/obj/item/retractor name = "retractor" desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' materials = list(MAT_METAL=6000, MAT_GLASS=3000) flags = CONDUCT w_class = WEIGHT_CLASS_SMALL origin_tech = "materials=1;biotech=1" tool_behaviour = TOOL_RETRACTOR /obj/item/retractor/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/retractor/augment desc = "Micro-mechanical manipulator for retracting stuff." w_class = WEIGHT_CLASS_TINY toolspeed = 0.5 /obj/item/hemostat name = "hemostat" desc = "You think you have seen this before." icon = 'icons/obj/surgery.dmi' icon_state = "hemostat" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' materials = list(MAT_METAL=5000, MAT_GLASS=2500) flags = CONDUCT w_class = WEIGHT_CLASS_TINY origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "pinched") tool_behaviour = TOOL_HEMOSTAT /obj/item/hemostat/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/hemostat/augment desc = "Tiny servos power a pair of pincers to stop bleeding." toolspeed = 0.5 /obj/item/cautery name = "cautery" desc = "This stops bleeding." icon = 'icons/obj/surgery.dmi' icon_state = "cautery" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' materials = list(MAT_METAL=2500, MAT_GLASS=750) flags = CONDUCT w_class = WEIGHT_CLASS_TINY origin_tech = "materials=1;biotech=1" attack_verb = list("burnt") tool_behaviour = TOOL_CAUTERY /obj/item/cautery/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/cautery/augment desc = "A heated element that cauterizes wounds." toolspeed = 0.5 /obj/item/surgicaldrill name = "surgical drill" desc = "You can drill using this item. You dig?" icon = 'icons/obj/surgery.dmi' icon_state = "drill" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' hitsound = 'sound/weapons/drill.ogg' materials = list(MAT_METAL=10000, MAT_GLASS=6000) flags = CONDUCT force = 15.0 sharp = TRUE w_class = WEIGHT_CLASS_NORMAL origin_tech = "materials=1;biotech=1" attack_verb = list("drilled") tool_behaviour = TOOL_DRILL /obj/item/surgicaldrill/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/surgicaldrill/suicide_act(mob/user) to_chat(viewers(user), pick("[user] is pressing [src] to [user.p_their()] temple and activating it! It looks like [user.p_theyre()] trying to commit suicide.", "[user] is pressing [src] to [user.p_their()] chest and activating it! It looks like [user.p_theyre()] trying to commit suicide.")) return BRUTELOSS /obj/item/surgicaldrill/augment desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens." hitsound = 'sound/weapons/circsawhit.ogg' force = 10 w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 /obj/item/scalpel name = "scalpel" desc = "Cut, cut, and once more cut." icon = 'icons/obj/surgery.dmi' icon_state = "scalpel" item_state = "scalpel" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' flags = CONDUCT force = 10.0 sharp = TRUE w_class = WEIGHT_CLASS_TINY throwforce = 5.0 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=4000, MAT_GLASS=1000) origin_tech = "materials=1;biotech=1" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' tool_behaviour = TOOL_SCALPEL /obj/item/scalpel/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) AddComponent(/datum/component/surgery_initiator) /obj/item/scalpel/suicide_act(mob/user) to_chat(viewers(user), pick("[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.", "[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.", "[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku.")) return BRUTELOSS /obj/item/scalpel/augment desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy." toolspeed = 0.5 /* * Researchable Scalpels */ /obj/item/scalpel/laser //parent type name = "laser scalpel" desc = "A scalpel augmented with a directed laser." icon_state = "scalpel_laser1_on" damtype = "fire" hitsound = 'sound/weapons/sear.ogg' /obj/item/scalpel/laser/laser1 //lasers also count as catuarys name = "laser scalpel" desc = "A scalpel augmented with a directed laser. This one looks basic and could be improved." icon_state = "scalpel_laser1_on" toolspeed = 0.8 /obj/item/scalpel/laser/laser2 name = "laser scalpel" desc = "A scalpel augmented with a directed laser. This one looks somewhat advanced." icon_state = "scalpel_laser2_on" toolspeed = 0.6 /obj/item/scalpel/laser/laser3 name = "laser scalpel" desc = "A scalpel augmented with a directed laser. This one looks to be the pinnacle of precision energy cutlery!" icon_state = "scalpel_laser3_on" toolspeed = 0.4 /obj/item/scalpel/laser/manager //super tool! Retractor/hemostat 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" toolspeed = 0.2 /obj/item/scalpel/laser/manager/Initialize(mapload) . = ..() // this one can automatically retry its steps, too! ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT) /obj/item/circular_saw name = "circular saw" desc = "For heavy duty cutting." icon = 'icons/obj/surgery.dmi' icon_state = "saw" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' hitsound = 'sound/weapons/circsawhit.ogg' mob_throw_hit_sound = 'sound/weapons/pierce.ogg' flags = CONDUCT force = 15.0 sharp = TRUE w_class = WEIGHT_CLASS_NORMAL throwforce = 9.0 throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=10000, MAT_GLASS=6000) origin_tech = "biotech=1;combat=1" attack_verb = list("attacked", "slashed", "sawed", "cut") tool_behaviour = TOOL_SAW /obj/item/circular_saw/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/circular_saw/augment desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon." force = 10 w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 //misc, formerly from code/defines/weapons.dm /obj/item/bonegel name = "bone gel" icon = 'icons/obj/surgery.dmi' icon_state = "bone-gel" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' force = 0 w_class = WEIGHT_CLASS_SMALL throwforce = 1.0 origin_tech = "materials=1;biotech=1" tool_behaviour = TOOL_BONEGEL /obj/item/bonegel/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/bonegel/augment toolspeed = 0.5 /obj/item/FixOVein name = "FixOVein" icon = 'icons/obj/surgery.dmi' icon_state = "fixovein" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' force = 0 throwforce = 1.0 origin_tech = "materials=1;biotech=1" w_class = WEIGHT_CLASS_SMALL tool_behaviour = TOOL_FIXOVEIN /obj/item/FixOVein/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/FixOVein/augment toolspeed = 0.5 /obj/item/bonesetter name = "bone setter" icon = 'icons/obj/surgery.dmi' icon_state = "bonesetter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' force = 8.0 throwforce = 9.0 throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL attack_verb = list("attacked", "hit", "bludgeoned") origin_tech = "materials=1;biotech=1" tool_behaviour = TOOL_BONESET /obj/item/bonesetter/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT) /obj/item/bonesetter/augment toolspeed = 0.5 /obj/item/surgical_drapes name = "surgical drapes" desc = "Nanotrasen brand surgical drapes provide optimal safety and infection control." icon = 'icons/obj/surgery.dmi' icon_state = "surgical_drapes" w_class = WEIGHT_CLASS_SMALL origin_tech = "biotech=1" attack_verb = list("slapped")