Files
VOREStation/code/game/objects/items/weapons/surgery_tools.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/* Surgery Tools
* Contains:
* Retractor
* Hemostat
* Cautery
* Surgical Drill
* Scalpel
* Circular Saw
*/
/*
* Retractor
*/
/obj/item/weapon/retractor
name = "retractor"
desc = "Retracts stuff."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
/*
* Hemostat
*/
/obj/item/weapon/hemostat
name = "hemostat"
desc = "You think you have seen this before."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("attacked", "pinched")
/*
* Cautery
*/
/obj/item/weapon/cautery
name = "cautery"
desc = "This stops bleeding."
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
matter = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
flags = CONDUCT
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("burnt")
/*
* Surgical Drill
*/
/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'
matter = list(DEFAULT_WALL_MATERIAL = 15000, "glass" = 10000)
flags = CONDUCT
force = 15.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("drilled")
suicide_act(mob/user)
viewers(user) << pick("<span class='danger'>\The [user] is pressing \the [src] to \his temple and activating it! It looks like \he's trying to commit suicide.</span>",
"<span class='danger'>\The [user] is pressing \the [src] to \his chest and activating it! It looks like \he's trying to commit suicide.</span>")
return (BRUTELOSS)
/*
* Scalpel
*/
/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
sharp = 1
edge = 1
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
throwforce = 5.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 5000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
suicide_act(mob/user)
viewers(user) << pick("<span class='danger'>\The [user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</span>", \
"<span class='danger'>\The [user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</span>", \
"<span class='danger'>\The [user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>")
return (BRUTELOSS)
/*
* Researchable Scalpels
*/
/obj/item/weapon/scalpel/laser1
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
icon_state = "scalpel_laser1_on"
damtype = "fire"
/obj/item/weapon/scalpel/laser2
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
icon_state = "scalpel_laser2_on"
damtype = "fire"
force = 12.0
/obj/item/weapon/scalpel/laser3
name = "laser scalpel"
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
icon_state = "scalpel_laser3_on"
damtype = "fire"
force = 15.0
/obj/item/weapon/scalpel/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"
force = 7.5
/*
* Circular Saw
*/
/obj/item/weapon/circular_saw
name = "circular saw"
desc = "For heavy duty cutting."
icon = 'icons/obj/surgery.dmi'
icon_state = "saw3"
hitsound = 'sound/weapons/circsawhit.ogg'
flags = CONDUCT
force = 15.0
w_class = ITEMSIZE_NORMAL
throwforce = 9.0
throw_speed = 3
throw_range = 5
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
matter = list(DEFAULT_WALL_MATERIAL = 20000,"glass" = 10000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharp = 1
edge = 1
//misc, formerly from code/defines/weapons.dm
/obj/item/weapon/bonegel
name = "bone gel"
icon = 'icons/obj/surgery.dmi'
icon_state = "bone-gel"
force = 0
w_class = ITEMSIZE_SMALL
throwforce = 1.0
/obj/item/weapon/FixOVein
name = "FixOVein"
icon = 'icons/obj/surgery.dmi'
icon_state = "fixovein"
force = 0
throwforce = 1.0
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 3)
w_class = ITEMSIZE_SMALL
var/usage_amount = 10
/obj/item/weapon/bonesetter
name = "bone setter"
icon = 'icons/obj/surgery.dmi'
icon_state = "bone setter"
force = 8.0
throwforce = 9.0
throw_speed = 3
throw_range = 5
w_class = ITEMSIZE_SMALL
attack_verb = list("attacked", "hit", "bludgeoned")