/obj/item/retractor name = "retractor" desc = "Retracts stuff." icon = 'icons/obj/surgery.dmi' icon_state = "retractor" custom_materials = list(/datum/material/iron=6000, /datum/material/glass=3000) item_flags = SURGICAL_TOOL flags_1 = CONDUCT_1 w_class = WEIGHT_CLASS_TINY tool_behaviour = TOOL_RETRACTOR toolspeed = 1 /obj/item/retractor/advanced name = "mechanical pinches" desc = "An agglomerate of rods and gears." icon = 'icons/obj/surgery.dmi' icon_state = "retractor_a" toolspeed = 0.7 /obj/item/retractor/advanced/attack_self(mob/user) playsound(get_turf(user), 'sound/items/change_drill.ogg', 50, TRUE) if(tool_behaviour == TOOL_RETRACTOR) tool_behaviour = TOOL_HEMOSTAT to_chat(user, "You configure the gears of [src], they are now in hemostat mode.") icon_state = "hemostat_a" else tool_behaviour = TOOL_RETRACTOR to_chat(user, "You configure the gears of [src], they are now in retractor mode.") icon_state = "retractor_a" /obj/item/retractor/advanced/examine(mob/living/user) . = ..() . += "You focus the lenses of [src], it is now in mending mode.") icon_state = "cautery_a" else tool_behaviour = TOOL_DRILL to_chat(user, "You dilate the lenses of [src], it is now in drilling mode.") icon_state = "surgicaldrill_a" /obj/item/surgicaldrill/advanced/examine(mob/living/user) . = ..() . += "" /obj/item/surgicaldrill/augment name = "surgical drill" desc = "Effectively a small power drill contained within your arm, edges dulled to prevent tissue damage. May or may not pierce the heavens." icon = 'icons/obj/surgery.dmi' icon_state = "drill" hitsound = 'sound/weapons/circsawhit.ogg' custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) flags_1 = CONDUCT_1 force = 10 w_class = WEIGHT_CLASS_SMALL toolspeed = 0.5 attack_verb = list("drilled") /obj/item/scalpel name = "scalpel" desc = "Cut, cut, and once more cut." 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_1 = CONDUCT_1 force = 10 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=4000, /datum/material/glass=1000) item_flags = SURGICAL_TOOL attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP_ACCURATE tool_behaviour = TOOL_SCALPEL toolspeed = 1 bare_wound_bonus = 20 /obj/item/scalpel/Initialize() . = ..() AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0) /obj/item/scalpel/advanced name = "laser scalpel" desc = "An advanced scalpel which uses laser technology to cut." icon = 'icons/obj/surgery.dmi' icon_state = "scalpel_a" hitsound = 'sound/weapons/blade1.ogg' force = 16 toolspeed = 0.7 light_color = LIGHT_COLOR_GREEN sharpness = IS_SHARP_ACCURATE /obj/item/scalpel/advanced/Initialize() . = ..() set_light(1) /obj/item/scalpel/advanced/attack_self(mob/user) playsound(get_turf(user), 'sound/machines/click.ogg', 50, TRUE) if(tool_behaviour == TOOL_SCALPEL) tool_behaviour = TOOL_SAW to_chat(user, "You increase the power of [src], now it can cut bones.") set_light(2) force += 1 //we don't want to ruin sharpened stuff icon_state = "saw_a" else tool_behaviour = TOOL_SCALPEL to_chat(user, "You lower the power of [src], it can no longer cut bones.") set_light(1) force -= 1 icon_state = "scalpel_a" /obj/item/scalpel/advanced/examine(mob/living/user) . = ..() . += "" /obj/item/scalpel/augment name = "scalpel" desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy." icon = 'icons/obj/surgery.dmi' icon_state = "scalpel" flags_1 = CONDUCT_1 force = 10 w_class = WEIGHT_CLASS_TINY throwforce = 5 throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=4000, /datum/material/glass=1000) attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") toolspeed = 0.5 hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP_ACCURATE /obj/item/scalpel/suicide_act(mob/user) user.visible_message("[user] is slitting [user.p_their()] [pick("wrists", "throat", "stomach")] with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return (BRUTELOSS) /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' throwhitsound = 'sound/weapons/pierce.ogg' item_flags = SURGICAL_TOOL flags_1 = CONDUCT_1 force = 15 w_class = WEIGHT_CLASS_NORMAL throwforce = 9 throw_speed = 2 throw_range = 5 custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) attack_verb = list("attacked", "slashed", "sawed", "cut") sharpness = IS_SHARP tool_behaviour = TOOL_SAW toolspeed = 1 wound_bonus = 10 bare_wound_bonus = 15 /obj/item/circular_saw/Initialize() . = ..() AddComponent(/datum/component/butchering, 40 * toolspeed, 100, 5, 'sound/weapons/circsawhit.ogg') //saws are very accurate and fast at butchering /obj/item/circular_saw/augment name = "circular saw" desc = "A small but very fast spinning saw. Edges dulled to prevent accidental cutting inside of the surgeon." icon = 'icons/obj/surgery.dmi' icon_state = "saw" hitsound = 'sound/weapons/circsawhit.ogg' throwhitsound = 'sound/weapons/pierce.ogg' flags_1 = CONDUCT_1 force = 10 w_class = WEIGHT_CLASS_SMALL throwforce = 9 throw_speed = 2 throw_range = 5 custom_materials = list(/datum/material/iron=10000, /datum/material/glass=6000) toolspeed = 0.5 attack_verb = list("attacked", "slashed", "sawed", "cut") sharpness = IS_SHARP /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_TINY attack_verb = list("slapped") /obj/item/surgical_drapes/attack(mob/living/M, mob/user) if(!attempt_initiate_surgery(src, M, user)) ..() /obj/item/surgical_drapes/advanced name = "smart surgical drapes" desc = "A smart set of drapes with wireless synchronization to the station's research networks, with an integrated display allowing users to execute advanced surgeries without the aid of an operating computer." var/datum/techweb/linked_techweb /obj/item/surgical_drapes/advanced/Initialize(mapload) . = ..() linked_techweb = SSresearch.science_tech /obj/item/surgical_drapes/advanced/proc/get_advanced_surgeries() . = list() if(!linked_techweb) return for(var/subtype in subtypesof(/datum/design/surgery)) var/datum/design/surgery/prototype = subtype var/id = initial(prototype.id) if(id in linked_techweb.researched_designs) prototype = SSresearch.techweb_design_by_id(id) . |= prototype.surgery /obj/item/organ_storage //allows medical cyborgs to manipulate organs without hands name = "organ storage bag" desc = "A container for holding body parts." icon = 'icons/obj/storage.dmi' icon_state = "evidenceobj" item_flags = SURGICAL_TOOL /obj/item/organ_storage/afterattack(obj/item/I, mob/user, proximity) . = ..() if(!proximity) return if(contents.len) to_chat(user, "[src] already has something inside it.") return if(!isorgan(I) && !isbodypart(I)) to_chat(user, "[src] can only hold body parts!") return user.visible_message("[user] puts [I] into [src].", "You put [I] inside [src].") icon_state = "evidence" var/xx = I.pixel_x var/yy = I.pixel_y I.pixel_x = 0 I.pixel_y = 0 var/image/img = image("icon"=I, "layer"=FLOAT_LAYER) img.plane = FLOAT_PLANE I.pixel_x = xx I.pixel_y = yy add_overlay(img) add_overlay("evidence") desc = "An organ storage container holding [I]." I.forceMove(src) w_class = I.w_class /obj/item/organ_storage/attack_self(mob/user) if(contents.len) var/obj/item/I = contents[1] user.visible_message("[user] dumps [I] from [src].", "You dump [I] from [src].") cut_overlays() I.forceMove(get_turf(src)) icon_state = "evidenceobj" desc = "A container for holding body parts." else to_chat(user, "[src] is empty.") return /obj/item/surgical_processor //allows medical cyborgs to scan and initiate advanced surgeries name = "\improper Surgical Processor" desc = "A device for scanning and initiating surgeries from a disk or operating computer." icon = 'icons/obj/device.dmi' icon_state = "spectrometer" item_flags = NOBLUDGEON var/list/advanced_surgeries = list() /obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity) . = ..() if(!proximity) return if(istype(O, /obj/item/disk/surgery)) to_chat(user, "You load the surgery protocol from [O] into [src].") var/obj/item/disk/surgery/D = O if(do_after(user, 10, target = O)) advanced_surgeries |= D.surgeries return TRUE if(istype(O, /obj/machinery/computer/operating)) to_chat(user, "You copy surgery protocols from [O] into [src].") var/obj/machinery/computer/operating/OC = O if(do_after(user, 10, target = O)) advanced_surgeries |= OC.advanced_surgeries return TRUE return /obj/item/bonesetter name = "bonesetter" desc = "For setting things right." icon = 'icons/obj/surgery.dmi' icon_state = "bone setter" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' custom_materials = list(/datum/material/iron=5000, /datum/material/glass=2500) flags_1 = CONDUCT_1 item_flags = SURGICAL_TOOL w_class = WEIGHT_CLASS_SMALL attack_verb = list("corrected", "properly set") tool_behaviour = TOOL_BONESET toolspeed = 1