/obj/machinery/computer/operating name = "Operating Computer" density = 1 anchored = 1.0 icon = 'icons/obj/computer.dmi' icon_state = "operating" desc = "Shows information on a patient laying on an operating table." power_usage = 500 var/mob/living/carbon/human/victim = null var/obj/machinery/optable/table = null var/id = 0.0 /obj/machinery/computer/operating/New() ..() spawn(5) src.table = locate(/obj/machinery/optable, orange(2,src)) /obj/machinery/computer/operating/attack_ai(mob/user) add_fingerprint(user) if(stat & (BROKEN|NOPOWER)) return interact(user) /obj/machinery/computer/operating/attack_hand(mob/user) add_fingerprint(user) if(stat & (BROKEN|NOPOWER)) return interact(user) /obj/machinery/computer/operating/attackby(I as obj, user as mob) if(istype(I, /obj/item/screwdriver)) playsound(src.loc, "sound/items/Screwdriver.ogg", 50, 1) if(do_after(user, 20)) if (src.stat & BROKEN) boutput(user, "The broken glass falls out.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) new /obj/item/raw_material/shard/glass( src.loc ) var/obj/item/circuitboard/operating/M = new /obj/item/circuitboard/operating( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 3 A.icon_state = "3" A.anchored = 1 qdel(src) else boutput(user, "You disconnect the monitor.") var/obj/computerframe/A = new /obj/computerframe( src.loc ) if(src.material) A.setMaterial(src.material) var/obj/item/circuitboard/operating/M = new /obj/item/circuitboard/operating( A ) for (var/obj/C in src) C.set_loc(src.loc) A.circuit = M A.state = 4 A.icon_state = "4" A.anchored = 1 qdel(src) else src.attack_hand(user) return /obj/machinery/computer/operating/proc/interact(mob/user) if ( (get_dist(src, user) > 1 ) || (stat & (BROKEN|NOPOWER)) ) if (!istype(user, /mob/living/silicon)) user.machine = null user << browse(null, "window=op") return user.machine = src var/dat = "