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Cauterize surgery checks for lit implements, tweak lighter/flamethrowers/cautery so they deal burn when appropriate (#28141)
* stay cool * Cautery is also weird like that too
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@@ -231,11 +231,13 @@
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to_chat(user, "<span class='notice'>You [lit ? "extinguish" : "ignite"] [src]!</span>")
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lit = !lit
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if(lit)
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damtype = BURN
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START_PROCESSING(SSobj, src)
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if(!warned_admins)
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message_admins("[ADMIN_LOOKUPFLW(user)] has lit a flamethrower.")
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warned_admins = TRUE
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else
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damtype = initial(damtype)
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STOP_PROCESSING(SSobj,src)
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update_icon()
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@@ -78,7 +78,7 @@
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hitsound = "swing_hit"
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force = 0
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attack_verb = null //human_defense.dm takes care of it
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damtype = initial(damtype)
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update_icon()
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if(user)
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show_off_message(user)
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@@ -180,6 +180,12 @@
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failure_sound = 'sound/items/welder.ogg'
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time = 2.4 SECONDS
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/datum/surgery_step/generic/cauterize/tool_check(mob/user, obj/item/tool)
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if(tool.damtype != BURN)
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to_chat(user, "<span class='warning'>[tool] is too cold to cauterize!</span>")
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return FALSE
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return TRUE
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/datum/surgery_step/generic/cauterize/begin_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool, datum/surgery/surgery)
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var/obj/item/organ/external/affected = target.get_organ(target_zone)
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user.visible_message(
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@@ -52,6 +52,7 @@
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materials = list(MAT_METAL=2500, MAT_GLASS=750)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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damtype = BURN
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("burnt")
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tool_behaviour = TOOL_CAUTERY
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