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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
683 lines
25 KiB
Plaintext
683 lines
25 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "Retracts stuff."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "retractor"
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inhand_icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 1.5)
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obj_flags = CONDUCTS_ELECTRICITY
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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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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "retractor_normal"
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/obj/item/retractor/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "You think you have seen this before."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "hemostat"
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inhand_icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25)
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obj_flags = CONDUCTS_ELECTRICITY
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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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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "hemostat_normal"
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/obj/item/hemostat/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "This stops bleeding."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "cautery"
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inhand_icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/glass = SMALL_MATERIAL_AMOUNT*7.5)
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obj_flags = CONDUCTS_ELECTRICITY
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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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heat = 500
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "cautery_normal"
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/obj/item/cautery/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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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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surgical_tray_overlay = "cautery_advanced"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SHEET_MATERIAL_AMOUNT, /datum/material/uranium = SHEET_MATERIAL_AMOUNT*1.5, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*1.5)
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hitsound = 'sound/items/welder.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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toolspeed = 0.7
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 0.4
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light_color = COLOR_SOFT_RED
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/obj/item/cautery/advanced/get_all_tool_behaviours()
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return list(TOOL_CAUTERY, TOOL_DRILL)
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/obj/item/cautery/advanced/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = force, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Toggles between drill and cautery and gives feedback to the user.
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*/
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/obj/item/cautery/advanced/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(active)
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tool_behaviour = TOOL_DRILL
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set_light_color(LIGHT_COLOR_BLUE)
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else
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tool_behaviour = TOOL_CAUTERY
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set_light_color(LIGHT_COLOR_ORANGE)
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balloon_alert(user, "lenses set to [active ? "drill" : "mend"]")
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playsound(user ? user : src, 'sound/weapons/tap.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/cautery/advanced/examine()
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. = ..()
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. += span_notice("It's set to [tool_behaviour == TOOL_CAUTERY ? "mending" : "drilling"] mode.")
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "You can drill using this item. You dig?"
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "drill"
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inhand_icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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obj_flags = CONDUCTS_ELECTRICITY
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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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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "drill_normal"
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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/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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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), 2.5 SECONDS)
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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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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 10
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demolition_mod = 0.25
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*2, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SCALPEL
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toolspeed = 1
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wound_bonus = 10
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bare_wound_bonus = 15
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "scalpel_normal"
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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/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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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/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/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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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = SURGICAL_TOOL
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force = 15
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9
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throw_speed = 2
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throw_range = 5
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*3)
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attack_verb_continuous = list("attacks", "slashes", "saws", "cuts")
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attack_verb_simple = list("attack", "slash", "saw", "cut")
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sharpness = SHARP_EDGED
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tool_behaviour = TOOL_SAW
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toolspeed = 1
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wound_bonus = 15
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bare_wound_bonus = 10
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/// How this looks when placed in a surgical tray
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var/surgical_tray_overlay = "saw_normal"
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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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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/chainsaw)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/circular_saw/get_surgery_tool_overlay(tray_extended)
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return surgical_tray_overlay
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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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interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_IGNORE_MOBILITY
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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/devices/scanner.dmi'
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icon_state = "surgical_processor"
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item_flags = NOBLUDGEON
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// List of surgeries downloaded into the device.
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var/list/loaded_surgeries = list()
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// If a surgery has been downloaded in. Will cause the display to have a noticeable effect - helps to realize you forgot to load anything in.
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var/downloaded = TRUE
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/obj/item/surgical_processor/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/surgery_initiator)
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/obj/item/surgical_processor/examine(mob/user)
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. = ..()
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. += span_notice("Equip the processor in one of your active modules to access downloaded advanced surgeries.")
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. += span_boldnotice("Advanced surgeries available:")
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//list of downloaded surgeries' names
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var/list/surgeries_names = list()
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for(var/datum/surgery/downloaded_surgery as anything in loaded_surgeries)
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if(initial(downloaded_surgery.replaced_by) in loaded_surgeries) //if a surgery has a better version replacing it, we don't include it in the list
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continue
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surgeries_names += "[initial(downloaded_surgery.name)]"
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. += span_notice("[english_list(surgeries_names)]")
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/obj/item/surgical_processor/equipped(mob/user, slot, initial)
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. = ..()
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if(!(slot & ITEM_SLOT_HANDS))
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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return
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RegisterSignal(user, COMSIG_SURGERY_STARTING, PROC_REF(check_surgery))
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/obj/item/surgical_processor/dropped(mob/user, silent)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/cyborg_unequip(mob/user)
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. = ..()
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UnregisterSignal(user, COMSIG_SURGERY_STARTING)
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/obj/item/surgical_processor/interact_with_atom(atom/design_holder, mob/living/user, list/modifiers)
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if(!istype(design_holder, /obj/item/disk/surgery) && !istype(design_holder, /obj/machinery/computer/operating))
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return NONE
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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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downloaded = TRUE
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update_appearance(UPDATE_OVERLAYS)
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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/obj/item/surgical_processor/update_overlays()
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. = ..()
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if(downloaded)
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. += mutable_appearance(src.icon, "+downloaded")
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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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surgical_tray_overlay = "scalpel_advanced"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*3, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/diamond =SMALL_MATERIAL_AMOUNT * 2, /datum/material/titanium = SHEET_MATERIAL_AMOUNT*2)
|
|
hitsound = 'sound/weapons/blade1.ogg'
|
|
force = 16
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
light_system = OVERLAY_LIGHT
|
|
light_range = 1.5
|
|
light_power = 0.4
|
|
light_color = LIGHT_COLOR_BLUE
|
|
sharpness = SHARP_EDGED
|
|
|
|
/obj/item/scalpel/advanced/get_all_tool_behaviours()
|
|
return list(TOOL_SAW, TOOL_SCALPEL)
|
|
|
|
/obj/item/scalpel/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force + 1, \
|
|
throwforce_on = throwforce, \
|
|
throw_speed_on = throw_speed, \
|
|
sharpness_on = sharpness, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between saw and scalpel and updates the light / gives feedback to the user.
|
|
*/
|
|
/obj/item/scalpel/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(active)
|
|
tool_behaviour = TOOL_SAW
|
|
set_light_color(LIGHT_COLOR_ORANGE)
|
|
else
|
|
tool_behaviour = TOOL_SCALPEL
|
|
set_light_color(LIGHT_COLOR_BLUE)
|
|
|
|
balloon_alert(user, "[active ? "enabled" : "disabled"] bone-cutting mode")
|
|
playsound(user ? user : src, 'sound/machines/click.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/scalpel/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode.")
|
|
|
|
/obj/item/retractor/advanced
|
|
name = "mechanical pinches"
|
|
desc = "An agglomerate of rods and gears."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6, /datum/material/glass = SHEET_MATERIAL_AMOUNT*2, /datum/material/silver = SHEET_MATERIAL_AMOUNT*2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT * 2.5)
|
|
icon_state = "adv_retractor"
|
|
inhand_icon_state = "adv_retractor"
|
|
surgical_tray_overlay = "retractor_advanced"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
toolspeed = 0.7
|
|
|
|
/obj/item/retractor/advanced/get_all_tool_behaviours()
|
|
return list(TOOL_HEMOSTAT, TOOL_RETRACTOR)
|
|
|
|
/obj/item/retractor/advanced/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = force, \
|
|
throwforce_on = throwforce, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = w_class, \
|
|
clumsy_check = FALSE, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Toggles between retractor and hemostat and gives feedback to the user.
|
|
*/
|
|
/obj/item/retractor/advanced/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
tool_behaviour = (active ? TOOL_HEMOSTAT : TOOL_RETRACTOR)
|
|
balloon_alert(user, "gears set to [active ? "clamp" : "retract"]")
|
|
playsound(user ? user : src, 'sound/items/change_drill.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/retractor/advanced/examine()
|
|
. = ..()
|
|
. += span_notice("It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"].")
|
|
|
|
/obj/item/shears
|
|
name = "amputation shears"
|
|
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."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "shears"
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
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=SHEET_MATERIAL_AMOUNT*4, /datum/material/titanium=SHEET_MATERIAL_AMOUNT*3)
|
|
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.get_organ_slot(ORGAN_SLOT_EXTERNAL_TAIL)
|
|
if(!tail_snip_candidate)
|
|
to_chat(user, span_warning("[patient] does not have a tail."))
|
|
return
|
|
candidate_name = tail_snip_candidate.name
|
|
|
|
else
|
|
limb_snip_candidate = patient.get_bodypart(check_zone(user.zone_selected))
|
|
if(!limb_snip_candidate)
|
|
to_chat(user, span_warning("[patient] is already missing that limb, what more do you want?"))
|
|
return
|
|
candidate_name = limb_snip_candidate.name
|
|
|
|
var/amputation_speed_mod = 1
|
|
|
|
patient.visible_message(span_danger("[user] begins to secure [src] around [patient]'s [candidate_name]."), span_userdanger("[user] begins to secure [src] around your [candidate_name]!"))
|
|
playsound(get_turf(patient), 'sound/items/ratchet.ogg', 20, TRUE)
|
|
if(patient.stat >= UNCONSCIOUS || HAS_TRAIT(patient, TRAIT_INCAPACITATED)) //if you're incapacitated (due to paralysis, a stun, being in staminacrit, etc.), critted, unconscious, or dead, it's much easier to properly line up a snip
|
|
amputation_speed_mod *= 0.5
|
|
if(patient.stat != DEAD && patient.has_status_effect(/datum/status_effect/jitter)) //jittering will make it harder to secure the shears, even if you can't otherwise move
|
|
amputation_speed_mod *= 1.5 //15*0.5*1.5=11.25, so staminacritting someone who's jittering (from, say, a stun baton) won't give you enough time to snip their head off, but staminacritting someone who isn't jittering will
|
|
|
|
if(do_after(user, toolspeed * 15 SECONDS * amputation_speed_mod, target = patient))
|
|
playsound(get_turf(patient), 'sound/weapons/bladeslice.ogg', 250, TRUE)
|
|
if(user.zone_selected == BODY_ZONE_PRECISE_GROIN) //OwO
|
|
tail_snip_candidate.Remove(patient)
|
|
tail_snip_candidate.forceMove(get_turf(patient))
|
|
else
|
|
limb_snip_candidate.dismember()
|
|
user.visible_message(span_danger("[src] violently slams shut, amputating [patient]'s [candidate_name]."), span_notice("You amputate [patient]'s [candidate_name] with [src]."))
|
|
user.log_message("[user] has amputated [patient]'s [candidate_name] with [src]", LOG_GAME)
|
|
patient.log_message("[patient]'s [candidate_name] has been amputated by [user] with [src]", LOG_GAME)
|
|
|
|
if(HAS_MIND_TRAIT(user, TRAIT_MORBID)) //Freak
|
|
user.add_mood_event("morbid_dismemberment", /datum/mood_event/morbid_dismemberment)
|
|
|
|
/obj/item/shears/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] is pinching [user.p_them()]self with \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
var/timer = 1 SECONDS
|
|
for(var/obj/item/bodypart/thing in user.bodyparts)
|
|
if(thing.body_part == CHEST)
|
|
continue
|
|
addtimer(CALLBACK(thing, TYPE_PROC_REF(/obj/item/bodypart/, dismember)), timer)
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), user, 'sound/weapons/bladeslice.ogg', 70), timer)
|
|
timer += 1 SECONDS
|
|
sleep(timer)
|
|
return BRUTELOSS
|
|
|
|
/obj/item/bonesetter
|
|
name = "bonesetter"
|
|
desc = "For setting things right."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bonesetter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25)
|
|
obj_flags = CONDUCTS_ELECTRICITY
|
|
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/bonesetter/get_surgery_tool_overlay(tray_extended)
|
|
return "bonesetter" + (tray_extended ? "" : "_out")
|
|
|
|
/obj/item/blood_filter
|
|
name = "blood filter"
|
|
desc = "For filtering the blood."
|
|
icon = 'icons/obj/medical/surgery_tools.dmi'
|
|
icon_state = "bloodfilter"
|
|
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
|
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT, /datum/material/glass=HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver=SMALL_MATERIAL_AMOUNT*5)
|
|
item_flags = SURGICAL_TOOL
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
attack_verb_continuous = list("pumps", "siphons")
|
|
attack_verb_simple = list("pump", "siphon")
|
|
tool_behaviour = TOOL_BLOODFILTER
|
|
toolspeed = 1
|
|
/// Assoc list of chem ids to names, used for deciding which chems to filter when used for surgery
|
|
var/list/whitelist = list()
|
|
|
|
/obj/item/blood_filter/get_surgery_tool_overlay(tray_extended)
|
|
return "filter"
|
|
|
|
/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)
|
|
. = list()
|
|
|
|
.["whitelist"] = list()
|
|
for(var/key in whitelist)
|
|
.["whitelist"] += whitelist[key]
|
|
|
|
/obj/item/blood_filter/ui_act(action, params)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
|
|
. = TRUE
|
|
switch(action)
|
|
if("add")
|
|
var/selected_reagent = tgui_input_list(usr, "Select reagent to filter", "Whitelist reagent", GLOB.name2reagent)
|
|
if(!selected_reagent)
|
|
return FALSE
|
|
|
|
var/datum/reagent/chem_id = GLOB.name2reagent[selected_reagent]
|
|
if(!chem_id)
|
|
return FALSE
|
|
|
|
if(!(chem_id in whitelist))
|
|
whitelist[chem_id] = selected_reagent
|
|
|
|
if("remove")
|
|
var/chem_name = params["reagent"]
|
|
var/chem_id = get_chem_id(chem_name)
|
|
whitelist -= chem_id
|
|
|
|
/*
|
|
* Cruel Surgery Tools
|
|
*
|
|
* This variety of tool has the CRUEL_IMPLEMENT flag.
|
|
*
|
|
* Bonuses if the surgery is being done by a morbid user and it is of their interest.
|
|
*
|
|
* Morbid users are interested in; autospies, revival surgery, plastic surgery, organ/feature manipulations, amputations
|
|
*
|
|
* Otherwise, normal tool.
|
|
*/
|
|
|
|
/obj/item/retractor/cruel
|
|
name = "twisted retractor"
|
|
desc = "Helps reveal secrets that would rather stay buried."
|
|
icon_state = "cruelretractor"
|
|
surgical_tray_overlay = "retractor_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/hemostat/cruel
|
|
name = "cruel hemostat"
|
|
desc = "Clamping bleeders, but not so good at fixing breathers."
|
|
icon_state = "cruelhemostat"
|
|
surgical_tray_overlay = "hemostat_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/cautery/cruel
|
|
name = "savage cautery"
|
|
desc = "Chalk this one up as another successful vivisection."
|
|
icon_state = "cruelcautery"
|
|
surgical_tray_overlay = "cautery_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel
|
|
name = "hungry scalpel"
|
|
desc = "I remember every time I hold you. My born companion..."
|
|
icon_state = "cruelscalpel"
|
|
surgical_tray_overlay = "scalpel_cruel"
|
|
item_flags = SURGICAL_TOOL | CRUEL_IMPLEMENT
|
|
|
|
/obj/item/scalpel/cruel/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/bane, mob_biotypes = MOB_UNDEAD, damage_multiplier = 1) //Just in case one of the tennants get uppity
|