Files
Bubberstation/code/game/objects/items/debug_items.dm
Lamb 3c0159b143 replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor (#77975)
## About The Pull Request
replaces all instances of surgical duffels with surgery trays, and all
coroner duffels with morgue surgical trays.
they contain about the same items, with surgical trays/carts also having
bone gel and tape, since their list of holdable items is much more
limited.
the surgery tray is a diagetic storage unit that displays any surgery
tool it's holding in a small, almost world-state esque form on top of
it. it can be carried around by dragging it on to yourself, but it will
slow you down like an unzipped duffel would. it can also be deployed by
activating it, and pulled around, but it will roll noisily in the
process.
currently, all tool tiers are supported - from alien, to advanced, to
cruel, to normal.

![image](https://github.com/tgstation/tgstation/assets/110322848/5b31767e-de27-4352-b2bf-89cde06a7b5c)
here you can see just a few of the possible combinations of tools -
default, default morgue, advanced, and alien. but any combination of
these tools should work together somewhat cleanly, as you can see here:

![image](https://github.com/tgstation/tgstation/assets/110322848/12ae3501-44bc-41a5-b4f4-d01c05cc6038)
also adds a medical razor variant, because otherwise they wouldn't fit
with the look of the other tools on the tray, before and after here:

![image](https://github.com/tgstation/tgstation/assets/110322848/c71af9ed-e9bb-40ff-81b8-0395d8afdf5a)
## Why It's Good For The Game
having constantly visible tool storage like this means you don't have to
worry about the one tool you need from the bag being stolen - if it is,
you can see it before an operation starts, and plan around that! it also
gives a little flexibility to mappers - if they'd like a more mobile
cart for their medbay, or if they'd like the somewhat stationary tray.
it also plain looks cool, and isn't quite as clunky as a duffelbag would
be.
## Changelog
🆑
add: adds medical carts and surgery trays
image: gives the surgery razor a unique sprite
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-04 00:58:11 +02:00

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/* This file contains standalone items for debug purposes. */
/obj/item/debug/human_spawner
name = "human spawner"
desc = "Spawn a human by aiming at a turf and clicking. Use in hand to change type."
icon = 'icons/obj/weapons/guns/magic.dmi'
icon_state = "nothingwand"
inhand_icon_state = "wand"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
var/datum/species/selected_species
var/valid_species = list()
/obj/item/debug/human_spawner/afterattack(atom/target, mob/user, proximity)
..()
if(isturf(target))
var/mob/living/carbon/human/H = new /mob/living/carbon/human(target)
if(selected_species)
H.set_species(selected_species)
/obj/item/debug/human_spawner/attack_self(mob/user)
..()
var/choice = input("Select a species", "Human Spawner", null) in GLOB.species_list
selected_species = GLOB.species_list[choice]
/obj/item/debug/omnitool
name = "omnitool"
desc = "The original hypertool, born before them all. Use it in hand to unleash its true power."
icon = 'icons/obj/device.dmi'
icon_state = "hypertool"
inhand_icon_state = "hypertool"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
toolspeed = 0.1
tool_behaviour = null
/obj/item/debug/omnitool/examine()
. = ..()
. += " The mode is: [tool_behaviour]"
/obj/item/debug/omnitool/proc/check_menu(mob/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/debug/omnitool/get_all_tool_behaviours()
return list(TOOL_ANALYZER,
TOOL_BLOODFILTER,
TOOL_BONESET,
TOOL_CAUTERY,
TOOL_CROWBAR,
TOOL_DRILL,
TOOL_HEMOSTAT,
TOOL_KNIFE,
TOOL_MINING,
TOOL_MULTITOOL,
TOOL_RETRACTOR,
TOOL_ROLLINGPIN,
TOOL_RUSTSCRAPER,
TOOL_SAW,
TOOL_SCALPEL,
TOOL_SCREWDRIVER,
TOOL_SHOVEL,
TOOL_WELDER,
TOOL_WIRECUTTER,
TOOL_WRENCH,
)
/obj/item/debug/omnitool/attack_self(mob/user)
if(!user)
return
var/list/tool_list = list(
"Crowbar" = image(icon = 'icons/obj/tools.dmi', icon_state = "crowbar"),
"Multitool" = image(icon = 'icons/obj/device.dmi', icon_state = "multitool"),
"Screwdriver" = image(icon = 'icons/obj/tools.dmi', icon_state = "screwdriver_map"),
"Wirecutters" = image(icon = 'icons/obj/tools.dmi', icon_state = "cutters_map"),
"Wrench" = image(icon = 'icons/obj/tools.dmi', icon_state = "wrench"),
"Welding Tool" = image(icon = 'icons/obj/tools.dmi', icon_state = "miniwelder"),
"Analyzer" = image(icon = 'icons/obj/device.dmi', icon_state = "analyzer"),
"Pickaxe" = image(icon = 'icons/obj/mining.dmi', icon_state = "minipick"),
"Shovel" = image(icon = 'icons/obj/mining.dmi', icon_state = "shovel"),
"Retractor" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "retractor"),
"Hemostat" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "hemostat"),
"Cautery" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "cautery"),
"Drill" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "drill"),
"Scalpel" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "scalpel"),
"Saw" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "saw"),
"Bonesetter" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "bonesetter"),
"Knife" = image(icon = 'icons/obj/service/kitchen.dmi', icon_state = "knife"),
"Blood Filter" = image(icon = 'icons/obj/medical/surgery_tools.dmi', icon_state = "bloodfilter"),
"Rolling Pin" = image(icon = 'icons/obj/service/kitchen.dmi', icon_state = "rolling_pin"),
"Wire Brush" = image(icon = 'icons/obj/tools.dmi', icon_state = "wirebrush"),
)
var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(tool_result)
if("Crowbar")
tool_behaviour = TOOL_CROWBAR
if("Multitool")
tool_behaviour = TOOL_MULTITOOL
if("Screwdriver")
tool_behaviour = TOOL_SCREWDRIVER
if("Wirecutters")
tool_behaviour = TOOL_WIRECUTTER
if("Wrench")
tool_behaviour = TOOL_WRENCH
if("Welding Tool")
tool_behaviour = TOOL_WELDER
if("Analyzer")
tool_behaviour = TOOL_ANALYZER
if("Pickaxe")
tool_behaviour = TOOL_MINING
if("Shovel")
tool_behaviour = TOOL_SHOVEL
if("Retractor")
tool_behaviour = TOOL_RETRACTOR
if("Hemostat")
tool_behaviour = TOOL_HEMOSTAT
if("Cautery")
tool_behaviour = TOOL_CAUTERY
if("Drill")
tool_behaviour = TOOL_DRILL
if("Scalpel")
tool_behaviour = TOOL_SCALPEL
if("Saw")
tool_behaviour = TOOL_SAW
if("Bonesetter")
tool_behaviour = TOOL_BONESET
if("Knife")
tool_behaviour = TOOL_KNIFE
if("Blood Filter")
tool_behaviour = TOOL_BLOODFILTER
if("Rolling Pin")
tool_behaviour = TOOL_ROLLINGPIN
if("Wire Brush")
tool_behaviour = TOOL_RUSTSCRAPER
/obj/item/debug/omnitool/item_spawner/attack_self(mob/user)
if(!user || !user.client)
return
var/path = text2path(tgui_input_text(user, "Insert an item typepath to spawn", "ADMINS ONLY. FUCK AROUND AND FIND OUT."))
if(!path)
return
var/choice = tgui_alert(user, "Subtypes only?",, list("Yes", "No"))
if(!choice)
return
if(!user.client.holder)
if(!isliving(user))
return
var/mob/living/living_user = user
to_chat(user, span_warning("As you try to use [src], you hear strange tearing sounds, as if the coder gods were attempting to reach out and choke you themselves."))
playsound(src, 'sound/effects/dimensional_rend.ogg')
sleep(4 SECONDS)
var/confirmation = tgui_alert(user, "Are you certain you want to do that?", "Admins Only. Last Chance.", list("Yes", "No"))
if(!confirmation || confirmation == ("No"))
return
if(!user.client.holder) //safety if the admin readmined to save their ass lol.
to_chat(user, span_reallybig("You shouldn't have done that..."))
playsound(src, 'sound/voice/borg_deathsound.ogg')
sleep(3 SECONDS)
living_user.investigate_log("has been gibbed by [src].", INVESTIGATE_DEATHS)
living_user.gib()
return
var/turf/loc_turf = get_turf(src)
for(var/spawn_atom in (choice == "No" ? typesof(path) : subtypesof(path)))
new spawn_atom(loc_turf)