mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.
The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.
The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.
The following weapons and items have been updated to use this component:
Energy Swords / Sabers / Bananium Energy Sword
Energy Circular Saw
Energy Dagger
Energy Axe
Toy Energy Sword
Holographic Energy Sword
Switchblade
Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
Combat Wrench
Cleaving Saw
Telescopic Batons / Contractor Batons
Roasting Stick
Telescopic Riot Shield
Energy Shield / Bananium Energy Shield
This PR also touches up the code around the various above items.
453 lines
16 KiB
Plaintext
453 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/ignition_effect(atom/A, mob/user)
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. = span_notice("[user] touches the end of [src] to \the [A], 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/surgery.dmi'
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icon_state = "e_cautery"
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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/Initialize()
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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/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/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
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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/Initialize()
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. = ..()
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AddElement(/datum/element/eyestab)
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/obj/item/surgicaldrill/suicide_act(mob/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, /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
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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 = 10
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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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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/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/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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AddElement(/datum/element/surgery_initiator)
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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_notice("You load the surgery protocol from [O] into [src]."))
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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_notice("You copy surgery protocols from [O] into [src]."))
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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 = "e_scalpel"
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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/Initialize()
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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/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/surgery.dmi'
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icon_state = "adv_retractor"
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toolspeed = 0.7
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/obj/item/retractor/advanced/Initialize()
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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/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/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_warning("The patient's limbs look too sturdy to amputate."))
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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_warning("[patient] does not have a tail."))
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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_warning("[patient] is already missing that limb, what more do you want?"))
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return
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candidate_name = limb_snip_candidate.name
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var/amputation_speed_mod = 1
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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]!"))
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playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
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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
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amputation_speed_mod *= 0.5
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if(patient.stat != DEAD && patient.jitteriness) //jittering will make it harder to secure the shears, even if you can't otherwise move
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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
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if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
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playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
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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, /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("pump", "siphon")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|