mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 12:01:47 +00:00
About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
455 lines
16 KiB
Plaintext
455 lines
16 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/surgery.dmi'
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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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inhand_icon_state = "clamps"
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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/surgery.dmi'
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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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inhand_icon_state = "clamps"
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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/surgery.dmi'
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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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inhand_icon_state = "cautery"
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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/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/surgery.dmi'
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icon_state = "cautery_a"
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hitsound = 'sound/items/welder.ogg'
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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/attack_self(mob/user)
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playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_CAUTERY)
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tool_behaviour = TOOL_DRILL
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to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
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icon_state = "surgicaldrill_a"
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else
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tool_behaviour = TOOL_CAUTERY
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to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
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icon_state = "cautery_a"
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += " 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/surgery.dmi'
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icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_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 | EYE_STAB
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force = 15
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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/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] rams [src] into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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addtimer(CALLBACK(user, /mob/living/carbon.proc/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/surgery.dmi'
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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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inhand_icon_state = "scalpel"
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flags_1 = CONDUCT_1
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item_flags = SURGICAL_TOOL | EYE_STAB
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force = 10
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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 = 15
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bare_wound_bonus = 15
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/obj/item/scalpel/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
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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/user)
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user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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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/surgery.dmi'
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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=1000)
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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()
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. = ..()
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AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //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/surgery.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, null)
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/obj/item/organ_storage //allows medical cyborgs to manipulate organs without hands
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name = "organ storage bag"
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desc = "A container for holding body parts."
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icon = 'icons/obj/storage.dmi'
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icon_state = "evidenceobj"
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item_flags = SURGICAL_TOOL
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/obj/item/organ_storage/afterattack(obj/item/I, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(contents.len)
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to_chat(user, "<span class='warning'>[src] already has something inside it!</span>")
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return
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if(!isorgan(I) && !isbodypart(I))
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to_chat(user, "<span class='warning'>[src] can only hold body parts!</span>")
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return
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user.visible_message("<span class='notice'>[user] puts [I] into [src].</span>", "<span class='notice'>You put [I] inside [src].</span>")
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icon_state = "evidence"
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var/xx = I.pixel_x
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var/yy = I.pixel_y
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I.pixel_x = 0
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I.pixel_y = 0
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var/image/img = image("icon"=I, "layer"=FLOAT_LAYER)
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img.plane = FLOAT_PLANE
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I.pixel_x = xx
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I.pixel_y = yy
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add_overlay(img)
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add_overlay("evidence")
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desc = "An organ storage container holding [I]."
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I.forceMove(src)
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w_class = I.w_class
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/obj/item/organ_storage/attack_self(mob/user)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("<span class='notice'>[user] dumps [I] from [src].</span>", "<span class='notice'>You dump [I] from [src].</span>")
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cut_overlays()
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I.forceMove(get_turf(src))
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icon_state = "evidenceobj"
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desc = "A container for holding body parts."
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else
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to_chat(user, "<span class='notice'>[src] is empty.</span>")
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return
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/obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries
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name = "\improper 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/advanced_surgeries = list()
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/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(istype(O, /obj/item/disk/surgery))
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to_chat(user, "<span class='notice'>You load the surgery protocol from [O] into [src].</span>")
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var/obj/item/disk/surgery/D = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= D.surgeries
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return TRUE
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if(istype(O, /obj/machinery/computer/operating))
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to_chat(user, "<span class='notice'>You copy surgery protocols from [O] into [src].</span>")
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var/obj/machinery/computer/operating/OC = O
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if(do_after(user, 10, target = O))
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advanced_surgeries |= OC.advanced_surgeries
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return TRUE
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return
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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 = 'icons/obj/surgery.dmi'
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icon_state = "scalpel_a"
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hitsound = 'sound/weapons/blade1.ogg'
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force = 16
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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_GREEN
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sharpness = SHARP_EDGED
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/obj/item/scalpel/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_SCALPEL)
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tool_behaviour = TOOL_SAW
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to_chat(user, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
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set_light_range(2)
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force += 1 //we don't want to ruin sharpened stuff
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icon_state = "saw_a"
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else
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tool_behaviour = TOOL_SCALPEL
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to_chat(user, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
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set_light_range(1)
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force -= 1
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icon_state = "scalpel_a"
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/obj/item/scalpel/advanced/examine()
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. = ..()
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. += " 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/surgery.dmi'
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icon_state = "retractor_a"
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toolspeed = 0.7
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/obj/item/retractor/advanced/attack_self(mob/user)
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playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE)
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if(tool_behaviour == TOOL_RETRACTOR)
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tool_behaviour = TOOL_HEMOSTAT
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
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icon_state = "hemostat_a"
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else
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tool_behaviour = TOOL_RETRACTOR
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to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
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icon_state = "retractor_a"
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/obj/item/retractor/advanced/examine()
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. = ..()
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. += " 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/surgery.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
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 6
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron=8000, /datum/material/titanium=6000)
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attack_verb_continuous = list("shears", "snips")
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attack_verb_simple = list("shear", "snip")
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sharpness = SHARP_EDGED
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custom_premium_price = PAYCHECK_MEDIUM * 14
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/obj/item/shears/attack(mob/living/M, mob/living/user)
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if(!iscarbon(M) || user.combat_mode)
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return ..()
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if(user.zone_selected == BODY_ZONE_CHEST)
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return ..()
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var/mob/living/carbon/patient = M
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if(HAS_TRAIT(patient, TRAIT_NODISMEMBER))
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to_chat(user, "<span class='warning'>The patient's limbs look too sturdy to amputate.</span>")
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return
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var/candidate_name
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var/obj/item/organ/tail_snip_candidate
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var/obj/item/bodypart/limb_snip_candidate
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if(user.zone_selected == BODY_ZONE_PRECISE_GROIN)
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tail_snip_candidate = patient.getorganslot(ORGAN_SLOT_TAIL)
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if(!tail_snip_candidate)
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to_chat(user, "<span class='warning'>[patient] does not have a tail.</span>")
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return
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candidate_name = tail_snip_candidate.name
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else
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limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
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if(!limb_snip_candidate)
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to_chat(user, "<span class='warning'>[patient] is already missing that limb, what more do you want?</span>")
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return
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candidate_name = limb_snip_candidate.name
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var/amputation_speed_mod
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patient.visible_message("<span class='danger'>[user] begins to secure [src] around [patient]'s [candidate_name].</span>", "<span class='userdanger'>[user] begins to secure [src] around your [candidate_name]!</span>")
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playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
|
|
if(patient.stat >= UNCONSCIOUS || patient.IsStun()) //Stun is used by paralytics like curare it should not be confused with the more common paralyze.
|
|
amputation_speed_mod = 0.5
|
|
else if(patient.jitteriness >= 1)
|
|
amputation_speed_mod = 1.5
|
|
else
|
|
amputation_speed_mod = 1
|
|
|
|
if(do_after(user, toolspeed * 150 * 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 class='danger'>[src] violently slams shut, amputating [patient]'s [candidate_name].</span>", "<span class='notice'>You amputate [patient]'s [candidate_name] with [src].</span>")
|
|
|
|
/obj/item/shears/suicide_act(mob/living/carbon/user)
|
|
user.visible_message("<span class='suicide'>[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
|
var/timer = 1 SECONDS
|
|
for(var/obj/item/bodypart/thing in user.bodyparts)
|
|
if(thing.body_part == CHEST)
|
|
continue
|
|
addtimer(CALLBACK(thing, /obj/item/bodypart/.proc/dismember), timer)
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/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/surgery.dmi'
|
|
icon_state = "bone setter"
|
|
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)
|
|
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/surgery.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("pumps", "siphons")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|