = "A device for scanning and initiating surgeries from a disk or operating computer."
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icon = 'icons/obj/devices/scanner.dmi'
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icon_state = "surgical_processor"
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item_flags = NOBLUDGEON
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// List of surgeries downloaded into the device.
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var/list/loaded_surgeries = list()
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// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
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var/downloaded = TRUE
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/obj/item/surgical_processor/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/surgical_processor/examine(mob/user)
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. = ..()
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. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
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. += span_boldnotice("Advanced surgeries available:")
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//list of downloaded surgeries' names
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var/list/surgeries_names = list()
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for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
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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
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continue
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surgeries_names += "[initial(downloaded_surgery.name)]"
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. += span_notice("[english_list(surgeries_names)]")
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/obj/item/surgical_processor/equipped(mob/user, slot, initial)
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. = ..()
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if(!(slot & ITEM_SLOT_HANDS))
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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return
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RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
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/obj/item/surgical_processor/dropped(mob/user, silent)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/cyborg_unequip(mob/user)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/interact_with_atom(atom/design_holder, mob/living/user, list/modifiers)
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if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
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return NONE
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balloon_alert(user, "copying designs...")
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playsound(src, 'sound/machines/terminal/terminal_processing.ogg', 25, TRUE)
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if(do_after(user, 1 SECONDS, target = design_holder))
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if(istype(design_holder, /obj/item/disk/surgery))
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var/obj/item/disk/surgery/surgery_disk = design_holder
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loaded_surgeries |= surgery_disk.surgeries
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else
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var/obj/machinery/computer/operating/surgery_computer = design_holder
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loaded_surgeries |= surgery_computer.advanced_surgeries
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playsound(src, 'sound/machines/terminal/terminal_success.ogg', 25, TRUE)
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downloaded = TRUE
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update_appearance(UPDATE_OVERLAYS)
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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/obj/item/surgical_processor/update_overlays()
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. = ..()
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if(downloaded)
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. += mutable_appearance(src.icon, "+downloaded")
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/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
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SIGNAL_HANDLER
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if(surgery.replaced_by in loaded_surgeries)
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return COMPONENT_CANCEL_SURGERY
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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
|