mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-01 05:02:33 +00:00
* Smith role, access, access helpers, spawn point, comms, and IDs
* Area defines
* Hammertime
* Cyberiad Smith's office
* Forgot some atmos stuff
* Autolathable Hammers
* Formatting
* Toolbelts can hold hammers
* Initial work on smith machines
* Farragus Smith Office
* Placeholder sprites, mapping
* Smart hopper points and console messages
* More work on smithing machines
* Fixed mapping, added qualities, added smithed items, fixed sizing, fixed access
* Smith components, new materials
* New ores, material datums, furnace, power hammer, kinetic assembler, hammer act, item creation
* Missed one
* Grrr map conflicts begone
* Dirt begone
* Casts and smelting
* Linters
* Attack chain linters!
* Better grip to throw people into your industrial machines
* Placeholder spots in the DMIs
* UpdatePaths - Space ruins now spawn new space ores in their rocks
* Small changes - removed excess tgui code from hopper
* Fixed a button on emerald
* Attaching inserts and lenses. Tool bits are pain.
* Tool bit initial implementation
* Merge conflict resolution
* Attack chain grrr
* Fixed a pair of minor mapping issues
* Tool bit implementation, efficiency, failure rate
* Hot things burn hands
* Points fix on hopper
* New mining rocks for space exploration
* Areas on asteroids
* Machinery icons 1
Adds basic icons for the new machinery
* Vendor iconstate update
* Crucible touchups
* Hammer touchups
* Crucible Input Animation
Adds an animation when you deposit ores
* Added scanning the crucible with multitool to get mineral count
* clothing sprites part 1
* locker sprite
* job icons
* garment bag
* Smith locker mapping
* Insert and Bit removal fix
* Job menu alignment fix, Allowed_items and small spriting path fixes
* Adds new asteroid ruins to config
* Ore Sprites
* Hammer Sprite
* Item Sprites 1
* Sheets, Wall Ores and Trim
* Sheet iconstate names
* species uniforms
* Tabs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Lens spelling fix
* Signalizes attaching and detaching modifications, fixes inserting items into smith machines, fixes cast bugs
* Fixed type lists
* Smithing machine bug fixes.
* Fixed adding modifications to items
* Crucible Lava Idle
Adds an idle animation for the crucible, but it needs overlay code to work.
* Fixed eguns
* Magma Crucible overlays and animations
* Machine broken/Off states
Adds broken, wires exposed (and on/off where appropriate) states to machines.
* Castivend recolor and Hot Items
* Overlays for all machines, new sprites for hot items, new checks, fixes
* Woe, farragus merge conflict
* update_appearance linters
* I have fat fingers.
* Forgot one
* transfer_item_to and qdel null check
* Usr to User
* Modsuits should not have inserts.
* Adds casting lip overlay
* Balance pass on movement debuffs and buffs
* Material movespeed changes
* Config Adjustments - USED FOR TESTMERGING. REVERT BEFORE FULL MERGE
* Math fixes for lenses and bits.
* Mobility suit no longer speeds you up, but negates suit-based slowdown like an oil slick potion. Fixed movement mods in material datums
* Bad var. Bad.
* Various fixes to bugs revealed in initial TM
* TYPO
* Lavaland base turf fix
* Paths in examine fix
* Adds an intercom to the workshop.
* Stamina-hybrid damage oversight fix for det revolver, uion, etc.
* Currently Operating Message fix
* Allows glass to show different turfs beneath. Adds plasmaglass section to workshop.
* Armor and upgrade fixes
* RCD tool bit equip fix
* Adds smith access to a few lists in access.dm that were missed in an oversight
* Indent fixes
* Fixes vending machine, allows tool bit use on mining equipment
* CI, you make me mad sometimes
* Removed duplicate code
* Name fix for CI again
* ORM now can handle space ores
* Adds space ores to Vetus drop and to trader inventories
* Fixes runtime with open hand attacking a lava furnace with nothing in it
* Adds crewvend kit to Castivend
* Fixes not being able to see new ores
* Adds drill and RCS to smith locker
* Map changes. Added cargo pad. Expanded catwalk. Moved vendors. Added recharger.
* Plant fixes
* Fixes doubled-up catwalk
* Emerald cargo windoor fix, small lavaland adjustment
* Small oversight for overlay fix
* Missing lightswitches
* Fixed stock parts mismatch in casting basin recipe
* Better support for power tools, grrr attackchain
* Better attack chain handling. Better handling for bit insertion
* Fixes handling of inserts with storage suits (like labcoats)
* sprites for bomber + plasmeme outfit
* Adds missing adjacency checks
* Buffs speed boost from upgrade - max upgrade reduces cycle to 2 seconds.
* Fixed floating lights, brightened the explorer's new room, expanded smith workshop slightly.
* Small hallway adjustment
* Illuminates metastation smith office
* Removes excessive decimals in magma crucible scan output
* Berserker should not have inserts.
* Buffs bit durability significantly, nerfs amplifier lens and densifier lense slightly
* Adds smith bomber jacket to loadout panel
* Adds random spawners for smithed items, adds random low-quality items to maints loot
* Adds traitor version of bulldog shotgun
* Revert "Adds traitor version of bulldog shotgun"
This reverts commit 1d39c59f07.
* Added check to assembler, moved desc changes to examine()
* plasmaman suit fix
* Fixed hot check when removing items from hammer and furnace
* Remaps lavaland workshop, fixed deltastation light switch
* Improper's the smith office name
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Compacts extra ore drops from Vetus
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* better looping
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Better loop
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
* Multitools don't need tool bits.
* Better variable names, fixed missing parenthesis
* Recursive hammering, removed attack animations when inserting items or using multitool on smithing machines
* window
* Update deltastation.dmm
* Update deltastation.dmm
* Update deltastation.dmm
* Fixes small oversights
* Minor lavaland remap
* Reverts TM-required changes in preparation for full merge
* Begone, stray font!
* Damn you cable CI
---------
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Fordoxia <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
364 lines
13 KiB
Plaintext
364 lines
13 KiB
Plaintext
/obj/item/retractor
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name = "retractor"
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desc = "A sterilized tissue retractor used for holding open incisions."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "retractor"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=6000, MAT_GLASS=3000)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_RETRACTOR
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/obj/item/retractor/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/retractor/augment
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desc = "Micro-mechanical manipulator for retracting stuff."
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w_class = WEIGHT_CLASS_TINY
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toolspeed = 0.5
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/obj/item/hemostat
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name = "hemostat"
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desc = "A sterilized steel surgical clamp for sealing exposed blood vessels during surgery."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "hemostat"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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materials = list(MAT_METAL=5000, MAT_GLASS=2500)
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "pinched")
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tool_behaviour = TOOL_HEMOSTAT
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/obj/item/hemostat/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/hemostat/augment
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desc = "Tiny servos power a pair of pincers to stop bleeding."
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toolspeed = 0.5
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/obj/item/cautery
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name = "cautery"
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desc = "A unipolar electrocauter used to sear surgical incisions shut."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "cautery"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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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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/obj/item/cautery/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/cautery/attack__legacy__attackchain(mob/living/target, mob/living/user)
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if(!cigarette_lighter_act(user, target))
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return ..()
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/obj/item/cautery/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
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var/obj/item/clothing/mask/cigarette/cig = ..()
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if(!cig)
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return !isnull(cig)
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if(target == user)
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
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"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
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)
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else
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
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"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
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)
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cig.light(user, target)
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return TRUE
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/obj/item/cautery/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/cautery/augment
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desc = "A heated element that cauterizes wounds."
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toolspeed = 0.5
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/obj/item/surgicaldrill
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name = "surgical drill"
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desc = "A sterilized drill used to create holes in bone and teeth."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "drill"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/drill.ogg'
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("drilled")
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tool_behaviour = TOOL_DRILL
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/obj/item/surgicaldrill/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/surgicaldrill/suicide_act(mob/user)
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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>",
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"<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>"))
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return BRUTELOSS
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/obj/item/surgicaldrill/augment
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desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens."
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hitsound = 'sound/weapons/circsawhit.ogg'
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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/obj/item/scalpel
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name = "scalpel"
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desc = "A sterilized stainless steel cutting implement for making precise surgical incisions."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "scalpel"
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item_state = "scalpel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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flags = CONDUCT
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force = 10.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_TINY
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=4000, MAT_GLASS=1000)
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origin_tech = "materials=1;biotech=1"
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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tool_behaviour = TOOL_SCALPEL
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/obj/item/scalpel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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AddComponent(/datum/component/surgery_initiator)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/scalpel/suicide_act(mob/user)
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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>",
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"<span class='suicide'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>",
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"<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>"))
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return BRUTELOSS
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/obj/item/scalpel/augment
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desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
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toolspeed = 0.5
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/*
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* Researchable Scalpels
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*/
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/// parent type
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/obj/item/scalpel/laser
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name = "laser scalpel"
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desc = "A low-power laser emitter for creating and cauterizing precise surgical incisions."
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icon_state = "scalpel_laser1_on"
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damtype = "fire"
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hitsound = 'sound/weapons/sear.ogg'
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/obj/item/scalpel/laser/attack__legacy__attackchain(mob/living/carbon/target, mob/living/user)
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if(!cigarette_lighter_act(user, target))
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return ..()
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/obj/item/scalpel/laser/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
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var/obj/item/clothing/mask/cigarette/cig = ..()
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if(!cig)
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return !isnull(cig)
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if(target == user)
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig], heating it until it lights.</span>",
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"<span class='notice'>You press [src] against [cig], heating it until it lights.</span>"
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)
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else
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig] for [target], heating it until it lights.</span>",
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"<span class='notice'>You press [src] against [cig] for [target], heating it until it lights.</span>"
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)
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cig.light(user, target)
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return TRUE
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/// lasers also count as catuarys
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/obj/item/scalpel/laser/laser1
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name = "laser scalpel"
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desc = "A basic low-power laser emitter for creating and cauterizing precise surgical incisions."
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icon_state = "scalpel_laser1_on"
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toolspeed = 0.8
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/obj/item/scalpel/laser/laser2
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name = "laser scalpel"
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desc = "An improved laser emitter for rapidly creating and cauterizing precise surgical incisions."
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icon_state = "scalpel_laser2_on"
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toolspeed = 0.6
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/obj/item/scalpel/laser/laser3
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name = "laser scalpel"
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desc = "An advanced laser emitter for creating and cauterizing precise surgical incisions with extreme speed."
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icon_state = "scalpel_laser3_on"
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toolspeed = 0.4
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/// super tool! Retractor/hemostat
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/obj/item/scalpel/laser/manager
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name = "incision management system"
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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."
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icon_state = "scalpel_manager_on"
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toolspeed = 0.2
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/obj/item/scalpel/laser/manager/Initialize(mapload)
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. = ..()
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// this one can automatically retry its steps, too!
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ADD_TRAIT(src, TRAIT_ADVANCED_SURGICAL, ROUNDSTART_TRAIT)
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/obj/item/circular_saw
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name = "circular saw"
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desc = "A sterilized medical saw for use in cutting through bone."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "saw"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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hitsound = 'sound/weapons/circsawhit.ogg'
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mob_throw_hit_sound = 'sound/weapons/pierce.ogg'
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flags = CONDUCT
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force = 15.0
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sharp = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 9.0
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throw_speed = 3
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throw_range = 5
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materials = list(MAT_METAL=10000, MAT_GLASS=6000)
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origin_tech = "biotech=1;combat=1"
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attack_verb = list("attacked", "slashed", "sawed", "cut")
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tool_behaviour = TOOL_SAW
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/obj/item/circular_saw/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/circular_saw/augment
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desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon."
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force = 10
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w_class = WEIGHT_CLASS_SMALL
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toolspeed = 0.5
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//misc, formerly from code/defines/weapons.dm
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/obj/item/bonegel
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name = "bone gel"
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desc = "A large bottle of fast-setting medical adhesive. There's more than enough inside to last the shift."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "bone-gel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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force = 0
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w_class = WEIGHT_CLASS_SMALL
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throwforce = 1.0
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origin_tech = "materials=1;biotech=1"
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tool_behaviour = TOOL_BONEGEL
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/obj/item/bonegel/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SURGICAL, ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_BIT_ATTACH, PROC_REF(add_bit))
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RegisterSignal(src, COMSIG_CLICK_ALT, PROC_REF(remove_bit))
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/obj/item/bonegel/augment
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toolspeed = 0.5
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/obj/item/fix_o_vein
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name = "FixOVein"
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desc = "An advanced medical device which uses an array of manipulators to reconnect and repair ruptured blood vessels."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "fixovein"
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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/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
|