mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-12 01:43:40 +00:00
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
538 lines
19 KiB
Plaintext
538 lines
19 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 = 6000, /datum/material/glass = 3000)
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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 = 5000, /datum/material/glass = 2500)
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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 = 2500, /datum/material/glass = 750)
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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 = 4000, /datum/material/glass = 2000, /datum/material/plasma = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 3000)
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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(/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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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 = 10000, /datum/material/glass = 6000)
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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 = 4000, /datum/material/glass = 1000)
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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 = 10000, /datum/material/glass = 6000)
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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/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 = 6000, /datum/material/glass = 1500, /datum/material/silver = 2000, /datum/material/gold = 1500, /datum/material/diamond = 200, /datum/material/titanium = 4000)
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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(/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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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 = 12000, /datum/material/glass = 4000, /datum/material/silver = 4000, /datum/material/titanium = 5000)
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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(/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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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 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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/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'
|
|
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=8000, /datum/material/titanium=6000)
|
|
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.getorganslot(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]."))
|
|
|
|
/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 = 5000, /datum/material/glass = 2500, /datum/material/silver = 2500)
|
|
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=2000, /datum/material/glass=1500, /datum/material/silver=500)
|
|
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/new_chem_name = params["name"]
|
|
var/chem_id = get_chem_id(new_chem_name)
|
|
if(!chem_id || !new_chem_name)
|
|
to_chat(usr, span_warning("No such known reagent exists!"))
|
|
return
|
|
if(!(chem_id in whitelist))
|
|
whitelist[chem_id] = new_chem_name
|
|
|
|
|
|
if("remove")
|
|
var/chem_name = params["reagent"]
|
|
var/chem_id = get_chem_id(chem_name)
|
|
whitelist -= chem_id
|