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https://github.com/vgstation-coders/vgstation13.git
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Made requested changes. Also gave a use for the unused old laser scalpel sprite by giving them to the parent laser scalpel. Also gave the bone setter some recycle value.
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@@ -75,23 +75,27 @@
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/obj/item/weapon/cautery/is_hot()
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return 1
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/obj/item/weapon/cautery/laser
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sharpness = 1.5
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/obj/item/weapon/cautery/laser //Not obtainable normally. Used for the laser scalpel parent.
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name = "laser cautery"
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desc = "A laser cautery"
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icon_state = "cautery_T2old"
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item_state = "laserscalpel2old"
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sharpness_flags = HOT_EDGE
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damtype = "fire"
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force = 10.0
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throwforce = 5.0
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surgery_speed = 0.5
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/obj/item/weapon/cautery/laser/tier1
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name = "basic laser cautery"
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desc = "A laser cautery module detached from a basic laser scalpel. You can attatch it to a laser scalpel."
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desc = "A laser cautery module detached from a basic laser scalpel. You can attach it to a laser scalpel."
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icon_state = "cautery_T1"
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item_state = "laserscalpel1"
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surgery_speed = 0.6
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/obj/item/weapon/cautery/laser/tier2
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name = "high-precision laser cautery"
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desc = "A laser cautery module detached from a high-precision laser scalpel. You can attatch it to a laser scalpel."
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desc = "A laser cautery module detached from a high-precision laser scalpel. You can attach it to a laser scalpel."
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icon_state = "cautery_T2"
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item_state = "laserscalpel2"
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force = 15.0
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@@ -150,16 +154,20 @@
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return (BRUTELOSS)
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/obj/item/weapon/scalpel/laser
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icon_state = "stabslash"
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/obj/item/weapon/scalpel/laser //Not obtainable normally. More to just be a parent to laser scalpels. Three of them were intended it seems but one was dropped so I used the middle tier sprite here.
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name = "laser scalpel"
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desc = "A laser scalpel."
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icon_state = "scalpel_laser2old"
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item_state = "laserscalpel2old"
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damtype = "fire"
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sharpness_flags = SHARP_TIP | SHARP_BLADE | HOT_EDGE
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surgery_speed = 0.5
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var/cauterymode = 0 //1 = cautery enabled
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var/obj/item/weapon/scalpel/laser/held
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var/obj/item/weapon/cautery/laser/held
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/obj/item/weapon/scalpel/laser/New()
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..()
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icon_state = "scalpel"
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icon_state = "scalpel_laser2old_off"
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held = new /obj/item/weapon/cautery/laser(src)
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/obj/item/weapon/scalpel/laser/attack_self(mob/user)
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@@ -198,11 +206,16 @@
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sharpness_flags = initial(sharpness_flags)
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cauterymode = 0
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else if(istype(used_item, /obj/item/weapon/cautery/laser))
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if(!held)
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to_chat(user, "<span class='notice'>You attach \the [used_item] into \the [src].</span>")
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if(held)
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to_chat(user, "<span class='notice'>There's already a cautery attached to \the [src].</span>")
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return
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if(!held && user.drop_item(used_item, src))
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to_chat(user, "<span class='notice'>You attach \the [used_item] to \the [src].</span>")
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playsound(get_turf(src), "sound/items/screwdriver.ogg", 10, 1)
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user.drop_item(used_item, src)
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src.held = used_item
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else
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to_chat(user, "<span class='danger'>You can't let go of \the [used_item]!</span>")
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return
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/obj/item/weapon/scalpel/laser/tier1
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@@ -314,6 +327,9 @@
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throw_speed = 3
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throw_range = 5
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attack_verb = list("attacks", "hits", "bludgeons")
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starting_materials = list(MAT_IRON = 10000, MAT_GLASS = 5000)
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w_type = RECYK_METAL
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origin_tech = Tc_MATERIALS + "=1;" + Tc_BIOTECH + "=1"
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//allows you to replace the bone setter in switchtools with it being a setter child rather than a bonegel child
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@@ -37,8 +37,7 @@
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/datum/surgery_step/generic/cut_with_laser
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allowed_tools = list(
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/obj/item/weapon/scalpel/laser/tier2 = 100,
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/obj/item/weapon/scalpel/laser/tier1 = 100,
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/obj/item/weapon/scalpel/laser = 100,
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/obj/item/weapon/melee/energy/sword = 5 //haha, oh god what
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)
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