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## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑
445 lines
18 KiB
Plaintext
445 lines
18 KiB
Plaintext
//Medical modules for MODsuits
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#define HEALTH_SCAN "Health"
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#define WOUND_SCAN "Wound"
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#define CHEM_SCAN "Chemical"
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///Health Analyzer - Gives the user a ranged health analyzer and their health status in the panel.
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/obj/item/mod/module/health_analyzer
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name = "MOD health analyzer module"
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desc = "A module installed into the glove of the suit. This is a high-tech biological scanning suite, \
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allowing the user indepth information on the vitals and injuries of others even at a distance, \
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all with the flick of the wrist. Data is displayed in a convenient package, but it's up to you to do something with it."
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icon_state = "health"
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module_type = MODULE_ACTIVE
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complexity = 1
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use_energy_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/health_analyzer)
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cooldown_time = 0.5 SECONDS
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tgui_id = "health_analyzer"
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required_slots = list(ITEM_SLOT_GLOVES)
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/// Scanning mode, changes how we scan something.
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var/mode = HEALTH_SCAN
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/// List of all scanning modes.
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var/static/list/modes = list(HEALTH_SCAN, WOUND_SCAN, CHEM_SCAN)
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/obj/item/mod/module/health_analyzer/add_ui_data()
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. = ..()
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.["health"] = mod.wearer?.health || 0
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.["health_max"] = mod.wearer?.getMaxHealth() || 0
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.["loss_brute"] = mod.wearer?.getBruteLoss() || 0
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.["loss_fire"] = mod.wearer?.getFireLoss() || 0
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.["loss_tox"] = mod.wearer?.getToxLoss() || 0
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.["loss_oxy"] = mod.wearer?.getOxyLoss() || 0
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return .
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/obj/item/mod/module/health_analyzer/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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if(!isliving(target) || !mod.wearer.can_read(src))
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return
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switch(mode)
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if(HEALTH_SCAN)
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healthscan(mod.wearer, target)
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if(WOUND_SCAN)
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woundscan(mod.wearer, target)
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if(CHEM_SCAN)
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chemscan(mod.wearer, target)
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drain_power(use_energy_cost)
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/obj/item/mod/module/health_analyzer/get_configuration()
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. = ..()
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.["mode"] = add_ui_configuration("Scan Mode", "list", mode, modes)
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/obj/item/mod/module/health_analyzer/configure_edit(key, value)
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switch(key)
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if("mode")
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mode = value
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#undef HEALTH_SCAN
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#undef WOUND_SCAN
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#undef CHEM_SCAN
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///Quick Carry - Lets the user carry bodies quicker.
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/obj/item/mod/module/quick_carry
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name = "MOD quick carry module"
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desc = "A suite of advanced servos, redirecting power from the suit's arms to help carry the wounded; \
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or simply for fun. However, Nanotrasen has locked the module's ability to assist in hand-to-hand combat."
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icon_state = "carry"
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complexity = 1
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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incompatible_modules = list(/obj/item/mod/module/quick_carry, /obj/item/mod/module/constructor)
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required_slots = list(ITEM_SLOT_GLOVES)
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var/quick_carry_trait = TRAIT_QUICK_CARRY
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/obj/item/mod/module/quick_carry/on_part_activation()
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. = ..()
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ADD_TRAIT(mod.wearer, TRAIT_FASTMED, REF(src))
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ADD_TRAIT(mod.wearer, quick_carry_trait, REF(src))
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/obj/item/mod/module/quick_carry/on_part_deactivation(deleting = FALSE)
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. = ..()
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REMOVE_TRAIT(mod.wearer, TRAIT_FASTMED, REF(src))
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REMOVE_TRAIT(mod.wearer, quick_carry_trait, REF(src))
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/obj/item/mod/module/quick_carry/advanced
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name = "MOD advanced quick carry module"
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removable = FALSE
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complexity = 0
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quick_carry_trait = TRAIT_QUICKER_CARRY
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///Injector - Gives the suit an extendable large-capacity piercing syringe.
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/obj/item/mod/module/injector
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name = "MOD injector module"
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desc = "A module installed into the wrist of the suit, this functions as a high-capacity syringe, \
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with a tip fine enough to locate the emergency injection ports on any suit of armor, \
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penetrating it with ease. Even yours."
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icon_state = "injector"
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module_type = MODULE_ACTIVE
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complexity = 1
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active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
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device = /obj/item/reagent_containers/syringe/mod
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incompatible_modules = list(/obj/item/mod/module/injector)
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cooldown_time = 0.5 SECONDS
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required_slots = list(ITEM_SLOT_GLOVES)
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/obj/item/reagent_containers/syringe/mod
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name = "MOD injector syringe"
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desc = "A high-capacity syringe, with a tip fine enough to locate \
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the emergency injection ports on any suit of armor, penetrating it with ease. Even yours."
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icon_state = "mod_0"
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base_icon_state = "mod"
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amount_per_transfer_from_this = 30
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possible_transfer_amounts = list(5, 10, 15, 20, 30)
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volume = 30
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inject_flags = INJECT_CHECK_PENETRATE_THICK
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/obj/item/reagent_containers/syringe/mod/update_reagent_overlay()
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if(reagents?.total_volume)
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var/mutable_appearance/filling_overlay = mutable_appearance('icons/obj/medical/reagent_fillings.dmi', "mod[get_rounded_vol()]")
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filling_overlay.color = mix_color_from_reagents(reagents.reagent_list)
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. += filling_overlay
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///Organizer - Lets you shoot organs, immediately replacing them if the target has the organ manipulation surgery.
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/obj/item/mod/module/organizer
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name = "MOD organizer module"
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desc = "A device recovered from a crashed Interdyne Pharmaceuticals vessel, \
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this module has been unearthed for better or for worse. \
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It's an arm-mounted device utilizing technology similar to modern rapid part exchange devices, \
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capable of instantly replacing up to 5 organs at once in surgery without the need to remove them first, even from range. \
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It's recommended by the DeForest Medical Corporation to not inform patients it has been used."
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icon_state = "organizer"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_energy_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/organizer, /obj/item/mod/module/microwave_beam)
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cooldown_time = 0.5 SECONDS
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required_slots = list(ITEM_SLOT_GLOVES)
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/// How many organs the module can hold.
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var/max_organs = 5
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/// A list of all our organs.
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var/organ_list = list()
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/obj/item/mod/module/organizer/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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var/mob/living/carbon/human/wearer_human = mod.wearer
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if(isorgan(target))
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if(!wearer_human.Adjacent(target))
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return
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var/atom/movable/organ = target
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if(length(organ_list) >= max_organs)
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balloon_alert(mod.wearer, "too many organs!")
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return
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organ_list += organ
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organ.forceMove(src)
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balloon_alert(mod.wearer, "picked up [organ]")
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playsound(src, 'sound/vehicles/mecha/hydraulic.ogg', 25, TRUE)
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drain_power(use_energy_cost)
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return
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if(!length(organ_list))
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return
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var/atom/movable/fired_organ = pop(organ_list)
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var/obj/projectile/organ/projectile = new /obj/projectile/organ(mod.wearer.loc, fired_organ)
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projectile.aim_projectile(target, mod.wearer)
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projectile.firer = mod.wearer
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playsound(src, 'sound/vehicles/mecha/hydraulic.ogg', 25, TRUE)
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INVOKE_ASYNC(projectile, TYPE_PROC_REF(/obj/projectile, fire))
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drain_power(use_energy_cost)
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/obj/projectile/organ
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name = "organ"
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damage = 0
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hitsound = 'sound/effects/blob/attackblob.ogg'
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hitsound_wall = 'sound/effects/blob/attackblob.ogg'
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/// A reference to the organ we "are".
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var/obj/item/organ/organ
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/obj/projectile/organ/Initialize(mapload, obj/item/stored_organ)
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. = ..()
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if(!stored_organ)
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return INITIALIZE_HINT_QDEL
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appearance = stored_organ.appearance
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stored_organ.forceMove(src)
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organ = stored_organ
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/obj/projectile/organ/Destroy()
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organ = null
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return ..()
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/obj/projectile/organ/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(!isliving(target))
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organ.forceMove(drop_location())
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organ = null
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return
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var/mob/living/carbon/human/organ_receiver = target
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var/succeed = FALSE
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if(organ_receiver.surgeries.len)
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for(var/datum/surgery/organ_manipulation/procedure in organ_receiver.surgeries)
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if(procedure.location != organ.zone)
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continue
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if(!ispath(procedure.steps[procedure.status], /datum/surgery_step/manipulate_organs))
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continue
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succeed = TRUE
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break
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if(!succeed)
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organ.forceMove(drop_location())
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organ = null
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return
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var/list/organs_to_boot_out = organ_receiver.get_organ_slot(organ.slot)
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for(var/obj/item/organ/organ_evacced as anything in organs_to_boot_out)
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if(organ_evacced.organ_flags & ORGAN_UNREMOVABLE)
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continue
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organ_evacced.Remove(target, special = TRUE)
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organ_evacced.forceMove(get_turf(target))
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organ.Insert(target)
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organ = null
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///Patrient Transport - Generates hardlight bags you can put people in.
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/obj/item/mod/module/criminalcapture/patienttransport
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name = "MOD patient transport module"
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desc = "A module built into the forearm of the suit. Countless waves of mostly-lost mining teams being sent to \
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Indecipheries and other hazardous locations have taught the DeForest Medical Company many lessons. \
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Physical bodybags are difficult to store, hard to deploy, and even worse to keep intact in tough scenarios. \
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Enter the hardlight transport bag. Summonable with merely a gesture, weightless, and immunized against \
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any extreme scenario the wearer could think of, this bag is perfectly designed for \
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transport of any body in any environment, any time."
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icon_state = "patient_transport"
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bodybag_type = /obj/structure/closet/body_bag/environmental/hardlight
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capture_time = 1.5 SECONDS
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packup_time = 0.5 SECONDS
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///Defibrillator - Gives the suit an extendable pair of shock paddles.
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/obj/item/mod/module/defibrillator
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name = "MOD defibrillator module"
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desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
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The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
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and a modded targeting computer determines the best position for the user to push. \
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Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
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and counter-shock the heart, and the wearer returns to Medical a hero. Don't you even think about using it as a weapon; \
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regulations on manufacture and software locks expressly forbid it."
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icon_state = "defibrillator"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_energy_cost = DEFAULT_CHARGE_DRAIN * 25
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device = /obj/item/shockpaddles/mod
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overlay_state_inactive = "module_defibrillator"
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overlay_state_active = "module_defibrillator_active"
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incompatible_modules = list(/obj/item/mod/module/defibrillator)
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cooldown_time = 0.5 SECONDS
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required_slots = list(ITEM_SLOT_GLOVES)
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var/defib_cooldown = 5 SECONDS
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/obj/item/mod/module/defibrillator/Initialize(mapload)
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. = ..()
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RegisterSignal(device, COMSIG_DEFIBRILLATOR_SUCCESS, PROC_REF(on_defib_success))
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/obj/item/mod/module/defibrillator/proc/on_defib_success(obj/item/shockpaddles/source)
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drain_power(use_energy_cost)
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source.recharge(defib_cooldown)
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return COMPONENT_DEFIB_STOP
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/obj/item/shockpaddles/mod
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name = "MOD defibrillator gauntlets"
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req_defib = FALSE
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icon_state = "defibgauntlets0"
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inhand_icon_state = "defibgauntlets0"
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base_icon_state = "defibgauntlets"
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/obj/item/mod/module/defibrillator/combat
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name = "MOD combat defibrillator module"
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desc = "A module built into the gauntlets of the suit; commonly known as the 'Healing Hands' by medical professionals. \
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The user places their palms above the patient. Onboard computers in the suit calculate the necessary voltage, \
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and a modded targeting computer determines the best position for the user to push. \
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Twenty five pounds of force are applied to the patient's skin. Shocks travel from the suit's gloves \
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and counter-shock the heart, and the wearer returns to Medical a hero. \
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Interdyne Pharmaceutics marketed the domestic version of the Healing Hands as foolproof and unusable as a weapon. \
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But when it came time to provide their operatives with usable medical equipment, they didn't hesitate to remove \
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those in-built safeties. Operatives in the field can benefit from what they dub as 'Stun Gloves', able to apply shocks \
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straight to a victims heart to disable them, or maybe even outright stop their heart with enough power."
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complexity = 1
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module_type = MODULE_ACTIVE
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overlay_state_inactive = "module_defibrillator_combat"
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overlay_state_active = "module_defibrillator_combat_active"
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device = /obj/item/shockpaddles/syndicate/mod
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defib_cooldown = 2.5 SECONDS
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/obj/item/shockpaddles/syndicate/mod
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name = "MOD combat defibrillator gauntlets"
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req_defib = FALSE
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icon_state = "syndiegauntlets0"
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inhand_icon_state = "syndiegauntlets0"
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base_icon_state = "syndiegauntlets"
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///Thread Ripper - Temporarily rips apart clothing to make it not cover the body.
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/obj/item/mod/module/thread_ripper
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name = "MOD thread ripper module"
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desc = "A custom-built module integrated with the suit's wrist. The thread ripper is built from \
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recent technology dating back to the start of 2562, after an attempt by a well-known Nanotrasen researcher to \
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expand on the rapid-tailoring technology found in Autodrobes. Rather than being capable of creating \
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any fabric pattern under the suns, the thread ripper is capable of rapid disassembly of them. \
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Anything from kevlar-weave, to leather, to durathread can be quickly pulled open to the wearer's specification \
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and sewn back together, a development commonly utilized by Medical workers to obtain easy access for \
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surgery, defibrillation, or injection of chemicals to ease patients into not worrying about their \
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brand-name fashion being marred."
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icon_state = "thread_ripper"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_energy_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/thread_ripper)
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cooldown_time = 1.5 SECONDS
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overlay_state_inactive = "module_threadripper"
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required_slots = list(ITEM_SLOT_GLOVES)
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/// An associated list of ripped clothing and the body part covering slots they covered before
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var/list/ripped_clothing = list()
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/obj/item/mod/module/thread_ripper/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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if(!mod.wearer.Adjacent(target) || !iscarbon(target) || target == mod.wearer)
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balloon_alert(mod.wearer, "invalid target!")
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return
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var/mob/living/carbon/carbon_target = target
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if(length(ripped_clothing))
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balloon_alert(mod.wearer, "already ripped!")
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return
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balloon_alert(mod.wearer, "ripping clothing...")
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playsound(src, 'sound/items/zip/zip.ogg', 25, TRUE, frequency = -1)
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if(!do_after(mod.wearer, 1.5 SECONDS, target = carbon_target))
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balloon_alert(mod.wearer, "interrupted!")
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return
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var/target_zones = body_zone2cover_flags(mod.wearer.zone_selected)
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for(var/obj/item/clothing as anything in carbon_target.get_equipped_items())
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if(!clothing)
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continue
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var/shared_flags = target_zones & clothing.body_parts_covered
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if(shared_flags)
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ripped_clothing[clothing] = shared_flags
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clothing.body_parts_covered &= ~shared_flags
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/obj/item/mod/module/thread_ripper/on_process(seconds_per_tick)
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. = ..()
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if(!.)
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return
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if(!length(ripped_clothing))
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return
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var/zipped = FALSE
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for(var/obj/item/clothing as anything in ripped_clothing)
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if(QDELETED(clothing))
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ripped_clothing -= clothing
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continue
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var/mob/living/carbon/clothing_wearer = clothing.loc
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if(istype(clothing_wearer) && mod.wearer.Adjacent(clothing_wearer) && !clothing_wearer.is_holding(clothing))
|
|
continue
|
|
zipped = TRUE
|
|
clothing.body_parts_covered |= ripped_clothing[clothing]
|
|
ripped_clothing -= clothing
|
|
if(zipped)
|
|
playsound(src, 'sound/items/zip/zip.ogg', 25, TRUE)
|
|
balloon_alert(mod.wearer, "clothing mended")
|
|
|
|
/obj/item/mod/module/thread_ripper/on_part_deactivation(deleting = FALSE)
|
|
if(!length(ripped_clothing))
|
|
return
|
|
for(var/obj/item/clothing as anything in ripped_clothing)
|
|
if(QDELETED(clothing))
|
|
ripped_clothing -= clothing
|
|
continue
|
|
clothing.body_parts_covered |= ripped_clothing[clothing]
|
|
ripped_clothing = list()
|
|
if(!deleting)
|
|
playsound(src, 'sound/items/zip/zip.ogg', 25, TRUE)
|
|
|
|
///Surgical Processor - Lets you do advanced surgeries portably.
|
|
/obj/item/mod/module/surgical_processor
|
|
name = "MOD surgical processor module"
|
|
desc = "A module using an onboard surgical computer which can be connected to other computers to download and \
|
|
perform advanced surgeries on the go."
|
|
icon_state = "surgical_processor"
|
|
module_type = MODULE_ACTIVE
|
|
complexity = 2
|
|
active_power_cost = DEFAULT_CHARGE_DRAIN
|
|
device = /obj/item/surgical_processor/mod
|
|
incompatible_modules = list(/obj/item/mod/module/surgical_processor)
|
|
cooldown_time = 0.5 SECONDS
|
|
|
|
/obj/item/surgical_processor/mod
|
|
name = "MOD surgical processor"
|
|
|
|
/obj/item/mod/module/surgical_processor/preloaded
|
|
desc = "A module using an onboard surgical computer which can be connected to other computers to download and \
|
|
perform advanced surgeries on the go. This one came pre-loaded with some advanced surgeries."
|
|
device = /obj/item/surgical_processor/mod/preloaded
|
|
|
|
/obj/item/surgical_processor/mod/preloaded
|
|
loaded_surgeries = list(
|
|
/datum/surgery/advanced/pacify,
|
|
/datum/surgery/healing/combo/upgraded/femto,
|
|
/datum/surgery/advanced/brainwashing,
|
|
/datum/surgery/advanced/brainwashing/mechanic,
|
|
/datum/surgery/advanced/bioware/nerve_splicing,
|
|
/datum/surgery/advanced/bioware/nerve_splicing/mechanic,
|
|
/datum/surgery/advanced/bioware/nerve_grounding,
|
|
/datum/surgery/advanced/bioware/nerve_grounding/mechanic,
|
|
/datum/surgery/advanced/bioware/vein_threading,
|
|
/datum/surgery/advanced/bioware/vein_threading/mechanic,
|
|
/datum/surgery/advanced/bioware/muscled_veins,
|
|
/datum/surgery/advanced/bioware/muscled_veins/mechanic,
|
|
/datum/surgery/advanced/bioware/ligament_hook,
|
|
/datum/surgery/advanced/bioware/ligament_hook/mechanic,
|
|
/datum/surgery/advanced/bioware/ligament_reinforcement,
|
|
/datum/surgery/advanced/bioware/ligament_reinforcement/mechanic,
|
|
/datum/surgery/advanced/bioware/cortex_imprint,
|
|
/datum/surgery/advanced/bioware/cortex_imprint/mechanic,
|
|
/datum/surgery/advanced/bioware/cortex_folding,
|
|
/datum/surgery/advanced/bioware/cortex_folding/mechanic,
|
|
)
|
|
|
|
/obj/item/mod/module/surgical_processor/emergency
|
|
desc = "A module using an onboard surgical computer which can be connected to other computers to download and \
|
|
perform advanced surgeries on the go. This one came pre-loaded with some emergency surgeries."
|
|
device = /obj/item/surgical_processor/mod/emergency
|
|
|
|
/obj/item/surgical_processor/mod/emergency
|
|
loaded_surgeries = list(
|
|
/datum/surgery/healing/combo/upgraded/femto,
|
|
/datum/surgery/blood_filter,
|
|
/datum/surgery/brain_surgery,
|
|
/datum/surgery/coronary_bypass,
|
|
/datum/surgery/ear_surgery,
|
|
/datum/surgery/eye_surgery,
|
|
/datum/surgery/hepatectomy,
|
|
/datum/surgery/revival,
|
|
/datum/surgery/stomach_pump,
|
|
/datum/surgery/advanced/wing_reconstruction,
|
|
)
|