mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-08-25 04:56:29 +01:00
Polaris sync
This commit is contained in:
@@ -132,7 +132,7 @@
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var/obj/item/weapon/tank/tank = null
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/obj/structure/closet/body_bag/cryobag/New()
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tank = new /obj/item/weapon/tank/emergency_oxygen(null) //It's in nullspace to prevent ejection when the bag is opened.
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tank = new /obj/item/weapon/tank/emergency/oxygen(null) //It's in nullspace to prevent ejection when the bag is opened.
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..()
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/obj/structure/closet/body_bag/cryobag/Destroy()
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@@ -508,7 +508,7 @@ the implant may become unstable and either pre-maturely inject the subject or si
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qdel(src)
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/obj/item/weapon/implant/compressed/implanted(mob/source as mob)
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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if (source.mind)
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source.mind.store_memory("Compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted compressed matter implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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@@ -9,7 +9,7 @@
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/obj/item/weapon/implant/freedom/New()
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src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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src.activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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src.uses = rand(1, 5)
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..()
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return
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@@ -4,7 +4,7 @@
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var/activation_emote = "chuckle"
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/obj/item/weapon/implant/uplink/New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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hidden_uplink = new(src)
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//hidden_uplink.uses = 5
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//Code currently uses a mind var for telecrystals, balancing is currently an issue. Will investigate.
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@@ -12,7 +12,7 @@
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return
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/obj/item/weapon/implant/uplink/implanted(mob/source)
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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listening_objects |= src
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@@ -55,12 +55,17 @@
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/obj/item/weapon/storage/box/survival/New()
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..()
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/weapon/tank/emergency_oxygen(src)
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new /obj/item/weapon/tank/emergency/oxygen(src)
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/obj/item/weapon/storage/box/vox/New()
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..()
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/weapon/tank/emergency/phoron(src)
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/obj/item/weapon/storage/box/engineer/New()
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..()
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new /obj/item/clothing/mask/breath(src)
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new /obj/item/weapon/tank/emergency_oxygen/engi(src)
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new /obj/item/weapon/tank/emergency/oxygen/engi(src)
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/obj/item/weapon/storage/box/gloves
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name = "box of latex gloves"
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@@ -574,9 +579,9 @@
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icon_state = "light"
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desc = "This box is shaped on the inside so that only light tubes and bulbs fit."
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item_state_slots = list(slot_r_hand_str = "syringe_kit", slot_l_hand_str = "syringe_kit")
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storage_slots = 21
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storage_slots = 24
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can_hold = list(/obj/item/weapon/light/tube, /obj/item/weapon/light/bulb)
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max_storage_space = ITEMSIZE_COST_SMALL * 21 //holds 21 items of w_class 2
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max_storage_space = ITEMSIZE_COST_SMALL * 24 //holds 24 items of w_class 2
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use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
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/obj/item/weapon/storage/box/lights/bulbs/New()
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@@ -138,15 +138,15 @@
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/obj/item/weapon/storage/firstaid/surgery/New()
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..()
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if (empty) return
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new /obj/item/weapon/bonesetter(src)
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new /obj/item/weapon/cautery(src)
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new /obj/item/weapon/circular_saw(src)
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new /obj/item/weapon/hemostat(src)
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new /obj/item/weapon/retractor(src)
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new /obj/item/weapon/scalpel(src)
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new /obj/item/weapon/surgicaldrill(src)
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new /obj/item/weapon/bonegel(src)
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new /obj/item/weapon/FixOVein(src)
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new /obj/item/weapon/surgical/bonesetter(src)
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new /obj/item/weapon/surgical/cautery(src)
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new /obj/item/weapon/surgical/circular_saw(src)
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new /obj/item/weapon/surgical/hemostat(src)
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new /obj/item/weapon/surgical/retractor(src)
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new /obj/item/weapon/surgical/scalpel(src)
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new /obj/item/weapon/surgical/surgicaldrill(src)
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new /obj/item/weapon/surgical/bonegel(src)
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new /obj/item/weapon/surgical/FixOVein(src)
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new /obj/item/stack/medical/advanced/bruise_pack(src)
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return
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@@ -478,6 +478,27 @@
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src.add_fingerprint(user)
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return
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/obj/item/weapon/storage/proc/gather_all(turf/T as turf, mob/user as mob)
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var/list/rejections = list()
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var/success = 0
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var/failure = 0
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for(var/obj/item/I in T)
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if(I.type in rejections) // To limit bag spamming: any given type only complains once
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continue
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if(!can_be_inserted(I, user)) // Note can_be_inserted still makes noise when the answer is no
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rejections += I.type // therefore full bags are still a little spammy
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failure = 1
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continue
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success = 1
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handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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if(success && !failure)
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to_chat(user, "<span class='notice'>You put everything in [src].</span>")
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else if(success)
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to_chat(user, "<span class='notice'>You put some things in [src].</span>")
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else
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to_chat(user, "<span class='notice'>You fail to pick anything up with \the [src].</span>")
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/obj/item/weapon/storage/verb/toggle_gathering_mode()
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set name = "Switch Gathering Method"
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set category = "Object"
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@@ -22,7 +22,7 @@
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/weapon/tank/emergency_oxygen/double(src)
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new /obj/item/weapon/tank/emergency/oxygen/double(src)
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return
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if("guns")
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@@ -59,7 +59,7 @@
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/weapon/tank/emergency_oxygen/double(src)
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new /obj/item/weapon/tank/emergency/oxygen/double(src)
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new /obj/item/weapon/card/emag(src)
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return
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@@ -121,7 +121,7 @@
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new /obj/item/clothing/suit/space/syndicate(src)
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new /obj/item/clothing/head/helmet/space/syndicate(src)
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new /obj/item/clothing/mask/gas/syndicate(src)
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new /obj/item/weapon/tank/emergency_oxygen/double(src)
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new /obj/item/weapon/tank/emergency/oxygen/double(src)
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return
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/obj/item/weapon/storage/box/syndie_kit/chameleon
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@@ -11,55 +11,59 @@
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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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/obj/item/weapon/surgical
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name = "Surgical tool"
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desc = "This shouldn't be here, ahelp it."
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icon = 'icons/obj/surgery.dmi'
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w_class = ITEMSIZE_SMALL
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flags = CONDUCT
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var/helpforce = 0 //For help intent things
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/obj/item/weapon/surgical/attack(mob/M, mob/user)
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if(user.a_intent == I_HELP) //A tad messy, but this should stop people from smacking their patients in surgery
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return 0
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..()
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/obj/item/weapon/surgical/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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 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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/obj/item/weapon/surgical/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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 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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/obj/item/weapon/surgical/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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
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flags = CONDUCT
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w_class = ITEMSIZE_SMALL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 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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/obj/item/weapon/surgical/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(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
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flags = CONDUCT
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force = 15.0
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
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@@ -73,12 +77,10 @@
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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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/obj/item/weapon/surgical/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 = CONDUCT
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force = 10.0
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sharp = 1
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edge = 1
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@@ -100,27 +102,27 @@
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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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/obj/item/weapon/surgical/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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/obj/item/weapon/surgical/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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/obj/item/weapon/surgical/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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/obj/item/weapon/surgical/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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@@ -129,13 +131,11 @@
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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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/obj/item/weapon/surgical/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 = CONDUCT
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force = 15.0
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w_class = ITEMSIZE_NORMAL
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throwforce = 9.0
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@@ -148,31 +148,25 @@
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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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/obj/item/weapon/surgical/bonegel
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name = "bone gel"
|
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icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "bone-gel"
|
||||
force = 0
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throwforce = 1.0
|
||||
|
||||
/obj/item/weapon/FixOVein
|
||||
/obj/item/weapon/surgical/FixOVein
|
||||
name = "FixOVein"
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "fixovein"
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||||
force = 0
|
||||
throwforce = 1.0
|
||||
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3)
|
||||
w_class = ITEMSIZE_SMALL
|
||||
var/usage_amount = 10
|
||||
|
||||
/obj/item/weapon/bonesetter
|
||||
/obj/item/weapon/surgical/bonesetter
|
||||
name = "bone setter"
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "bone setter"
|
||||
force = 8.0
|
||||
throwforce = 9.0
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = ITEMSIZE_SMALL
|
||||
attack_verb = list("attacked", "hit", "bludgeoned")
|
||||
|
||||
@@ -16,15 +16,15 @@
|
||||
icon_state = "oxygen"
|
||||
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
|
||||
|
||||
New()
|
||||
/obj/item/weapon/tank/oxygen/New()
|
||||
..()
|
||||
air_contents.adjust_gas("oxygen", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
|
||||
return
|
||||
|
||||
examine(mob/user)
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if(..(user, 0) && air_contents.gas["oxygen"] < 10)
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user << text("<span class='warning'>The meter on \the [src] indicates you are almost out of oxygen!</span>")
|
||||
//playsound(usr, 'sound/effects/alert.ogg', 50, 1)
|
||||
/obj/item/weapon/tank/oxygen/examine(mob/user)
|
||||
if(..(user, 0) && air_contents.gas["oxygen"] < 10)
|
||||
user << text("<span class='warning'>The meter on \the [src] indicates you are almost out of oxygen!</span>")
|
||||
//playsound(usr, 'sound/effects/alert.ogg', 50, 1)
|
||||
|
||||
/obj/item/weapon/tank/oxygen/yellow
|
||||
desc = "A tank of oxygen, this one is yellow."
|
||||
@@ -59,10 +59,10 @@
|
||||
desc = "Mixed anyone?"
|
||||
icon_state = "oxygen"
|
||||
|
||||
examine(mob/user)
|
||||
if(..(user, 0) && air_contents.gas["oxygen"] < 1 && loc==user)
|
||||
user << "<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>"
|
||||
user << sound('sound/effects/alert.ogg')
|
||||
/obj/item/weapon/tank/air/examine(mob/user)
|
||||
if(..(user, 0) && air_contents.gas["oxygen"] < 1 && loc==user)
|
||||
user << "<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>"
|
||||
user << sound('sound/effects/alert.ogg')
|
||||
|
||||
/obj/item/weapon/tank/air/New()
|
||||
..()
|
||||
@@ -100,44 +100,97 @@
|
||||
src.loc = F
|
||||
return
|
||||
|
||||
/obj/item/weapon/tank/vox //Can't be a child of phoron or the gas amount gets screwey.
|
||||
name = "phoron tank"
|
||||
desc = "Contains dangerous phoron. Do not inhale. Warning: extremely flammable."
|
||||
icon_state = "oxygen_fr"
|
||||
gauge_icon = null
|
||||
flags = CONDUCT
|
||||
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
|
||||
slot_flags = SLOT_BACK //these ones have straps!
|
||||
|
||||
/obj/item/weapon/tank/vox/New()
|
||||
..()
|
||||
|
||||
air_contents.adjust_gas("phoron", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
|
||||
return
|
||||
|
||||
/*
|
||||
* Emergency Oxygen
|
||||
*/
|
||||
/obj/item/weapon/tank/emergency_oxygen
|
||||
name = "emergency oxygen tank"
|
||||
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
|
||||
|
||||
/obj/item/weapon/tank/emergency
|
||||
name = "emergency tank"
|
||||
icon_state = "emergency"
|
||||
gauge_icon = "indicator_emergency"
|
||||
gauge_cap = 4
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = ITEMSIZE_SMALL
|
||||
force = 4.0
|
||||
force = 4
|
||||
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
|
||||
volume = 2 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
|
||||
|
||||
New()
|
||||
/obj/item/weapon/tank/emergency/oxygen
|
||||
name = "emergency oxygen tank"
|
||||
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actually need it."
|
||||
icon_state = "emergency"
|
||||
gauge_icon = "indicator_emergency"
|
||||
|
||||
/obj/item/weapon/tank/emergency/oxygen/New()
|
||||
..()
|
||||
src.air_contents.adjust_gas("oxygen", (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
|
||||
|
||||
return
|
||||
|
||||
examine(mob/user)
|
||||
if(..(user, 0) && air_contents.gas["oxygen"] < 0.2 && loc==user)
|
||||
user << text("<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>")
|
||||
user << sound('sound/effects/alert.ogg')
|
||||
/obj/item/weapon/tank/emergency/oxygen/examine(mob/user)
|
||||
if(..(user, 0) && air_contents.gas["oxygen"] < 0.2 && loc==user)
|
||||
user << text("<span class='danger'>The meter on the [src.name] indicates you are almost out of air!</span>")
|
||||
user << sound('sound/effects/alert.ogg')
|
||||
|
||||
/obj/item/weapon/tank/emergency_oxygen/engi
|
||||
/obj/item/weapon/tank/emergency/oxygen/engi
|
||||
name = "extended-capacity emergency oxygen tank"
|
||||
icon_state = "emergency_engi"
|
||||
volume = 6
|
||||
|
||||
/obj/item/weapon/tank/emergency_oxygen/double
|
||||
/obj/item/weapon/tank/emergency/oxygen/double
|
||||
name = "double emergency oxygen tank"
|
||||
icon_state = "emergency_double"
|
||||
gauge_icon = "indicator_emergency_double"
|
||||
volume = 10
|
||||
|
||||
/obj/item/weapon/tank/emergency/nitrogen
|
||||
name = "emergency nitrogen tank"
|
||||
desc = "An emergency air tank hastily painted red."
|
||||
icon_state = "emergency_nitro"
|
||||
gauge_icon = "indicator_emergency"
|
||||
|
||||
/obj/item/weapon/tank/emergency/nitrogen/New()
|
||||
..()
|
||||
src.air_contents.adjust_gas("nitrogen", (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
|
||||
|
||||
/obj/item/weapon/tank/emergency/nitrogen/double
|
||||
name = "double emergency nitrogen tank"
|
||||
icon_state = "emergency_double_nitrogen"
|
||||
gauge_icon = "indicator_emergency_double"
|
||||
volume = 10
|
||||
|
||||
/obj/item/weapon/tank/emergency/phoron
|
||||
name = "emergency phoron tank"
|
||||
desc = "An emergency air tank hastily painted red."
|
||||
icon_state = "emergency_nitro"
|
||||
gauge_icon = "indicator_emergency"
|
||||
|
||||
/obj/item/weapon/tank/emergency/phoron/New()
|
||||
..()
|
||||
src.air_contents.adjust_gas("phoron", (3*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
|
||||
|
||||
/obj/item/weapon/tank/emergency/phoron/double
|
||||
name = "double emergency nitrogen tank"
|
||||
icon_state = "emergency_double_nitrogen"
|
||||
gauge_icon = "indicator_emergency_double"
|
||||
volume = 10
|
||||
|
||||
/*
|
||||
* Nitrogen
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user