Surgical tools will no longer cause damage on help intent

This commit is contained in:
Anewbe
2017-01-21 18:34:05 -06:00
parent 022ea9f15e
commit ac4b355f5e
33 changed files with 213 additions and 183 deletions
@@ -138,15 +138,15 @@
/obj/item/weapon/storage/firstaid/surgery/New()
..()
if (empty) return
new /obj/item/weapon/bonesetter(src)
new /obj/item/weapon/cautery(src)
new /obj/item/weapon/circular_saw(src)
new /obj/item/weapon/hemostat(src)
new /obj/item/weapon/retractor(src)
new /obj/item/weapon/scalpel(src)
new /obj/item/weapon/surgicaldrill(src)
new /obj/item/weapon/bonegel(src)
new /obj/item/weapon/FixOVein(src)
new /obj/item/weapon/surgical/bonesetter(src)
new /obj/item/weapon/surgical/cautery(src)
new /obj/item/weapon/surgical/circular_saw(src)
new /obj/item/weapon/surgical/hemostat(src)
new /obj/item/weapon/surgical/retractor(src)
new /obj/item/weapon/surgical/scalpel(src)
new /obj/item/weapon/surgical/surgicaldrill(src)
new /obj/item/weapon/surgical/bonegel(src)
new /obj/item/weapon/surgical/FixOVein(src)
new /obj/item/stack/medical/advanced/bruise_pack(src)
return
@@ -11,55 +11,59 @@
/*
* Retractor
*/
/obj/item/weapon/retractor
/obj/item/weapon/surgical
name = "Surgical tool"
desc = "This shouldn't be here, ahelp it."
icon = 'icons/obj/surgery.dmi'
w_class = ITEMSIZE_SMALL
flags = CONDUCT
var/helpforce = 0 //For help intent things
/obj/item/weapon/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
..()
/obj/item/weapon/surgical/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
/*
* Hemostat
*/
/obj/item/weapon/hemostat
/obj/item/weapon/surgical/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
/*
* Cautery
*/
/obj/item/weapon/cautery
/obj/item/weapon/surgical/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
/*
* Surgical Drill
*/
/obj/item/weapon/surgicaldrill
/obj/item/weapon/surgical/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
flags = CONDUCT
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
@@ -73,12 +77,10 @@
/*
* Scalpel
*/
/obj/item/weapon/scalpel
/obj/item/weapon/surgical/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
flags = CONDUCT
force = 10.0
sharp = 1
edge = 1
@@ -100,27 +102,27 @@
/*
* Researchable Scalpels
*/
/obj/item/weapon/scalpel/laser1
/obj/item/weapon/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_on"
damtype = "fire"
/obj/item/weapon/scalpel/laser2
/obj/item/weapon/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_on"
damtype = "fire"
force = 12.0
/obj/item/weapon/scalpel/laser3
/obj/item/weapon/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_on"
damtype = "fire"
force = 15.0
/obj/item/weapon/scalpel/manager
/obj/item/weapon/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_on"
@@ -129,13 +131,11 @@
/*
* Circular Saw
*/
/obj/item/weapon/circular_saw
/obj/item/weapon/surgical/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw3"
hitsound = 'sound/weapons/circsawhit.ogg'
flags = CONDUCT
force = 15.0
w_class = ITEMSIZE_NORMAL
throwforce = 9.0
@@ -148,31 +148,25 @@
edge = 1
//misc, formerly from code/defines/weapons.dm
/obj/item/weapon/bonegel
/obj/item/weapon/surgical/bonegel
name = "bone gel"
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"
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")