Files
Paradise/code/modules/surgery/tools.dm
Jesus Hussein Chris 95f7280781 Generic attack sounds for all melee weapons
Overrides the generic sounds with more suitable ones where needed.
Weapons that do no damage don't have sound effects.

Conflicts:
	code/game/gamemodes/wizard/artefact.dm
	code/game/objects/items/stacks/sheets/glass.dm
	code/game/objects/items/weapons/melee/misc.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/weaponry.dm
	code/game/objects/weapons.dm
	code/modules/hydroponics/hydroitemdefines.dm
	code/modules/surgery/tools.dm
2014-01-22 10:15:43 -05:00

112 lines
3.1 KiB
Plaintext

/obj/item/weapon/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
m_amt = 10000
g_amt = 5000
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
m_amt = 5000
g_amt = 2500
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "pinched")
/obj/item/weapon/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
m_amt = 5000
g_amt = 2500
flags = CONDUCT
w_class = 1.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("burnt")
/obj/item/weapon/surgicaldrill
name = "surgical drill"
desc = "You can drill using this item. You dig?"
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
hitsound = 'sound/weapons/circsawhit.ogg'
m_amt = 15000
g_amt = 10000
flags = CONDUCT
force = 15.0
w_class = 3.0
origin_tech = "materials=1;biotech=1"
attack_verb = list("drilled")
suicide_act(mob/user)
viewers(user) << pick("<span class='suicide'>[user] is pressing [src] to \his temple and activating it! It looks like \he's trying to commit suicide.</span>", \
"<span class='suicide'>[user] is pressing [src] to \his chest and activating it! It looks like \he's trying to commit suicide.</span>")
return (BRUTELOSS)
/obj/item/weapon/scalpel
name = "scalpel"
desc = "Cut, cut, and once more cut."
icon = 'icons/obj/surgery.dmi'
icon_state = "scalpel"
flags = CONDUCT
force = 10.0
w_class = 1.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
m_amt = 10000
g_amt = 5000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
suicide_act(mob/user)
viewers(user) << pick("<span class='suicide'>[user] is slitting \his wrists with [src]! It looks like \he's trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting \his throat with [src]! It looks like \he's trying to commit suicide.</span>", \
"<span class='suicide'>[user] is slitting \his stomach open with [src]! It looks like \he's trying to commit seppuku.</span>")
return (BRUTELOSS)
/obj/item/weapon/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw"
hitsound = 'sound/weapons/circsawhit.ogg'
flags = CONDUCT
force = 15.0
w_class = 3.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
m_amt = 20000
g_amt = 10000
origin_tech = "materials=1;biotech=1"
attack_verb = list("attacked", "slashed", "sawed", "cut")
/obj/item/weapon/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 = 1.0
origin_tech = "biotech=1"
attack_verb = list("slapped")
/obj/item/weapon/surgical_drapes/attack(mob/living/M, mob/user)
if(!attempt_initiate_surgery(src, M, user))
..()