/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")