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CHOMPStation2/code/game/objects/items/weapons/surgery_tools.dm
CHOMPStation2StaffMirrorBot 938e760841 [MIRROR] Gets rid of hasvar usage and moves up some vars (#11484)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-08-23 13:04:52 -04:00

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/* Surgery Tools
* Contains:
* Bio-Regenerator
* Retractor
* Hemostat
* Cautery
* Surgical Drill
* Scalpel
* Researchable Scalpels
* Circular Saws
* Misc Tools
* Cyborg Tools
* Alien Tools
*/
/obj/item/surgical
name = "Surgical tool"
desc = "This shouldn't be here, ahelp it."
icon = 'icons/obj/surgery.dmi'
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/weldingtool.ogg'
pickup_sound = 'sound/items/pickup/weldingtool.ogg'
var/helpforce = 0 //For help intent things
/obj/item/surgical/attack(mob/M, mob/user)
if(user.a_intent == I_HELP) //A tad messy, but this should stop people from smacking their patients in surgery
return 0
..()
/*
* Bio-Regenerator
*/
/obj/item/surgical/bioregen
name="bioregenerator"
desc="A special tool used in surgeries which can pull toxins from and restore oxygen to organic tissue as well as recreate missing biological structures to allow otherwise irreperable flesh to be mended."
icon_state="bioregen"
drop_sound = 'sound/items/drop/scrap.ogg'
/*
* Retractor
*/
/obj/item/surgical/retractor
name = "retractor"
desc = "Retracts stuff."
icon_state = "retractor"
matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
drop_sound = 'sound/items/drop/scrap.ogg'
/*
* Hemostat
*/
/obj/item/surgical/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon_state = "hemostat"
matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
hitsound = 'sound/items/wirecutter.ogg'
drop_sound = 'sound/items/drop/scrap.ogg'
/*
* Cautery
*/
/obj/item/surgical/cautery
name = "cautery"
desc = "This stops bleeding."
icon_state = "cautery"
matter = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
drop_sound = 'sound/items/drop/scrap.ogg'
/*
* Surgical Drill
*/
/obj/item/surgical/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
matter = list(MAT_STEEL = 15000, MAT_GLASS = 10000)
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("drilled")
drop_sound = 'sound/items/drop/accessory.ogg'
/*
* Scalpel
*/
/obj/item/surgical/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon_state = "scalpel"
force = 10.0
sharp = TRUE
edge = TRUE
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
throwforce = 5.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MAT_STEEL = 10000, MAT_GLASS = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
drop_sound = 'sound/items/drop/knife.ogg'
var/clamp_chance = 0 // chance that the scalpel will perform cautery on its own
/*
* Researchable Scalpels
*/
/obj/item/surgical/scalpel/laser1
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
icon_state = "scalpel_laser1"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
clamp_chance = 75
/obj/item/surgical/scalpel/laser2
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
icon_state = "scalpel_laser2"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
force = 12.0
clamp_chance = 85
/obj/item/surgical/scalpel/laser3
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3"
damtype = BURN
hitsound = 'sound/weapons/blade1.ogg'
force = 15.0
clamp_chance = 95
/obj/item/surgical/scalpel/manager
name = "incision management system"
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
icon_state = "scalpel_manager"
force = 7.5
clamp_chance = 100
/obj/item/surgical/scalpel/ripper
name = "jagged scalpel"
desc = "A horrifying bladed tool with a large metal spike in its center. The tool is used for rapidly removing organs or medical malpractice."
icon_state = "organ_ripper"
item_state = "bone_setter"
force = 15.0
toolspeed = 0.75
origin_tech = list(TECH_MATERIAL = 5, TECH_BIO = 3, TECH_ILLEGAL = 2)
/*
* Circular Saws
*/
/obj/item/surgical/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon_state = "saw"
hitsound = 'sound/weapons/circsawhit.ogg'
drop_sound = 'sound/items/drop/accessory.ogg'
force = 15.0
w_class = ITEMSIZE_NORMAL
throwforce = 9.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(MAT_STEEL = 20000,MAT_GLASS = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = TRUE
edge = TRUE
/obj/item/surgical/circular_saw/manager
name = "energetic bone diverter"
desc = "For heavy duty cutting (and sealing), with science!"
icon_state = "adv_saw"
item_state = "saw3"
hitsound = 'sound/weapons/emitter2.ogg'
damtype = SEARING
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 6)
matter = list(MAT_STEEL = 25000,MAT_GLASS = 20000)
attack_verb = list("attacked", "slashed", "seared", "cut")
toolspeed = 0.75
/*
* Misc Tools
*/
/obj/item/surgical/bonegel
name = "bone gel"
desc = "For fixing bones."
icon_state = "bone-gel"
force = 0
throwforce = 1.0
drop_sound = 'sound/items/drop/bottle.ogg'
/obj/item/surgical/FixOVein
name = "FixOVein"
desc = "Like bone gel. For veins."
icon_state = "fixovein"
force = 0
throwforce = 1.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3)
var/usage_amount = 10
drop_sound = 'sound/items/drop/bottle.ogg'
/obj/item/surgical/bonesetter
name = "bone setter"
desc = "Put them in their place."
icon_state = "bone_setter"
force = 8.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "hit", "bludgeoned")
drop_sound = 'sound/items/drop/scrap.ogg'
/obj/item/surgical/bone_clamp
name = "bone clamp"
desc = "The best way to get a bone fixed fast."
icon_state = "bone_clamp"
force = 8
throwforce = 9
throw_speed = 3
throw_range = 5
attack_verb = list("attacked", "hit", "bludgeoned")
/*
* Alien Tools
*/
/obj/item/surgical/retractor/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/hemostat/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/cautery/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/surgicaldrill/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/scalpel/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/circular_saw/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/FixOVein/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.25
/obj/item/surgical/bone_clamp/alien
icon = 'icons/obj/abductor.dmi'
toolspeed = 0.75