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https://github.com/CHOMPStation2/CHOMPStation2.git
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First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs. Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff. Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien. Reapplies lost attack_alien() functionality other than tackling/caressing. Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs. Removed half-finished abilities system since species.dm handles it. All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues. Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars. Merged with organ removal code. Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs. Readded tackle as a human verb. Borer changes regarding brain removal. Working on moving the human HUD to the species datum a bit. Mixed results. Moved Cortical Link to a language, added borer husks. Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no Compile fix, forgot the DME. Fixed up ventcrawl, added new organ mechanics for dionaea. Fixed up some overlooked sections causing mobs without brains to die immediately. Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
178 lines
4.9 KiB
Plaintext
178 lines
4.9 KiB
Plaintext
/* Surgery Tools
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* Contains:
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* Retractor
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* Hemostat
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* Cautery
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* Surgical Drill
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* Scalpel
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* Circular Saw
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*/
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/*
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* Retractor
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*/
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/obj/item/weapon/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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matter = list("metal" = 10000, "glass" = 5000)
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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/*
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* Hemostat
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*/
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/obj/item/weapon/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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matter = list("metal" = 5000, "glass" = 2500)
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "pinched")
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/*
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* Cautery
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*/
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/obj/item/weapon/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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matter = list("metal" = 5000, "glass" = 2500)
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flags = FPRINT | TABLEPASS | CONDUCT
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("burnt")
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/*
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* Surgical Drill
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*/
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/obj/item/weapon/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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hitsound = 'sound/weapons/circsawhit.ogg'
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matter = list("metal" = 15000, "glass" = 10000)
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flags = FPRINT | TABLEPASS | CONDUCT
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force = 15.0
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w_class = 2.0
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("drilled")
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suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is pressing the [src.name] to \his temple and activating it! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is pressing [src.name] to \his chest and activating it! It looks like \he's trying to commit suicide.</b>")
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return (BRUTELOSS)
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/*
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* Scalpel
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*/
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/obj/item/weapon/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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flags = FPRINT | TABLEPASS | CONDUCT
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force = 10.0
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sharp = 1
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edge = 1
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w_class = 2.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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matter = list("metal" = 10000, "glass" = 5000)
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
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return (BRUTELOSS)
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/*
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* Researchable Scalpels
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*/
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/obj/item/weapon/scalpel/laser1
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name = "laser scalpel"
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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."
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icon_state = "scalpel_laser1_on"
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damtype = "fire"
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/obj/item/weapon/scalpel/laser2
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name = "laser scalpel"
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desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
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icon_state = "scalpel_laser2_on"
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damtype = "fire"
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force = 12.0
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/obj/item/weapon/scalpel/laser3
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name = "laser scalpel"
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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!"
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icon_state = "scalpel_laser3_on"
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damtype = "fire"
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force = 15.0
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/obj/item/weapon/scalpel/manager
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name = "incision management system"
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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."
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icon_state = "scalpel_manager_on"
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force = 7.5
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/*
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* Circular Saw
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*/
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/obj/item/weapon/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 = "saw3"
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hitsound = 'sound/weapons/circsawhit.ogg'
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flags = FPRINT | TABLEPASS | CONDUCT
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force = 15.0
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w_class = 2.0
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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matter = list("metal" = 20000,"glass" = 10000)
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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sharp = 1
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edge = 1
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//misc, formerly from code/defines/weapons.dm
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/obj/item/weapon/bonegel
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name = "bone gel"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone-gel"
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force = 0
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w_class = 2.0
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throwforce = 1.0
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/obj/item/weapon/FixOVein
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name = "FixOVein"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "fixovein"
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force = 0
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throwforce = 1.0
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origin_tech = "materials=1;biotech=3"
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w_class = 2.0
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var/usage_amount = 10
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/obj/item/weapon/bonesetter
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name = "bone setter"
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone setter"
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force = 8.0
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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w_class = 2.0
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attack_verb = list("attacked", "hit", "bludgeoned")
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