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VOREStation/code/modules/organs/internal/augment.dm
T
Cameron Lennox fb81ffbe83 Amputation Repair, Surgery adjustments, and amputation vision. (#19199)
* Fixes necrosis steps setting bone

Makes it so you the 'cut away' step doesn't set bones to open. This is entirely a non-internal fix (you're working on the flesh, not the organs inside) so you don't need the bone retracted.

* Update other.dm

* Crowbar Augment

* descriptors

* Update carbon.dm

* no typecasting

* removes unused proc

* Limb status

* Makes butchering take time

Gives a warning as well when starting it.

* Update organ.dm

* Update organ.dm

* Closing surgical stages and desc.

Opened organs have descriptions that they're opened.

Organs inform you that they have SPECIAL MECHANICS THAT'VE BEEN IN FOR 10 YEARS that you can do to them.

Allows fixing amputated organs

A BUNCH of stuff

* Update organ.dm

* Keep the washing

* Update external_repair.dm

* Update other.dm

* Organizes surgeries

* fix a typo

* Update surgery.dm

* More surgery

* Nerve Surgery

Adds template for nerve surgery

* Prevents pain from limbs that feel no pain

* Update external_repair.dm
2026-02-27 19:16:27 +01:00

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/*
* Augments. This file contains the base, and organic-targeting augments.
*/
/obj/item/organ/internal/augment
name = "augment"
icon_state = "cell_bay"
robotic = ORGAN_ROBOT
parent_organ = BP_TORSO
organ_verbs = list(/mob/living/carbon/human/proc/augment_menu) // Verbs added by the organ when present in the body.
target_parent_classes = list() // Is the parent supposed to be organic, robotic, assisted?
forgiving_class = TRUE // Will the organ give its verbs when it isn't a perfect match? I.E., assisted in organic, synthetic in organic.
butcherable = FALSE
var/obj/item/integrated_object // Objects held by the organ, used for re-usable, deployable things.
var/integrated_object_type // Object type the organ will spawn.
var/target_slot = null
var/silent_deploy = FALSE
var/image/my_radial_icon = null
var/radial_icon = null // DMI for the augment's radial icon.
var/radial_name = null // The augment's name in the Radial Menu.
var/radial_state = null // Icon state for the augment's radial icon.
var/aug_cooldown = 30 SECONDS
var/cooldown = null
description_fluff = "If attempting to implant a compatible augment into a synthetic limb, the limb must be screwdrivered open and then the augment port opened with a crowbar before insertion can begin."
/obj/item/organ/internal/augment/Initialize(mapload)
. = ..()
setup_radial_icon()
if(integrated_object_type)
integrated_object = new integrated_object_type(src)
integrated_object.canremove = FALSE
/obj/item/organ/internal/augment/proc/setup_radial_icon()
if(!radial_icon)
radial_icon = icon
if(!radial_name)
radial_name = name
if(!radial_state)
radial_state = icon_state
my_radial_icon = image(icon = radial_icon, icon_state = radial_state)
/obj/item/organ/internal/augment/handle_organ_mod_special(var/removed = FALSE)
if(removed && integrated_object && integrated_object.loc != src)
if(isliving(integrated_object.loc))
var/mob/living/L = integrated_object.loc
L.drop_from_inventory(integrated_object)
integrated_object.forceMove(src)
..(removed)
/obj/item/organ/internal/augment/proc/augment_action()
if(!owner)
return
if(aug_cooldown)
if(cooldown <= world.time)
cooldown = world.time + aug_cooldown
else
return
if(robotic && owner.get_restraining_bolt())
to_chat(owner, span_warning("\The [src] doesn't respond."))
return
var/item_to_equip = integrated_object
if(!item_to_equip && integrated_object_type)
item_to_equip = integrated_object_type
if(ispath(item_to_equip))
owner.equip_augment_item(target_slot, item_to_equip, silent_deploy)
else if(item_to_equip)
owner.equip_augment_item(target_slot, item_to_equip, silent_deploy, src)
/*
* Human-specific mob procs.
*/
// The next two procs simply handle the radial menu for augment activation.
/mob/living/carbon/human/proc/augment_menu()
set name = "Open Augment Menu"
set desc = "Toggle your augment menu."
set category = "Augments"
enable_augments(src)
/mob/living/carbon/human/proc/enable_augments(var/mob/living/user)
var/list/options = list()
var/list/present_augs = list()
for(var/obj/item/organ/internal/augment/Aug in internal_organs)
if(Aug.my_radial_icon && !Aug.is_broken() && Aug.check_verb_compatability())
present_augs[Aug.radial_name] = Aug
for(var/augname in present_augs)
var/obj/item/organ/internal/augment/iconsource = present_augs[augname]
options[augname] = iconsource.my_radial_icon
var/list/choice = list()
if(length(options) == 1)
for(var/key in options)
choice = key
else
choice = show_radial_menu(user, src, options)
if(!isnull(choice) && options[choice])
var/obj/item/organ/internal/augment/A = present_augs[choice]
A.augment_action(user)
/* equip_augment_item
* Used to equip an organ's augment items when possible.
* slot is the target equip slot, if it's not a generic either-hand deployable,
* equipping is either the target object, or a path for the target object,
* cling_to_organ is a reference to the organ object itself, so they can easily return to their organ when removed by any means.
*/
/mob/living/carbon/human/proc/equip_augment_item(var/slot, var/obj/item/equipping = null, var/make_sound = TRUE, var/obj/item/organ/cling_to_organ = null)
if(!ishuman(src))
return 0
if(!equipping)
return 0
var/mob/living/carbon/human/M = src
if(buckled)
var/obj/Ob = buckled
if(Ob.buckle_lying)
to_chat(M, span_notice("You cannot use your augments when restrained."))
return 0
if((slot == slot_l_hand && l_hand) || (slot == slot_r_hand && r_hand))
to_chat(M,span_warning("Your hand is full. Drop something first."))
return 0
var/del_if_failure = FALSE
if(ispath(equipping))
del_if_failure = TRUE
equipping = new equipping(src)
if(!slot)
put_in_any_hand_if_possible(equipping, del_if_failure)
else
if(slot_is_accessible(slot, equipping, src))
equip_to_slot(equipping, slot, 1, 1)
else if(del_if_failure)
qdel(equipping)
return 0
if(cling_to_organ) // Does the object automatically return to the organ?
equipping.my_augment = cling_to_organ
if(make_sound)
playsound(src, 'sound/items/change_jaws.ogg', 30, 1)
if(equipping.loc != src)
equipping.dropped(src)
return 1