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adds the Vorpal Scythe, a special chaplain null rod variant, replacing the Reaper Scythe, a not so special null rod variant. When you choose the vorpal scythe, it comes as a shard that you implant into your arm, similar to a cursed katana. Once implanted, you can draw it at any time like an arm implant. However, sheathing it again presents some problems. (Also, implanting the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit) The Vorpal Scythe has 10 force, one of the weakest null rod variants for force that isn't a joke null rod. However, it has exceptional armor pen and also has 2 tiles of reach. So quite unique. It also has a special beheading ability when you right-click someone. This borrows some code from amputation shears, functioning pretty similarly, except with a few additional ways to speed up the action and restrictions. (It takes 15 seconds baseline to behead someone standing and conscious, and speeds up or slows down based on factors such as incapacitation and whether or not our scythe is already empowered) When you successfully behead someone with a mind, the vorpal scythe gains 20 force and can be safely stowed and drawn for 2 minutes. Performing more death knells like this will reset the timer. If it has not performed its 'death knell', or you haven't hit a living mob, then it will cause severe damage to you if you ever try and stow it (or its forced back into your arm). Just hitting a mob with the scythe will sate it for 4 minutes. Unless it is a non-player monkey. Horrible things. Just hitting mobs does not reset the timer on empowerment. What this means is that the chaplain may be more hesitant to simply draw their weapon on people. It also means that potentially, the chaplain will not always have magic immunity, since they may end up stowing the weapon away and be reluctant to draw it on a whim without either taking damage for sheathing it without hitting something, or dealing with having one less hand up until they can. While empowerment only happens when you behead mobs with a mind, beheading monkeyhumans and other mindless humans subtypes causes their heads to become haunted! It's mostly harmless and largely just SpOoKy. We don't want heads with actual players in them to go floating off to space. (Does not work on monkey heads for sanity reasons) When you have the Morbid trait, you think creepy stuff is cool and hate saving peoples lives. You get a mood boost from graverobbing, autopsies, dissections, amputations (including beheadings with the scythe and amputations with the shears) and revival surgery. However, you get a mood penalty when you tend wounds on the living, as well as a hefty penalty when you perform CPR or defibrillate someone. I was thinking Victor Frankenstein when I was choosing which actions had an associated moodlet, so anything that I might have missed would be appreciated. You also count as potentially cool with regards to haunted objects. Ghosts think you're neat. (Revenants probably will still kill you if they had the chance)
566 lines
21 KiB
Plaintext
566 lines
21 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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flags_1 = CONDUCT_1
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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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/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/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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flags_1 = CONDUCT_1
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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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/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/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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flags_1 = CONDUCT_1
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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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/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/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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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/welder.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = COLOR_SOFT_RED
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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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tool_behaviour = (active ? TOOL_DRILL : TOOL_CAUTERY)
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balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
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playsound(user ? user : src, 'sound/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/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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flags_1 = CONDUCT_1
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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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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/eyestab)
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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), 25)
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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/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/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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flags_1 = CONDUCT_1
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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/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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/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/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/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/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/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags_1 = CONDUCT_1
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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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/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/weapons/circsawhit.ogg', \
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)
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//saws are very accurate and fast at butchering
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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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/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_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/device.dmi'
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icon_state = "spectrometer"
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item_flags = NOBLUDGEON
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var/list/loaded_surgeries = list()
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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/afterattack(atom/design_holder, mob/user, proximity)
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if(!proximity)
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return ..()
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if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
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return ..()
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balloon_alert(user, "copying designs...")
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playsound(src, 'sound/machines/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_success.ogg', 25, TRUE)
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return TRUE
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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)
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return COMPONENT_FORCE_SURGERY
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/obj/item/scalpel/advanced
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name = "laser scalpel"
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desc = "An advanced scalpel which uses laser technology to cut."
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icon_state = "e_scalpel"
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inhand_icon_state = "e_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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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)
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = MOVABLE_LIGHT
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light_range = 1
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light_color = LIGHT_COLOR_BLUE
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sharpness = SHARP_EDGED
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/obj/item/scalpel/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 + 1, \
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throwforce_on = throwforce, \
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throw_speed_on = throw_speed, \
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sharpness_on = sharpness, \
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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 saw and scalpel and updates the light / gives feedback to the user.
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*/
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/obj/item/scalpel/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_SAW
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set_light_range(2)
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else
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tool_behaviour = TOOL_SCALPEL
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set_light_range(1)
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balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
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playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/scalpel/advanced/examine()
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. = ..()
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. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
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/obj/item/retractor/advanced
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name = "mechanical pinches"
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desc = "An agglomerate of rods and gears."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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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)
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icon_state = "adv_retractor"
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inhand_icon_state = "adv_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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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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/obj/item/retractor/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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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between retractor and hemostat and gives feedback to the user.
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|
*/
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/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
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balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
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playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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|
|
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/obj/item/retractor/advanced/examine()
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. = ..()
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|
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
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|
|
|
/obj/item/shears
|
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name = "amputation shears"
|
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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."
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icon = 'icons/obj/medical/surgery_tools.dmi'
|
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icon_state = "shears"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL
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toolspeed = 1
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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")
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sharpness = SHARP_EDGED
|
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custom_premium_price = PAYCHECK_CREW * 14
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|
|
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/obj/item/shears/attack(mob/living/amputee, mob/living/user)
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if(!iscarbon(amputee) || user.combat_mode)
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return ..()
|
|
|
|
if(user.zone_selected == BODY_ZONE_CHEST)
|
|
return ..()
|
|
|
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var/mob/living/carbon/patient = amputee
|
|
|
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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_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
|