Files
Paradise/code/modules/surgery/tools.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

353 lines
13 KiB
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/obj/item/retractor
name = "retractor"
desc = "A sterilized tissue retractor used for holding open incisions."
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/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 = "A sterilized steel surgical clamp for sealing exposed blood vessels during surgery."
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/hemostat/augment
desc = "Tiny servos power a pair of pincers to stop bleeding."
toolspeed = 0.5
/obj/item/cautery
name = "cautery"
desc = "A unipolar electrocauter used to sear surgical incisions shut."
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
damtype = BURN
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/cautery/attack__legacy__attackchain(mob/living/target, mob/living/user)
if(!cigarette_lighter_act(user, target))
return ..()
/obj/item/cautery/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
var/obj/item/clothing/mask/cigarette/cig = ..()
if(!cig)
return !isnull(cig)
if(target == user)
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
)
cig.light(user, target)
return TRUE
/obj/item/cautery/augment
desc = "A heated element that cauterizes wounds."
toolspeed = 0.5
/obj/item/surgicaldrill
name = "surgical drill"
desc = "A sterilized drill used to create holes in bone and teeth."
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
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/surgicaldrill/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='suicide'>[user] is pressing [src] to [user.p_their()] temple and activating it! It looks like [user.p_theyre()] trying to commit suicide!</span>",
"<span class='suicide'>[user] is pressing [src] to [user.p_their()] chest and activating it! It looks like [user.p_theyre()] trying to commit suicide!</span>"))
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 = "A sterilized stainless steel cutting implement for making precise surgical incisions."
icon = 'icons/obj/surgery.dmi'
icon_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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/scalpel/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='suicide'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>",
"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>",
"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>"))
return BRUTELOSS
/obj/item/scalpel/augment
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
toolspeed = 0.5
/*
* Researchable Scalpels
*/
/// parent type
/obj/item/scalpel/laser
name = "laser scalpel"
desc = "A low-power laser emitter for creating and cauterizing precise surgical incisions."
icon_state = "scalpel_laser1_on"
damtype = "fire"
hitsound = 'sound/weapons/sear.ogg'
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
/obj/item/scalpel/laser/attack__legacy__attackchain(mob/living/carbon/target, mob/living/user)
if(!cigarette_lighter_act(user, target))
return ..()
/obj/item/scalpel/laser/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
var/obj/item/clothing/mask/cigarette/cig = ..()
if(!cig)
return !isnull(cig)
if(target == user)
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
)
else
user.visible_message(
"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
)
cig.light(user, target)
return TRUE
/// lasers also count as catuarys
/obj/item/scalpel/laser/laser1
desc = "A basic low-power laser emitter for creating and cauterizing precise surgical incisions."
toolspeed = 0.8
/obj/item/scalpel/laser/laser2
desc = "An improved laser emitter for rapidly creating and cauterizing precise surgical incisions."
icon_state = "scalpel_laser2_on"
toolspeed = 0.6
/obj/item/scalpel/laser/laser3
desc = "An advanced laser emitter for creating and cauterizing precise surgical incisions with extreme speed."
icon_state = "scalpel_laser3_on"
toolspeed = 0.4
/// super tool! Retractor/hemostat
/obj/item/scalpel/laser/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"
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 = "A sterilized medical saw for use in cutting through bone."
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
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/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"
desc = "A large bottle of fast-setting medical adhesive. There's more than enough inside to last the shift."
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'
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/bonegel/augment
toolspeed = 0.5
/obj/item/fix_o_vein
name = "FixOVein"
desc = "An advanced medical device which uses an array of manipulators to reconnect and repair ruptured blood vessels."
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'
throwforce = 1.0
origin_tech = "materials=1;biotech=1"
w_class = WEIGHT_CLASS_SMALL
tool_behaviour = TOOL_FIXOVEIN
/obj/item/fix_o_vein/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/fix_o_vein/augment
toolspeed = 0.5
/obj/item/bonesetter
name = "bone setter"
desc = "A stainless steel medical clamp used to reconnect fractured bones."
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)
RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
/obj/item/bonesetter/augment
toolspeed = 0.5
/obj/item/surgical_drapes
name = "surgical drapes"
desc = "Apearature brand surgical drapes providing privacy and infection control. Built from durathread."
icon = 'icons/obj/surgery.dmi'
icon_state = "surgical_drapes"
w_class = WEIGHT_CLASS_SMALL
origin_tech = "biotech=1"
attack_verb = list("slapped")
/// How effective this is at preventing infections during surgeries.
var/surgery_effectiveness = 0.9
/obj/item/surgical_drapes/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
AddComponent(/datum/component/surgery_initiator/cloth, null, surgery_effectiveness)
/obj/item/surgical_drapes/improvised
name = "improvised drapes"
desc = "Hastily-sliced fabric that seems like it'd be useful for surgery. Probably better than the shirt off your back."
icon = 'icons/obj/stacks/miscellaneous.dmi'
icon_state = "empty-sandbags"
origin_tech = null
surgery_effectiveness = 0.67