mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-06 23:12:36 +00:00
## About The Pull Request Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! Health analyzers now have a scanning sound, courtesy of CM. Refactored some wound code to make treatment duration changes and changes in the description of wounds easier. Fixed a dummy parent feature of the health analyzer (Verbose mode) showing up, uselessly, on the disease and first aid subtypes. Surgical processors and slime scanners have recieved a similar resprite. ## Why It's Good For The Game > Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. These things have long, long needed some sprite love. Displaying emotion will make them have a lot more 'weight' to them, same with the prick. The old, shitty spectrometer sprites have gone directly into the dumpster. > First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. They have also needed some gameplay love! Placing them in these kits is not going to be a massive game-changer when they were already easily found around the station in emergency medkits, but it will fill up that awkward empty slot. > Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! The biggest gameplay-impacting change in this PR, I *sincerely* believe this is the perfect solution to first aid analyzers being completely redundant with eyesight. This lets you/someone else scan your wounds to speed up treatment, with a neat in-character reason for it - 'holo-images' appearing on your body, like penlights. This will speed up wound treatment, but I believe that is for the best, as currently treating wounds is so slow that half the time it's not worth it (or more accurately, it doesn't feel worth it in comparison to the effort you're putting in) and you're better off shrugging off minor wounds. It will do so in a way that requires a modicum of effort, so it's not just a flat buff across the land. > Health analyzers and gene scanners now have a scanning sound, courtesy of CM. It's a neat sound that will make medbay feel more alive. First aid analyzers get a beeboop instead. > Surgical processors and slime scanners have recieved a similar resprite. IT'S SPRITE MANIA IN HERE ## Changelog 🆑 Carlarc, Weird Orb image: Heavily reworks and resprites first aid analyzers. They now display if they're happy, sad, angry, or warning you! Also a 'pricking' animation. add: First aid analyzers are now found in all basic and specialized medkits. Toxin medkits get a new* disease analyzer. Miners get a miner-colored one in their box. balance: Scanning yourself with a first aid analyzer will 'create a holo-image with treatment instructions next to your wounds', doubling the speed of treatment of scanned wounds! sound: Health analyzers and gene scanners now have a scanning sound, courtesy of CM. refactor: Refactored some wound code to make treatment duration changes and changes in the description of wounds easier. fix: Fixed a dummy parent feature of the health analyzer (Verbose mode) showing up, uselessly, on the disease and first aid subtypes. image: Surgical processors and slime scanners have recieved a similar resprite. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
616 lines
23 KiB
Plaintext
616 lines
23 KiB
Plaintext
/obj/item/retractor
|
|
name = "retractor"
|
|
desc = "Retracts stuff."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "retractor"
|
|
inhand_icon_state = "retractor"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_TINY
|
|
tool_behaviour = TOOL_RETRACTOR
|
|
toolspeed = 1
|
|
|
|
/obj/item/retractor/augment
|
|
desc = "Micro-mechanical manipulator for retracting stuff."
|
|
toolspeed = 0.5
|
|
|
|
|
|
/obj/item/hemostat
|
|
name = "hemostat"
|
|
desc = "You think you have seen this before."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "hemostat"
|
|
inhand_icon_state = "hemostat"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_TINY
|
|
attack_verb_continuous = list("attacks", "pinches")
|
|
attack_verb_simple = list("attack", "pinch")
|
|
tool_behaviour = TOOL_HEMOSTAT
|
|
toolspeed = 1
|
|
|
|
/obj/item/hemostat/augment
|
|
desc = "Tiny servos power a pair of pincers to stop bleeding."
|
|
toolspeed = 0.5
|
|
|
|
|
|
/obj/item/cautery
|
|
name = "cautery"
|
|
desc = "This stops bleeding."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "cautery"
|
|
inhand_icon_state = "cautery"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_TINY
|
|
attack_verb_continuous = list("burns")
|
|
attack_verb_simple = list("burn")
|
|
tool_behaviour = TOOL_CAUTERY
|
|
toolspeed = 1
|
|
|
|
/obj/item/cautery/ignition_effect(atom/ignitable_atom, mob/user)
|
|
. = span_notice("[user] touches the end of [src] to \the [ignitable_atom], igniting it with a puff of smoke.")
|
|
|
|
/obj/item/cautery/augment
|
|
desc = "A heated element that cauterizes wounds."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/cautery/advanced
|
|
name = "searing tool"
|
|
desc = "It projects a high power laser used for medical applications."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "e_cautery"
|
|
inhand_icon_state = "e_cautery"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
|
|
hitsound = 'sound/items/welder.ogg'
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
light_system = MOVABLE_LIGHT
|
|
light_range = 1
|
|
light_color = COLOR_SOFT_RED
|
|
|
|
/obj/item/cautery/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force, \
|
|
throwforce_on = throwforce, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between drill and cautery and gives feedback to the user.
|
|
*/
|
|
/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
tool_behaviour = (active ? TOOL_DRILL : TOOL_CAUTERY)
|
|
balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
|
|
playsound(user ? user : src, 'sound/weapons/tap.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/cautery/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
|
|
|
|
/obj/item/surgicaldrill
|
|
name = "surgical drill"
|
|
desc = "You can drill using this item. You dig?"
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "drill"
|
|
inhand_icon_state = "drill"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
hitsound = 'sound/weapons/circsawhit.ogg'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
force = 15
|
|
demolition_mod = 0.5
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
attack_verb_continuous = list("drills")
|
|
attack_verb_simple = list("drill")
|
|
tool_behaviour = TOOL_DRILL
|
|
toolspeed = 1
|
|
sharpness = SHARP_POINTY
|
|
wound_bonus = 10
|
|
bare_wound_bonus = 10
|
|
|
|
/obj/item/surgicaldrill/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/eyestab)
|
|
|
|
/obj/item/surgicaldrill/suicide_act(mob/living/user)
|
|
user.visible_message(span_suicide("[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
addtimer(CALLBACK(user, TYPE_PROC_REF(/mob/living/carbon, gib), null, null, TRUE, TRUE), 25)
|
|
user.SpinAnimation(3, 10)
|
|
playsound(user, 'sound/machines/juicer.ogg', 20, TRUE)
|
|
return MANUAL_SUICIDE
|
|
|
|
/obj/item/surgicaldrill/augment
|
|
desc = "Effectively a small power drill contained within your arm. May or may not pierce the heavens."
|
|
hitsound = 'sound/weapons/circsawhit.ogg'
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/scalpel
|
|
name = "scalpel"
|
|
desc = "Cut, cut, and once more cut."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "scalpel"
|
|
inhand_icon_state = "scalpel"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
force = 10
|
|
demolition_mod = 0.25
|
|
w_class = WEIGHT_CLASS_TINY
|
|
throwforce = 5
|
|
throw_speed = 3
|
|
throw_range = 5
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
|
|
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
|
|
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
sharpness = SHARP_EDGED
|
|
tool_behaviour = TOOL_SCALPEL
|
|
toolspeed = 1
|
|
wound_bonus = 10
|
|
bare_wound_bonus = 15
|
|
|
|
/obj/item/scalpel/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/butchering, \
|
|
speed = 8 SECONDS * toolspeed, \
|
|
effectiveness = 100, \
|
|
bonus_modifier = 0, \
|
|
)
|
|
AddElement(/datum/element/eyestab)
|
|
|
|
/obj/item/scalpel/augment
|
|
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
|
|
toolspeed = 0.5
|
|
|
|
/obj/item/scalpel/suicide_act(mob/living/user)
|
|
user.visible_message(span_suicide("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
return BRUTELOSS
|
|
|
|
/obj/item/circular_saw
|
|
name = "circular saw"
|
|
desc = "For heavy duty cutting."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "saw"
|
|
inhand_icon_state = "saw"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
hitsound = 'sound/weapons/circsawhit.ogg'
|
|
mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
force = 15
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
throwforce = 9
|
|
throw_speed = 2
|
|
throw_range = 5
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
|
|
attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
|
|
attack_verb_simple = list("attack", "slash", "saw", "cut")
|
|
sharpness = SHARP_EDGED
|
|
tool_behaviour = TOOL_SAW
|
|
toolspeed = 1
|
|
wound_bonus = 15
|
|
bare_wound_bonus = 10
|
|
|
|
/obj/item/circular_saw/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/butchering, \
|
|
speed = 4 SECONDS * toolspeed, \
|
|
effectiveness = 100, \
|
|
bonus_modifier = 5, \
|
|
butcher_sound = 'sound/weapons/circsawhit.ogg', \
|
|
)
|
|
//saws are very accurate and fast at butchering
|
|
|
|
/obj/item/circular_saw/augment
|
|
desc = "A small but very fast spinning saw. It rips and tears until it is done."
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
toolspeed = 0.5
|
|
|
|
|
|
/obj/item/surgical_drapes
|
|
name = "surgical drapes"
|
|
desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "surgical_drapes"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
inhand_icon_state = "drapes"
|
|
w_class = WEIGHT_CLASS_TINY
|
|
attack_verb_continuous = list("slaps")
|
|
attack_verb_simple = list("slap")
|
|
|
|
/obj/item/surgical_drapes/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/surgery_initiator)
|
|
|
|
/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
|
|
name = "surgical processor"
|
|
desc = "A device for scanning and initiating surgeries from a disk or operating computer."
|
|
icon = 'icons/obj/device.dmi'
|
|
icon_state = "surgical_processor"
|
|
item_flags = NOBLUDGEON
|
|
// List of surgeries downloaded into the device.
|
|
var/list/loaded_surgeries = list()
|
|
// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
|
|
var/downloaded = TRUE
|
|
|
|
/obj/item/surgical_processor/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/surgery_initiator)
|
|
|
|
/obj/item/surgical_processor/examine(mob/user)
|
|
. = ..()
|
|
. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
|
|
. += span_boldnotice("Advanced surgeries available:")
|
|
//list of downloaded surgeries' names
|
|
var/list/surgeries_names = list()
|
|
for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
|
|
if(initial(downloaded_surgery.replaced_by) in loaded_surgeries) //if a surgery has a better version replacing it, we don't include it in the list
|
|
continue
|
|
surgeries_names += "[initial(downloaded_surgery.name)]"
|
|
. += span_notice("[english_list(surgeries_names)]")
|
|
|
|
/obj/item/surgical_processor/equipped(mob/user, slot, initial)
|
|
. = ..()
|
|
if(!(slot & ITEM_SLOT_HANDS))
|
|
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
|
|
return
|
|
RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
|
|
|
|
/obj/item/surgical_processor/dropped(mob/user, silent)
|
|
. = ..()
|
|
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
|
|
|
|
/obj/item/surgical_processor/cyborg_unequip(mob/user)
|
|
. = ..()
|
|
UnregisterSignal(user, COMSIG_SURGERY_STARTING)
|
|
|
|
/obj/item/surgical_processor/afterattack(atom/design_holder, mob/user, proximity)
|
|
if(!proximity)
|
|
return ..()
|
|
if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
|
|
return ..()
|
|
balloon_alert(user, "copying designs...")
|
|
playsound(src, 'sound/machines/terminal_processing.ogg', 25, TRUE)
|
|
if(do_after(user, 1 SECONDS, target = design_holder))
|
|
if(istype(design_holder, /obj/item/disk/surgery))
|
|
var/obj/item/disk/surgery/surgery_disk = design_holder
|
|
loaded_surgeries |= surgery_disk.surgeries
|
|
else
|
|
var/obj/machinery/computer/operating/surgery_computer = design_holder
|
|
loaded_surgeries |= surgery_computer.advanced_surgeries
|
|
playsound(src, 'sound/machines/terminal_success.ogg', 25, TRUE)
|
|
downloaded = TRUE
|
|
update_appearance(UPDATE_OVERLAYS)
|
|
return TRUE
|
|
|
|
/obj/item/surgical_processor/update_overlays()
|
|
. = ..()
|
|
if(downloaded)
|
|
. += mutable_appearance(src.icon, "+downloaded")
|
|
|
|
/obj/item/surgical_processor/proc/check_surgery(mob/user, datum/surgery/surgery, mob/patient)
|
|
SIGNAL_HANDLER
|
|
|
|
if(surgery.replaced_by in loaded_surgeries)
|
|
return COMPONENT_CANCEL_SURGERY
|
|
if(surgery.type in loaded_surgeries)
|
|
return COMPONENT_FORCE_SURGERY
|
|
|
|
/obj/item/scalpel/advanced
|
|
name = "laser scalpel"
|
|
desc = "An advanced scalpel which uses laser technology to cut."
|
|
icon_state = "e_scalpel"
|
|
inhand_icon_state = "e_scalpel"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
|
|
hitsound = 'sound/weapons/blade1.ogg'
|
|
force = 16
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
light_system = MOVABLE_LIGHT
|
|
light_range = 1
|
|
light_color = LIGHT_COLOR_BLUE
|
|
sharpness = SHARP_EDGED
|
|
|
|
/obj/item/scalpel/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force + 1, \
|
|
throwforce_on = throwforce, \
|
|
throw_speed_on = throw_speed, \
|
|
sharpness_on = sharpness, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between saw and scalpel and updates the light / gives feedback to the user.
|
|
*/
|
|
/obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(active)
|
|
tool_behaviour = TOOL_SAW
|
|
set_light_range(2)
|
|
else
|
|
tool_behaviour = TOOL_SCALPEL
|
|
set_light_range(1)
|
|
|
|
balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
|
|
playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/scalpel/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
|
|
|
|
/obj/item/retractor/advanced
|
|
name = "mechanical pinches"
|
|
desc = "An agglomerate of rods and gears."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
|
|
icon_state = "adv_retractor"
|
|
inhand_icon_state = "adv_retractor"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
|
|
/obj/item/retractor/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force, \
|
|
throwforce_on = throwforce, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between retractor and hemostat and gives feedback to the user.
|
|
*/
|
|
/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
|
|
balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
|
|
playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/retractor/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
|
|
|
|
/obj/item/shears
|
|
name = "amputation shears"
|
|
desc = "A type of heavy duty surgical shears used for achieving a clean separation between limb and patient. Keeping the patient still is imperative to be able to secure and align the shears."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "shears"
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
toolspeed = 1
|
|
force = 12
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
throwforce = 6
|
|
throw_speed = 2
|
|
throw_range = 5
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3)
|
|
attack_verb_continuous = list("shears", "snips")
|
|
attack_verb_simple = list("shear", "snip")
|
|
sharpness = SHARP_EDGED
|
|
custom_premium_price = PAYCHECK_CREW * 14
|
|
|
|
/obj/item/shears/attack(mob/living/amputee, mob/living/user)
|
|
if(!iscarbon(amputee) || user.combat_mode)
|
|
return ..()
|
|
|
|
if(user.zone_selected == BODY_ZONE_CHEST)
|
|
return ..()
|
|
|
|
var/mob/living/carbon/patient = amputee
|
|
|
|
if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
|
|
to_chat(user, span_warning("The patient's limbs look too sturdy to amputate."))
|
|
return
|
|
|
|
var/candidate_name
|
|
var/obj/item/organ/external/tail_snip_candidate
|
|
var/obj/item/bodypart/limb_snip_candidate
|
|
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
|
|
tail_snip_candidate = patient.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
|
|
if(!tail_snip_candidate)
|
|
to_chat(user, span_warning("[patient] does not have a tail."))
|
|
return
|
|
candidate_name = tail_snip_candidate.name
|
|
|
|
else
|
|
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
|
|
if(!limb_snip_candidate)
|
|
to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
|
|
return
|
|
candidate_name = limb_snip_candidate.name
|
|
|
|
var/amputation_speed_mod = 1
|
|
|
|
patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!"))
|
|
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
|
|
if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip
|
|
amputation_speed_mod *= 0.5
|
|
if(patient.stat != DEAD && patient.has_status_effect(/datum/status_effect/jitter)) //jittering will make it harder to secure the shears, even if you can't otherwise move
|
|
amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will
|
|
|
|
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
|
|
playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
|
|
tail_snip_candidate.Remove(patient)
|
|
tail_snip_candidate.forceMove(get_turf(patient))
|
|
else
|
|
limb_snip_candidate.dismember()
|
|
user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
|
|
|
|
if(HAS_MIND_TRAIT(user, TRAIT_MORBID)) //Freak
|
|
user.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
|
|
|
|
/obj/item/shears/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
var/timer = 1 SECONDS
|
|
for(var/obj/item/bodypart/thing in user.bodyparts)
|
|
if(thing.body_part == CHEST)
|
|
continue
|
|
addtimer(CALLBACK(thing, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/weapons/bladeslice.ogg', 70), timer)
|
|
timer += 1 SECONDS
|
|
sleep(timer)
|
|
return BRUTELOSS
|
|
|
|
/obj/item/bonesetter
|
|
name = "bonesetter"
|
|
desc = "For setting things right."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bonesetter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25)
|
|
flags_1 = CONDUCT_1
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
attack_verb_continuous = list("corrects", "properly sets")
|
|
attack_verb_simple = list("correct", "properly set")
|
|
tool_behaviour = TOOL_BONESET
|
|
toolspeed = 1
|
|
|
|
/obj/item/blood_filter
|
|
name = "blood filter"
|
|
desc = "For filtering the blood."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bloodfilter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
attack_verb_continuous = list("pumps", "siphons")
|
|
attack_verb_simple = list("pump", "siphon")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|
|
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
|
|
var/list/whitelist = list()
|
|
|
|
/obj/item/blood_filter/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "BloodFilter", name)
|
|
ui.open()
|
|
|
|
/obj/item/blood_filter/ui_data(mob/user)
|
|
var/list/data = list()
|
|
var/list/chem_names = list()
|
|
for(var/key in whitelist)
|
|
chem_names += whitelist[key]
|
|
data["whitelist"] = chem_names
|
|
return data
|
|
|
|
/obj/item/blood_filter/ui_act(action, params)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
. = TRUE
|
|
switch(action)
|
|
if("add")
|
|
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.chemical_name_list)
|
|
if(!selected_reagent)
|
|
return TRUE
|
|
|
|
var/chem_id = get_chem_id(selected_reagent)
|
|
if(!chem_id)
|
|
return TRUE
|
|
|
|
if(!(chem_id in whitelist))
|
|
whitelist[chem_id] = selected_reagent
|
|
|
|
|
|
|
|
if("remove")
|
|
var/chem_name = params["reagent"]
|
|
var/chem_id = get_chem_id(chem_name)
|
|
whitelist -= chem_id
|
|
|
|
/*
|
|
* Cruel Surgery Tools
|
|
*
|
|
* This variety of tool has the CRUEL_IMPLEMENT flag.
|
|
*
|
|
* Bonuses if the surgery is being done by a morbid user and it is of their interest.
|
|
*
|
|
* Morbid users are interested in; dissections, autospies, revival surgery, plastic surgery, organ/feature manipulations, amputations
|
|
*
|
|
* Otherwise, normal tool.
|
|
*/
|
|
|
|
/obj/item/retractor/cruel
|
|
name = "twisted retractor"
|
|
desc = "Helps reveal secrets that would rather stay buried."
|
|
icon_state = "cruelretractor"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/hemostat/cruel
|
|
name = "cruel hemostat"
|
|
desc = "Clamping bleeders, but not so good at fixing breathers."
|
|
icon_state = "cruelhemostat"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/cautery/cruel
|
|
name = "savage cautery"
|
|
desc = "Chalk this one up as another successful vivisection."
|
|
icon_state = "cruelcautery"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel
|
|
name = "hungry scalpel"
|
|
desc = "I remember every time I hold you. My born companion..."
|
|
icon_state = "cruelscalpel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/bane, mob_biotypes = MOB_UNDEAD, damage_multiplier = 1) //Just in case one of the tennants get uppity
|