Merge branch 'master' into Spookytime

This commit is contained in:
Fermi
2019-10-11 21:51:48 +01:00
91 changed files with 577 additions and 328 deletions
+7
View File
@@ -2246,6 +2246,13 @@
contains = list(/mob/living/simple_animal/hostile/retaliate/goat)
crate_name = "goat crate"
/datum/supply_pack/critter/goose
name = "Goose Crate"
desc = "Angry and violent birds. Evil, evil creatures."
cost = 2500
contains = list(/mob/living/simple_animal/hostile/retaliate/goose)
crate_name = "goose crate"
/datum/supply_pack/critter/monkey
name = "Monkey Cube Crate"
desc = "Stop monkeying around! Contains seven monkey cubes. Just add water!"
+42
View File
@@ -41,6 +41,13 @@
var/dynamic_hair_suffix = ""//head > mask for head hair
var/dynamic_fhair_suffix = ""//mask > head for facial hair
//basically a restriction list.
var/list/species_restricted = null
//Basically syntax is species_restricted = list("Species Name","Species Name")
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
/obj/item/clothing/Initialize()
. = ..()
if(CHECK_BITFIELD(clothing_flags, VOICEBOX_TOGGLABLE))
@@ -338,3 +345,38 @@ BLIND // can't see anything
deconstruct(FALSE)
else
..()
//Species-restricted clothing check. - Thanks Oraclestation, BS13, /vg/station etc.
/obj/item/clothing/mob_can_equip(mob/M, slot, disable_warning = TRUE)
//if we can't equip the item anyway, don't bother with species_restricted (also cuts down on spam)
if(!..())
return FALSE
// Skip species restriction checks on non-equipment slots
if(slot in list(SLOT_IN_BACKPACK, SLOT_L_STORE, SLOT_R_STORE))
return TRUE
if(species_restricted && ishuman(M))
var/wearable = null
var/exclusive = null
var/mob/living/carbon/human/H = M
if("exclude" in species_restricted) //TURNS IT INTO A BLACKLIST - AKA ALL MINUS SPECIES LISTED.
exclusive = TRUE
if(H.dna.species)
if(exclusive)
if(!(H.dna.species.name in species_restricted))
wearable = TRUE
else
if(H.dna.species.name in species_restricted)
wearable = TRUE
if(!wearable)
to_chat(M, "<span class='warning'>Your species cannot wear [src].</span>")
return FALSE
return TRUE
+1 -1
View File
@@ -162,7 +162,7 @@ GLOBAL_DATUM_INIT(iconCache, /savefile, new("tmp/iconCache.sav")) //Cache of ico
var/list/row = src.connectionHistory[i]
if (!row || row.len < 3 || (!row["ckey"] || !row["compid"] || !row["ip"])) //Passed malformed history object
return
if (world.IsBanned(row["ckey"], row["compid"], row["ip"], real_bans_only=TRUE))
if (world.IsBanned(row["ckey"], row["ip"], row["compid"], real_bans_only=TRUE))
found = row
break
+1 -1
View File
@@ -158,7 +158,7 @@
//Returns if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = 0)
/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
return FALSE
/mob/proc/can_put_in_hand(I, hand_index)
@@ -865,7 +865,7 @@
piggyback(target)
return
//If you dragged them to you and you're aggressively grabbing try to fireman carry them
else if(user != target && can_be_firemanned(target))
else if(user != target)
fireman_carry(target)
return
. = ..()
+62 -13
View File
@@ -9,9 +9,29 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever
var/default_color = "#FFF" // if alien colors are disabled, this is the color that will be used by that race
var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
var/list/offset_features = list(OFFSET_UNIFORM = list(0,0), OFFSET_ID = list(0,0), OFFSET_GLOVES = list(0,0), OFFSET_GLASSES = list(0,0), OFFSET_EARS = list(0,0), OFFSET_SHOES = list(0,0), OFFSET_S_STORE = list(0,0), OFFSET_FACEMASK = list(0,0), OFFSET_HEAD = list(0,0), OFFSET_FACE = list(0,0), OFFSET_BELT = list(0,0), OFFSET_BACK = list(0,0), OFFSET_SUIT = list(0,0), OFFSET_NECK = list(0,0))
//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
var/list/offset_features = list(
OFFSET_UNIFORM = list(0,0),
OFFSET_ID = list(0,0),
OFFSET_GLOVES = list(0,0),
OFFSET_GLASSES = list(0,0),
OFFSET_EARS = list(0,0),
OFFSET_SHOES = list(0,0),
OFFSET_S_STORE = list(0,0),
OFFSET_FACEMASK = list(0,0),
OFFSET_HEAD = list(0,0),
OFFSET_EYES = list(0,0),
OFFSET_LIPS = list(0,0),
OFFSET_BELT = list(0,0),
OFFSET_BACK = list(0,0),
OFFSET_HAIR = list(0,0),
OFFSET_FHAIR = list(0,0),
OFFSET_SUIT = list(0,0),
OFFSET_NECK = list(0,0),
OFFSET_MUTPARTS = list(0,0)
)
var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
@@ -401,6 +421,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
facial_overlay.alpha = hair_alpha
if(OFFSET_FHAIR in H.dna.species.offset_features)
facial_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FHAIR][1]
facial_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FHAIR][2]
standing += facial_overlay
if(H.head)
@@ -458,9 +482,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
else
hair_overlay.color = forced_colour
hair_overlay.alpha = hair_alpha
if(OFFSET_FACE in H.dna.species.offset_features)
hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
if(OFFSET_HAIR in H.dna.species.offset_features)
hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_HAIR][1]
hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_HAIR][2]
if(hair_overlay.icon)
standing += hair_overlay
@@ -481,9 +507,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(H.lip_style && (LIPS in species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER)
lip_overlay.color = H.lip_color
if(OFFSET_FACE in H.dna.species.offset_features)
lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
if(OFFSET_LIPS in H.dna.species.offset_features)
lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_LIPS][2]
standing += lip_overlay
// eyes
@@ -496,9 +524,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
if((EYECOLOR in species_traits) && has_eyes)
eye_overlay.color = "#" + H.eye_color
if(OFFSET_FACE in H.dna.species.offset_features)
eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1]
eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2]
if(OFFSET_EYES in H.dna.species.offset_features)
eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_EYES][1]
eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_EYES][2]
standing += eye_overlay
//Underwear, Undershirts & Socks
@@ -851,6 +881,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
for(var/index=1, index<=husklist.len, index++)
husklist[index] = husklist[index]/255
accessory_overlay.color = husklist
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += accessory_overlay
if(S.hasinner)
@@ -863,6 +898,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(S.center)
inner_accessory_overlay = center_image(inner_accessory_overlay, S.dimension_x, S.dimension_y)
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
inner_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
inner_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += inner_accessory_overlay
if(S.extra) //apply the extra overlay, if there is one
@@ -903,6 +942,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(HORNCOLOR)
extra_accessory_overlay.color = "#[H.horn_color]"
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
extra_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += extra_accessory_overlay
if(S.extra2) //apply the extra overlay, if there is one
@@ -937,6 +981,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
extra2_accessory_overlay.color = "#[H.hair_color]"
if(HORNCOLOR)
extra2_accessory_overlay.color = "#[H.horn_color]"
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
extra2_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra2_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += extra2_accessory_overlay
@@ -1343,9 +1392,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/organ/cyberimp/chest/thrusters/T = H.getorganslot(ORGAN_SLOT_THRUSTERS)
if(!istype(J) && istype(C))
J = C.jetpack
if(istype(J) && J.full_speed && J.allow_thrust(0.005, H)) //Prevents stacking
if(istype(J) && J.full_speed && J.allow_thrust(0.01, H)) //Prevents stacking
. -= 0.4
else if(istype(T) && T.allow_thrust(0.005, H))
else if(istype(T) && T.allow_thrust(0.01, H))
. -= 0.4
if(!ignoreslow && gravity)
@@ -709,9 +709,9 @@ generate/load female uniform sprites matching all previously decided variables
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_FACE in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2]
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
add_overlay(lip_overlay)
// eyes
@@ -724,9 +724,9 @@ generate/load female uniform sprites matching all previously decided variables
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
eye_overlay.color = "#" + eye_color
if(OFFSET_FACE in dna.species.offset_features)
eye_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1]
eye_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2]
if(OFFSET_EYES in dna.species.offset_features)
eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
add_overlay(eye_overlay)
dna.species.handle_hair(src)
@@ -1,4 +1,4 @@
/mob/living/carbon/monkey/can_equip(obj/item/I, slot, disable_warning = 0)
/mob/living/carbon/monkey/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
switch(slot)
if(SLOT_HANDS)
if(get_empty_held_indexes())
@@ -290,7 +290,7 @@
to_chat(user, "<span class='warning'>Access denied.</span>")
else if(istype(W, /obj/item/paicard))
insertpai(user, W)
else if(istype(W, /obj/item/hemostat) && paicard)
else if(W.tool_behaviour == TOOL_HEMOSTAT && paicard)
if(open)
to_chat(user, "<span class='warning'>Close the access panel before manipulating the personality slot!</span>")
else
@@ -19,7 +19,7 @@
return 0
/mob/living/simple_animal/drone/can_equip(obj/item/I, slot)
/mob/living/simple_animal/drone/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
switch(slot)
if(SLOT_HEAD)
if(head)
@@ -52,7 +52,7 @@
return 1
return 0
/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot)
/mob/living/simple_animal/hostile/guardian/dextrous/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
switch(slot)
if(SLOT_GENERC_DEXTROUS_STORAGE)
if(internal_storage)
@@ -0,0 +1,35 @@
#define GOOSE_SATIATED 50
/mob/living/simple_animal/hostile/retaliate/goose
name = "goose"
desc = "It's loose"
icon_state = "goose" // sprites by cogwerks from goonstation, used with permission
icon_living = "goose"
icon_dead = "goose_dead"
mob_biotypes = list(MOB_ORGANIC, MOB_BEAST)
speak_chance = 0
turns_per_move = 5
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat = 2)
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
emote_taunt = list("hisses")
taunt_chance = 30
speed = 0
maxHealth = 25
health = 25
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "pecks"
attack_sound = "goose"
speak_emote = list("honks")
faction = list("neutral")
attack_same = TRUE
gold_core_spawnable = HOSTILE_SPAWN
var/random_retaliate = TRUE
/mob/living/simple_animal/hostile/retaliate/goose/handle_automated_movement()
. = ..()
if(prob(5) && random_retaliate == TRUE)
Retaliate()
+1 -1
View File
@@ -191,7 +191,7 @@
/obj/item/stock_parts/cell/secborg
name = "security borg rechargeable D battery"
maxcharge = 1750 //35/17/8 disabler/laser/taser shots.
maxcharge = 1250 //25/12/6 disabler/laser/taser shots.
materials = list(MAT_GLASS=40)
/obj/item/stock_parts/cell/secborg/empty/Initialize()
@@ -25,3 +25,6 @@
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
click_cooldown_override = 3.5
/obj/item/ammo_casing/energy/disabler/secborg
e_cost = 50
@@ -277,12 +277,12 @@
..()
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
sawoff(user)
if(istype(A, /obj/item/melee/transforming/energy))
var/obj/item/melee/transforming/energy/W = A
if(W.active)
sawoff(user)
if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
sawoff(user)
/obj/item/gun/ballistic/revolver/doublebarrel/attack_self(mob/living/user)
var/num_unloaded = 0
@@ -95,7 +95,7 @@
/obj/item/gun/ballistic/shotgun/riot/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
sawoff(user)
if(istype(A, /obj/item/melee/transforming/energy))
var/obj/item/melee/transforming/energy/W = A
@@ -49,6 +49,7 @@
name = "cyborg disabler"
desc = "An integrated disabler that draws from a cyborg's power cell. This one contains a limiter to prevent the cyborg's power cell from overheating."
can_charge = FALSE
ammo_type = list(/obj/item/ammo_casing/energy/disabler/secborg)
selfcharge = EGUN_SELFCHARGE_BORG
cell_type = /obj/item/stock_parts/cell/secborg
charge_delay = 5
+55 -22
View File
@@ -1,14 +1,46 @@
//Generates a markdown txt file for use with the wiki
/proc/find_reagent(input)
. = FALSE
if(GLOB.chemical_reagents_list[input]) //prefer IDs!
var/datum/reagent/R = GLOB.chemical_reagents_list[input]
return R
else
for(var/X in GLOB.chemical_reagents_list)
var/datum/reagent/R = GLOB.chemical_reagents_list[X]
if(input == replacetext(lowertext(R.name), " ", ""))
return R
if(input == replacetext(lowertext(R.id), " ", ""))
return R
/client/proc/generate_wikichem_list()
set name = "Generate Wikichems"
set category = "Debug"
set desc = "Generate a huge loglist of all the chems. Do not click unless you want lag."
message_admins("Someone pressed the lag button. (Generate Wikichems)")
to_chat(usr, "Generating list")
var/prefix = "|Name | Reagents | Reaction vars | Description | Chem properties |\n|---|---|---|-----------|---|\n"
var/prefix = "|Name | Reagents | Reaction vars | Description | Chem properties |\n|---|---|---|-----------|---|\n"
var/input_reagent = replacetext(lowertext(input("Input the name/id of a reagent to get it's description on it's own, or leave blank to parse every chem.", "Input") as text), " ", "") //95% of the time, the reagent id is a lowercase/no spaces version of the name
if(input_reagent)
var/input_reagent2 = find_reagent(input_reagent)
if(!input_reagent2)
to_chat(usr, "Unable to find reagent, stopping proc.")
var/single_parse = generate_chemwiki_line(input_reagent2, input_reagent, FALSE)
text2file(single_parse, "[GLOB.log_directory]/chem_parse.md")
to_chat(usr, "[single_parse].")
single_parse = generate_chemwiki_line(input_reagent2, input_reagent, FALSE)
text2file(single_parse, "[GLOB.log_directory]/chem_parse.md")
to_chat(usr, "[single_parse].")
to_chat(usr, "Saved line to (wherever your root folder is, i.e. where the DME is)/[GLOB.log_directory]/chem_parse.md OR use the Get Current Logs verb under the Admin tab. (if you click Open, and it does nothing, that's because you've not set a .md default program! Try downloading it instead, and use that file to set a default program! Also have a cute day.)")
//Do things here
return
to_chat(usr, "Generating big list")
message_admins("Someone pressed the lag button. (Generate Wikichems)")
///datum/reagent/medicine, /datum/reagent/toxin, /datum/reagent/consumable, /datum/reagent/plantnutriment, /datum/reagent/uranium,
///datum/reagent/colorful_reagent, /datum/reagent/mutationtoxin, /datum/reagent/fermi, /datum/reagent/drug, /datum/reagent/impure
@@ -33,7 +65,7 @@
var/alco = ""
var/grinded = ""
var/blob = ""
//var/impure
var/impure = ""
//Chem_dispencer
var/list/dispensable_reagents = list(
@@ -129,36 +161,46 @@
"applejack"
)
var/breakout = FALSE
for(var/i = 1, i <= 2, i+=1)
for(var/X in GLOB.chemical_reagents_list)
R = GLOB.chemical_reagents_list[X]
if(!R.description) //No description? It's not worth my time.
continue
for(var/Y in dispensable_reagents) //Why do you have to do this
if(R.id == Y)
basic += generate_chemwiki_line(R, X, processCR)
breakout = TRUE
continue
for(var/Y in components)
if(R.id == Y)
upgraded += generate_chemwiki_line(R, X, processCR)
breakout = TRUE
continue
for(var/Y in dispence_drinks)
if(R.id == Y)
drinks += generate_chemwiki_line(R, X, processCR)
breakout = TRUE
continue
for(var/Y in dispence_alco)
if(R.id == Y)
alco += generate_chemwiki_line(R, X, processCR)
breakout = TRUE
continue
for(var/Y in grind)
if(R.id == Y)
grinded += generate_chemwiki_line(R, X, processCR)
breakout = TRUE
continue
if(breakout)
breakout = FALSE
continue
if(istype(R, /datum/reagent/medicine))
medicine += generate_chemwiki_line(R, X, processCR)
@@ -190,10 +232,8 @@
else if(istype(R, /datum/reagent/blob))
blob += generate_chemwiki_line(R, X, processCR)
/*
else if(istype(R, /datum/reagent/impure))
impure += generate_chemwiki_line(R, X, processCR)
*/
else
remainder += generate_chemwiki_line(R, X, processCR)
@@ -206,8 +246,8 @@
to_chat(usr, "finished chems")
var/wholeString = ("\n# DISPENCEABLE REAGENTS\n\n[prefix][basic]\n\n# COMPONENT REAGENTS\n\n[prefix][upgraded]\n\n# GRINDABLE REAGENTS\n\n[prefix][grinded]\n")
wholeString += ("\n# MEDICINE:\n\n[prefix][medicine]\n\n# TOXIN:\n\n[prefix][toxin]\n\n# DRUGS\n\n[prefix][drug]\n\n# FERMI\n\nThese chems lie on the cutting edge of chemical technology, and as such are not recommended for beginners!\n\n[prefix][fermi]\n\n# GENERAL REAGENTS\n\n[prefix][remainder]\n\n# DISPENCEABLE SOFT DRINKS\n\n[prefix][drinks]\n\n# DISPENCEABLE HARD DRINKS\n\n[prefix][alco]\n\n# CONSUMABLE\n\n[prefix][consumable]\n\n# PLANTS\n\n[prefix][plant]\n\n# URANIUM\n\n[prefix][uranium]\n\n# COLOURS\n\n[prefix][colours]\n\n# RACE MUTATIONS\n\n[prefix][muta]\n\n\n# BLOB REAGENTS\n\n[prefix][blob]\n")
var/wholeString = ("\n# DISPENCEABLE REAGENTS\n\n[prefix][basic]\n\n# COMPONENT REAGENTS\n\n[prefix][upgraded]\n\n# GROUND REAGENTS\n\n[prefix][grinded]\n")
wholeString += ("\n# MEDICINE:\n\n[prefix][medicine]\n\n# TOXIN:\n\n[prefix][toxin]\n\n# DRUGS\n\n[prefix][drug]\n\n# FERMI\n\nThese chems lie on the cutting edge of chemical technology, and as such are not recommended for beginners!\n\n[prefix][fermi]\n\n# IMPURE REAGENTS\n\n[prefix][impure]\n\n# GENERAL REAGENTS\n\n[prefix][remainder]\n\n# DISPENCEABLE SOFT DRINKS\n\n[prefix][drinks]\n\n# DISPENCEABLE HARD DRINKS\n\n[prefix][alco]\n\n# CONSUMABLE\n\n[prefix][consumable]\n\n# PLANTS\n\n[prefix][plant]\n\n# URANIUM\n\n[prefix][uranium]\n\n# COLOURS\n\n[prefix][colours]\n\n# RACE MUTATIONS\n\n[prefix][muta]\n\n\n# BLOB REAGENTS\n\n[prefix][blob]\n")
prefix = "|Name | Reagents | Reaction vars | Description |\n|---|---|---|----------|\n"
var/CRparse = ""
@@ -257,6 +297,8 @@
//Temp, Explosions and pH
if(CR)
outstring += "<ul>[(CR.FermiChem?"<li>Min react temp: [CR.OptimalTempMin]K</li>":"[(CR.required_temp?"<li>Min react temp: [CR.required_temp]K</li>":"")]")] [(CR.FermiChem?"<li>Explosion_temp: [CR.ExplodeTemp]K</li>":"")] [(CR.FermiChem?"<li>pH range: [max((CR.OptimalpHMin - CR.ReactpHLim), 0)] to [min((CR.OptimalpHMax + CR.ReactpHLim), 14)]</li>":"")] "
if(CR.FermiChem)
outstring += "[(CR.PurityMin?"<li>Min explosive purity: [CR.PurityMin]</li>":"")] [(CR.FermiExplode?"<li>Special explosion: Yes</li>":"")]"
else
outstring += ""
@@ -288,17 +330,15 @@
outstring += " | "
//Description, OD, Addict, Meta
outstring += "[R.description] | <ul><li>Metabolism_rate: [R.metabolization_rate/2]u/s</li> [(R.overdose_threshold?"<li>Overdose: [R.overdose_threshold]u</li>":"")] [(R.addiction_threshold?"<li>Addiction: [R.addiction_threshold]u</li>":"")] "
outstring += "[R.description] | <ul><li>Metabolism rate: [R.metabolization_rate/2]u/s</li> [(R.overdose_threshold?"<li>Overdose: [R.overdose_threshold]u</li>":"")] [(R.addiction_threshold?"<li>Addiction: [R.addiction_threshold]u</li>":"")] "
if(R.impure_chem != "fermiTox" && R.impure_chem)
if(R.impure_chem && R.impure_chem != "fermiTox")
R3 = GLOB.chemical_reagents_list[R.impure_chem]
outstring += "<li>Impure chem:<a href=\"#[R3.name]\">[R3.name]</a></li>"
if(R.inverse_chem != "fermiTox" && R.inverse_chem)
if(R.inverse_chem && R.impure_chem != "fermiTox")
R3 = GLOB.chemical_reagents_list[R.inverse_chem]
outstring += "<li>Inverse chem:<a href=\"#[R3.name]\">[R3.name]</a></li> "
outstring += "<li>Inverse chem:<a href=\"#[R3.name]\">[R3.name]</a></li> [(R3.inverse_chem_val?"<li>Inverse purity: [R3.inverse_chem_val]</li>":"")] "
if(CR)
if(CR.required_container)
@@ -307,16 +347,9 @@
outstring += "<li>Required container: [I.name]</li>"*/
outstring += "<li>Required container: [CR.required_container]</li>"
if(CR.FermiChem)
outstring += "<li>Minimum purity: [CR.PurityMin]</li> [(CR.FermiExplode?"<li>Special explosion: Yes</li>":"")]"
outstring += "</ul>|\n"
return outstring
//Generate the big list of reaction based reactions.
//|Name | Reagents | Reaction vars | Description | Chem properties
/proc/generate_chemreactwiki_line(datum/chemical_reaction/CR)
+58 -53
View File
@@ -63,7 +63,7 @@
var/targetVol = 0 //the target volume, i.e. the total amount that can be created during a fermichem reaction.
var/reactedVol = 0 //how much of the reagent is reacted during a fermireaction
var/fermiIsReacting = FALSE //that prevents multiple reactions from occurring (i.e. add_reagent calls to process_reactions(), this stops any extra reactions.)
var/fermiReactID = null //ID of the chem being made during a fermireaction, kept here so it's cache isn't lost between loops/procs.
var/fermiReactID //ID of the chem being made during a fermireaction, kept here so it's cache isn't lost between loops/procs.
/datum/reagents/New(maximum=100, new_flags)
maximum_volume = maximum
@@ -365,7 +365,7 @@
/datum/reagents/proc/handle_reactions()//HERE EDIT HERE THE MAIN REACTION
if(fermiIsReacting == TRUE)
if(fermiIsReacting) //This ARRESTS other reactions. If you don't want this, then remove it.
return
if(reagents_holder_flags & NO_REACT)
@@ -404,7 +404,7 @@
for(var/B in cached_required_reagents)
if(!has_reagent(B, cached_required_reagents[B]))
if(!has_reagent(B, cached_required_reagents[B]*CHEMICAL_QUANTISATION_LEVEL))//Allows vols at less than 1 to react.
break
total_matching_reagents++
for(var/B in cached_required_catalysts)
@@ -464,7 +464,7 @@
//Temperature plays into a larger role too.
var/datum/chemical_reaction/C = selected_reaction
if (C.FermiChem == TRUE && !continue_reacting)
if (C.FermiChem && !continue_reacting)
if (chem_temp > C.ExplodeTemp) //This is first to ensure explosions.
var/datum/chemical_reaction/Ferm = selected_reaction
fermiIsReacting = FALSE
@@ -472,31 +472,28 @@
Ferm.FermiExplode(src, my_atom, volume = total_volume, temp = chem_temp, pH = pH)
return 0
//This is just to calc the on_reaction multiplier, and is a candidate for removal.
for(var/B in cached_required_reagents)
multiplier = min(multiplier, round((get_reagent_amount(B) / cached_required_reagents[B]), CHEMICAL_QUANTISATION_LEVEL))
multiplier = min(multiplier, round((get_reagent_amount(B) / cached_required_reagents[B]), 0.0001))
for(var/P in selected_reaction.results)
targetVol = cached_results[P]*multiplier
if( (chem_temp <= C.ExplodeTemp) && (chem_temp >= C.OptimalTempMin))
if( (pH >= (C.OptimalpHMin - C.ReactpHLim)) && (pH <= (C.OptimalpHMax + C.ReactpHLim)) )//To prevent pointless reactions
if (fermiIsReacting == TRUE)
return 0
else
START_PROCESSING(SSprocessing, src)
selected_reaction.on_reaction(src, my_atom, multiplier)
fermiIsReacting = TRUE
fermiReactID = selected_reaction
reaction_occurred = 1
else //It's a little bit of a confusing nest, but esstentially we check if it's a fermireaction, then temperature, then pH. If this is true, the remainer of this handler is run.
return 0 //If pH is out of range
if(!((chem_temp <= C.ExplodeTemp) && (chem_temp >= C.OptimalTempMin)))
return 0 //Not hot enough
if(! ((pH >= (C.OptimalpHMin - C.ReactpHLim)) && (pH <= (C.OptimalpHMax + C.ReactpHLim)) ))//To prevent pointless reactions
return 0
if (fermiIsReacting)
return 0
else
return 0 //If not hot enough
START_PROCESSING(SSprocessing, src)
selected_reaction.on_reaction(src, my_atom, multiplier)
fermiIsReacting = TRUE
fermiReactID = selected_reaction
reaction_occurred = 1
//Standard reaction mechanics:
else
if (C.FermiChem == TRUE)//Just to make sure, should only proc when grenades are combining.
if (C.FermiChem)//Just to make sure, should only proc when grenades are combining.
if (chem_temp > C.ExplodeTemp) //To allow fermigrenades
var/datum/chemical_reaction/fermi/Ferm = selected_reaction
fermiIsReacting = FALSE
@@ -551,38 +548,43 @@
var/multiplier = INFINITY
for(var/B in cached_required_reagents) //
multiplier = min(multiplier, round((get_reagent_amount(B) / cached_required_reagents[B]), 0.001))
if (multiplier == 0)
multiplier = min(multiplier, round((get_reagent_amount(B) / cached_required_reagents[B]), 0.0001))
if (multiplier == 0)//clarity
fermiEnd()
return
for(var/P in C.required_catalysts)
if(!has_reagent(P))
fermiEnd()
return
for(var/P in cached_results)
targetVol = cached_results[P]*multiplier
if (fermiIsReacting == FALSE)
if (!fermiIsReacting)
CRASH("Fermi has refused to stop reacting even though we asked her nicely.")
if (chem_temp > C.OptimalTempMin && fermiIsReacting == TRUE)//To prevent pointless reactions
if( (pH >= (C.OptimalpHMin - C.ReactpHLim)) && (pH <= (C.OptimalpHMax + C.ReactpHLim)) )
if (reactedVol < targetVol)
reactedVol = fermiReact(fermiReactID, chem_temp, pH, reactedVol, targetVol, cached_required_reagents, cached_results, multiplier)
else//Volume is used up
fermiEnd()
return
else//pH is out of range
fermiEnd()
return
else//Temperature is too low, or reaction has stopped.
if (!(chem_temp >= C.OptimalTempMin))//To prevent pointless reactions
fermiEnd()
return
if (!( (pH >= (C.OptimalpHMin - C.ReactpHLim)) && (pH <= (C.OptimalpHMax + C.ReactpHLim)) )) //if pH is too far out, (could possibly allow reactions at this point, after the reaction has started, but make purity = 0)
fermiEnd()
return
reactedVol = fermiReact(fermiReactID, chem_temp, pH, reactedVol, targetVol, cached_required_reagents, cached_results, multiplier)
if(round(reactedVol, CHEMICAL_QUANTISATION_LEVEL) == round(targetVol, CHEMICAL_QUANTISATION_LEVEL))
fermiEnd()
if(!reactedVol)//Maybe unnessicary.
fermiEnd()
return
/datum/reagents/proc/fermiEnd()
var/datum/chemical_reaction/C = fermiReactID
STOP_PROCESSING(SSprocessing, src)
fermiIsReacting = FALSE
reactedVol = 0
targetVol = 0
//Cap off values
for(var/datum/reagent/R in reagent_list)
R.volume = round(R.volume, CHEMICAL_QUANTISATION_LEVEL)//To prevent runaways.
//pH check, handled at the end to reduce calls.
if(istype(my_atom, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RC = my_atom
@@ -593,7 +595,6 @@
handle_reactions()
update_total()
//Reaction sounds and words
playsound(get_turf(my_atom), C.mix_sound, 80, 1)
var/list/seen = viewers(5, get_turf(my_atom))
var/iconhtml = icon2html(my_atom, seen)
for(var/mob/M in seen)
@@ -650,16 +651,18 @@
//ONLY WORKS FOR ONE PRODUCT AT THE MOMENT
//Calculate how much product to make and how much reactant to remove factors..
for(var/P in cached_results)
//stepChemAmmount = CLAMP(((deltaT * multiplier), 0, ((targetVol - reactedVol)/cached_results[P])) //used to have multipler, now it does
stepChemAmmount = (multiplier*cached_results[P])
if (stepChemAmmount >= C.RateUpLim)
stepChemAmmount = (C.RateUpLim)
if (stepChemAmmount > C.RateUpLim)
stepChemAmmount = C.RateUpLim
addChemAmmount = deltaT * stepChemAmmount
if (addChemAmmount >= (targetVol - reactedVol))
addChemAmmount = (targetVol - reactedVol)
if (addChemAmmount < CHEMICAL_QUANTISATION_LEVEL)
addChemAmmount = CHEMICAL_QUANTISATION_LEVEL
removeChemAmmount = (addChemAmmount/cached_results[P])
//keep limited.
addChemAmmount = round(addChemAmmount, CHEMICAL_QUANTISATION_LEVEL)
removeChemAmmount = round(removeChemAmmount, CHEMICAL_QUANTISATION_LEVEL)
//This is kept for future bugtesters.
//message_admins("Reaction vars: PreReacted: [reactedVol] of [targetVol]. deltaT [deltaT], multiplier [multiplier], Step [stepChemAmmount], uncapped Step [deltaT*(multiplier*cached_results[P])], addChemAmmount [addChemAmmount], removeFactor [removeChemAmmount] Pfactor [cached_results[P]], adding [addChemAmmount]")
@@ -672,7 +675,7 @@
for(var/P in cached_results)
SSblackbox.record_feedback("tally", "chemical_reaction", addChemAmmount, P)//log
SSblackbox.record_feedback("tally", "fermi_chem", addChemAmmount, P)
add_reagent(P, (addChemAmmount), null, cached_temp, purity)//add reagent function!! I THINK I can do this:
add_reagent(P, (addChemAmmount), null, cached_temp, purity)
TotalStep += addChemAmmount//for multiple products
//Above should reduce yeild based on holder purity.
//Purity Check
@@ -681,9 +684,9 @@
if (R.purity < C.PurityMin)//If purity is below the min, blow it up.
fermiIsReacting = FALSE
SSblackbox.record_feedback("tally", "fermi_chem", 1, ("[P] explosion"))
C.FermiExplode(src, my_atom, (reactedVol+targetVol), cached_temp, pH)
C.FermiExplode(src, my_atom, (total_volume), cached_temp, pH)
STOP_PROCESSING(SSprocessing, src)
return 0
return
C.FermiCreate(src, addChemAmmount, purity)//proc that calls when step is done
@@ -698,11 +701,11 @@
//go to explode proc
fermiIsReacting = FALSE
SSblackbox.record_feedback("tally", "fermi_chem", 1, ("[C] explosions"))
C.FermiExplode(src, my_atom, (reactedVol+targetVol), chem_temp, pH)
C.FermiExplode(src, my_atom, (total_volume), chem_temp, pH)
STOP_PROCESSING(SSprocessing, src)
return
//Make sure things are limited.
//Make sure things are limited, but superacids/bases can push forward the reaction
pH = CLAMP(pH, 0, 14)
//return said amount to compare for next step.
@@ -717,6 +720,8 @@
if (R in cached_reagents)
cachedPurity += R.purity
i++
if(!i)//I've never seen it get here with 0, but in case
CRASH("No reactants found mid reaction for [fermiReactID]/[C], how it got here is beyond me. Beaker: [holder]")
return cachedPurity/i
/datum/reagents/proc/uncache_purity(id)
@@ -758,14 +763,14 @@
total_volume = 0
for(var/reagent in cached_reagents)
var/datum/reagent/R = reagent
if(R.volume == 0)
if(R.volume <= 0)//For clarity
del_reagent(R.id)
if((R.volume < 0.01) && !fermiIsReacting)
del_reagent(R.id)
else
total_volume += R.volume
if(!reagent_list)
pH = 7
if(!reagent_list || !total_volume)
pH = REAGENT_NORMAL_PH
return 0
/datum/reagents/proc/clear_reagents()
@@ -830,7 +835,7 @@
if(!isnum(amount) || !amount)
return FALSE
if(amount <= CHEMICAL_QUANTISATION_LEVEL)//To prevent small ammount problems.
if(amount < CHEMICAL_QUANTISATION_LEVEL)//To prevent small ammount problems.
return FALSE
var/datum/reagent/D = GLOB.chemical_reagents_list[reagent]
@@ -838,7 +843,7 @@
WARNING("[my_atom] attempted to add a reagent called '[reagent]' which doesn't exist. ([usr])")
return FALSE
if (D.id == "water" && no_react == FALSE && !istype(my_atom, /obj/item/reagent_containers/food)) //Do like an otter, add acid to water, but also don't blow up botany.
if (D.id == "water" && !no_react && !istype(my_atom, /obj/item/reagent_containers/food)) //Do like an otter, add acid to water, but also don't blow up botany.
if (pH <= 2)
SSblackbox.record_feedback("tally", "fermi_chem", 1, "water-acid explosions")
var/datum/effect_system/smoke_spread/chem/s = new
@@ -881,7 +886,7 @@
chem_temp = thermal_energy / (specific_heat * new_total)
//cacluate reagent based pH shift.
if(ignore_pH == TRUE)
if(ignore_pH)
pH = ((cached_pH * cached_total)+(other_pH * amount))/(cached_total + amount)//should be right
else
pH = ((cached_pH * cached_total)+(D.pH * amount))/(cached_total + amount)//should be right
@@ -960,7 +965,7 @@
if((total_volume - amount) <= 0)//Because this can result in 0, I don't want it to crash.
pH = 7
//In practice this is really confusing and players feel like it randomly melts their beakers, but I'm not sure how else to handle it. We'll see how it goes and I can remove this if it confuses people.
else if (ignore_pH == FALSE)
else if (!ignore_pH)
//if (((pH > R.pH) && (pH <= 7)) || ((pH < R.pH) && (pH >= 7)))
pH = (((pH - R.pH) / total_volume) * amount) + pH
if(istype(my_atom, /obj/item/reagent_containers/))
@@ -9,7 +9,7 @@
/datum/reagent/impure/fermiTox
name = "Chemical Isomers"
id = "fermiTox"
description = "Toxic chemical isomers made from impure reactions. At low volumes will cause light toxin damage, but as the volume increases, it deals larger amounts, damages the liver, then eventually the heart."
description = "Toxic chemical isomers made from impure reactions. At low volumes will cause light toxin damage, but as the volume increases, it deals larger amounts, damages the liver, then eventually the heart. This is default impure chem for all chems, and changes only if stated."
data = "merge"
color = "FFFFFF"
can_synth = FALSE
@@ -3,6 +3,7 @@
name = "Blood"
id = "blood"
color = "#C80000" // rgb: 200, 0, 0
description = "Blood from a human, or otherwise."
metabolization_rate = 5 //fast rate so it disappears fast.
taste_description = "iron"
taste_mult = 1.3
@@ -71,8 +71,8 @@
/datum/chemical_reaction/synthtissue
name = "Synthtissue"
id = "synthtissue"
results = list("synthtissue" = 0.05)
required_reagents = list("synthflesh" = 0.01)
results = list("synthtissue" = 5)
required_reagents = list("synthflesh" = 1)
required_catalysts = list("nutriment" = 0.1)
//FermiChem vars:
OptimalTempMin = 305 // Lower area of bell curve for determining heat based rate reactions
@@ -601,63 +601,34 @@
/datum/design/retractor_adv
name = "Advanced Retractor"
desc = "A high-class, premium retractor, featuring precision crafted, silver-plated hook-ends and an electrum handle."
desc = "An almagation of rods and gears, able to function as both a surgical clamp and retractor. "
id = "retractor_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 1500, MAT_GOLD = 1000)
build_path = /obj/item/retractor/adv
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/hemostat_adv
name = "Advanced Hemostat"
desc = "An exceptionally fine pair of arterial forceps. These appear to be plated in electrum and feel soft to the touch."
id = "hemostat_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 1000, MAT_GOLD = 1500)
build_path = /obj/item/hemostat/adv
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/cautery_adv
name = "Electrocautery" //This is based on real-life science.
desc = "A high-tech unipolar Electrocauter. This tiny device contains an extremely powerful microbattery that uses arcs of electricity to painlessly sear wounds shut. It seems to recharge with the user's body-heat. Wow!"
id = "cautery_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 1000, MAT_GOLD = 1500)
build_path = /obj/item/cautery/adv
build_path = /obj/item/retractor/advanced
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/surgicaldrill_adv
name = "Surgical Autodrill"
desc = "With a diamond tip and built-in depth and safety sensors, this drill alerts the user before overpenetrating a patient's skull or tooth. There also appears to be a disable switch."
name = "Surgical Laser Drill"
desc = "It projects a high power laser used for medical applications."
id = "surgicaldrill_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 2500, MAT_GLASS = 2500, MAT_SILVER = 6000, MAT_GOLD = 5500, MAT_DIAMOND = 3500)
build_path = /obj/item/surgicaldrill/adv
build_path = /obj/item/surgicaldrill/advanced
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/scalpel_adv
name = "Precision Scalpel"
desc = "A perfectly balanced electrum scalpel with a silicon-coated edge to eliminate wear and tear."
name = "Laser Scalpel"
desc = "An advanced scalpel which uses laser technology to cut."
id = "scalpel_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1500, MAT_GLASS = 1500, MAT_SILVER = 4000, MAT_GOLD = 2500)
build_path = /obj/item/scalpel/adv
build_path = /obj/item/scalpel/advanced
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/circular_saw_adv
name = "Diamond-Grit Circular Saw"
desc = "For those Assistants with REALLY thick skulls."
id = "circular_saw_adv"
build_type = PROTOLATHE
materials = list(MAT_METAL = 7500, MAT_GLASS = 6000, MAT_SILVER = 6500, MAT_GOLD = 7500, MAT_DIAMOND = 4500)
build_path = /obj/item/circular_saw/adv
category = list("Medical Designs")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
/////////////////////////////////////////
//////////Alien Surgery Tools////////////
@@ -756,7 +727,7 @@
research_icon = 'icons/obj/surgery.dmi'
research_icon_state = "surgery_any"
var/surgery
/datum/design/surgery/experimental_dissection
name = "Experimental Dissection"
desc = "A surgical procedure which deeply analyzes the biology of a corpse, and automatically adds new findings to the research database."
+1 -1
View File
@@ -96,7 +96,7 @@
display_name = "Advanced Surgery Tools"
description = "Refined and improved redesigns for the run-of-the-mill medical utensils."
prereq_ids = list("adv_biotech", "adv_surgery")
design_ids = list("drapes", "retractor_adv", "hemostat_adv", "cautery_adv", "surgicaldrill_adv", "scalpel_adv", "circular_saw_adv")
design_ids = list("drapes", "retractor_adv", "surgicaldrill_adv", "scalpel_adv")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
export_price = 5000
@@ -20,7 +20,7 @@
/datum/surgery_step/dissection
name = "dissection"
implements = list(/obj/item/scalpel = 60, /obj/item/kitchen/knife = 30, /obj/item/shard = 15)
implements = list(TOOL_SCALPEL = 60, /obj/item/kitchen/knife = 30, /obj/item/shard = 15)
time = 125
/datum/surgery_step/dissection/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -12,7 +12,7 @@
/datum/surgery_step/clamp_bleeders,
/datum/surgery_step/brainwash,
/datum/surgery_step/close)
species = list(/mob/living/carbon/human)
possible_locs = list(BODY_ZONE_HEAD)
/datum/surgery/advanced/brainwashing/can_start(mob/user, mob/living/carbon/target)
@@ -24,7 +24,7 @@
return TRUE
/datum/surgery_step/brainwash
name = "brainwash"
implements = list(/obj/item/hemostat = 85, TOOL_WIRECUTTER = 50, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
implements = list(TOOL_HEMOSTAT = 85, TOOL_WIRECUTTER = 50, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
time = 200
var/objective
/datum/surgery_step/brainwash/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+1 -1
View File
@@ -21,7 +21,7 @@
return TRUE
/datum/surgery_step/lobotomize
name = "perform lobotomy"
implements = list(/obj/item/scalpel = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
implements = list(TOOL_SCALPEL = 85, /obj/item/melee/transforming/energy/sword = 55, /obj/item/kitchen/knife = 35,
/obj/item/shard = 25, /obj/item = 20)
time = 100
/datum/surgery_step/lobotomize/tool_check(mob/user, obj/item/tool)
@@ -16,7 +16,7 @@
/datum/surgery_step/bionecrosis
name = "start bionecrosis"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
time = 50
chems_needed = list("zombiepowder", "rezadone")
@@ -17,7 +17,7 @@
return FALSE
/datum/surgery_step/pacify
name = "rewire brain"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
time = 40
/datum/surgery_step/pacify/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -37,4 +37,4 @@
"<span class='warning'>[user] screws up, causing brain damage!</span>",
"[user] completes the surgery on [target]'s brain.")
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
return FALSE
return FALSE
@@ -17,7 +17,7 @@
/datum/surgery_step/reconstruct
name = "repair body"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 25
@@ -1,6 +1,6 @@
/datum/surgery/advanced/toxichealing
name = "Body Rejuvenation"
desc = "A surgical procedure that helps deal with oxygen deprecation, and treat toxic damaged. Works on corpses and alive alike without chemicals."
desc = "A surgical procedure that helps deal with oxygen deprivation, and treats parts damaged due to toxic compounds. Works on corpses and alive alike without chemicals."
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
@@ -17,7 +17,7 @@
/datum/surgery_step/toxichealing
name = "rejuvenate body"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 25
@@ -17,7 +17,7 @@
return TRUE
/datum/surgery_step/viral_bond
name = "viral bond"
implements = list(/obj/item/cautery = 100, TOOL_WELDER = 50, /obj/item = 30) // 30% success with any hot item.
implements = list(TOOL_CAUTERY = 100, TOOL_WELDER = 50, /obj/item = 30) // 30% success with any hot item.
time = 100
chems_needed = list("spaceacillin","virusfood","formaldehyde")
+1 -1
View File
@@ -6,7 +6,7 @@
requires_bodypart_type = 0
/datum/surgery_step/sever_limb
name = "sever limb"
implements = list(/obj/item/scalpel = 100, /obj/item/circular_saw = 100, /obj/item/melee/transforming/energy/sword/cyborg/saw = 100, /obj/item/melee/arm_blade = 80, /obj/item/twohanded/required/chainsaw = 80, /obj/item/mounted_chainsaw = 80, /obj/item/twohanded/fireaxe = 50, /obj/item/hatchet = 40, /obj/item/kitchen/knife/butcher = 25)
implements = list(TOOL_SCALPEL = 100, TOOL_SAW = 100, /obj/item/melee/transforming/energy/sword/cyborg/saw = 100, /obj/item/melee/arm_blade = 80, /obj/item/twohanded/required/chainsaw = 80, /obj/item/mounted_chainsaw = 80, /obj/item/twohanded/fireaxe = 50, /obj/item/hatchet = 40, /obj/item/kitchen/knife/butcher = 25)
time = 64
/datum/surgery_step/sever_limb/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+1 -1
View File
@@ -12,7 +12,7 @@
requires_bodypart_type = 0
/datum/surgery_step/fix_brain
name = "fix brain"
implements = list(/obj/item/hemostat = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
implements = list(TOOL_HEMOSTAT = 85, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15) //don't worry, pouring some alcohol on their open brain will get that chance to 100
time = 120 //long and complicated
/datum/surgery/brain_surgery/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
+1 -1
View File
@@ -11,7 +11,7 @@
//extract brain
/datum/surgery_step/extract_core
name = "extract core"
implements = list(/obj/item/hemostat = 100, TOOL_CROWBAR = 100)
implements = list(TOOL_HEMOSTAT = 100, TOOL_CROWBAR = 100)
time = 16
/datum/surgery_step/extract_core/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+2 -2
View File
@@ -1,6 +1,6 @@
/datum/surgery/embalming //Fast and easy way to husk bodys
name = "Embalming"
desc = "A surgical procedure that prevents a corps from producing."
desc = "A surgical procedure that prevents a corpse from producing miasma."
steps = list(/datum/surgery_step/incise,
/datum/surgery_step/embalming,
/datum/surgery_step/close)
@@ -11,7 +11,7 @@
/datum/surgery_step/embalming
name = "embalming body"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
time = 10
chems_needed = list("drying_agent", "sterilizine")
+1 -1
View File
@@ -7,7 +7,7 @@
//fix eyes
/datum/surgery_step/fix_eyes
name = "fix eyes"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 45, /obj/item/pen = 25)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 45, /obj/item/pen = 25)
time = 64
/datum/surgery/eye_surgery/can_start(mob/user, mob/living/carbon/target)
var/obj/item/organ/eyes/E = target.getorganslot(ORGAN_SLOT_EYES)
+1 -1
View File
@@ -6,7 +6,7 @@
//extract implant
/datum/surgery_step/extract_implant
name = "extract implant"
implements = list(/obj/item/hemostat = 100, TOOL_CROWBAR = 65)
implements = list(TOOL_HEMOSTAT = 100, TOOL_CROWBAR = 65)
time = 64
var/obj/item/implant/I = null
/datum/surgery_step/extract_implant/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+1 -1
View File
@@ -2,7 +2,7 @@
//SURGERY STEPS
/datum/surgery_step/replace
name = "sever muscles"
implements = list(/obj/item/scalpel = 100, TOOL_WIRECUTTER = 55)
implements = list(TOOL_SCALPEL = 100, TOOL_WIRECUTTER = 55)
time = 32
+1 -1
View File
@@ -9,7 +9,7 @@
//cut fat
/datum/surgery_step/cut_fat
name = "cut excess fat"
implements = list(/obj/item/circular_saw = 100, /obj/item/melee/transforming/energy/sword/cyborg/saw = 100, /obj/item/hatchet = 35, /obj/item/kitchen/knife/butcher = 25)
implements = list(TOOL_SAW = 100, /obj/item/hatchet = 35, /obj/item/kitchen/knife/butcher = 25) //why we need a saw to cut adipose tissue is beyond me, shit's soft as fuck
time = 64
/datum/surgery_step/cut_fat/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+6 -6
View File
@@ -3,7 +3,7 @@
name = "unscrew shell"
implements = list(
TOOL_SCREWDRIVER = 100,
/obj/item/scalpel = 75, // med borgs could try to unskrew shell with scalpel
TOOL_SCALPEL = 75, // med borgs could try to unskrew shell with scalpel
/obj/item/kitchen/knife = 50,
/obj/item = 10) // 10% success with any sharp item.
time = 24
@@ -22,7 +22,7 @@
name = "screw shell"
implements = list(
TOOL_SCREWDRIVER = 100,
/obj/item/scalpel = 75,
TOOL_SCALPELl = 75,
/obj/item/kitchen/knife = 50,
/obj/item = 10) // 10% success with any sharp item.
time = 24
@@ -41,7 +41,7 @@
name = "prepare electronics"
implements = list(
TOOL_MULTITOOL = 100,
/obj/item/hemostat = 10) // try to reboot internal controllers via short circuit with some conductor
TOOL_HEMOSTAT = 10) // try to reboot internal controllers via short circuit with some conductor
time = 24
/datum/surgery_step/prepare_electronics/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -54,7 +54,7 @@
name = "unwrench bolts"
implements = list(
TOOL_WRENCH = 100,
/obj/item/retractor = 10)
TOOL_RETRACTOR = 10)
time = 24
/datum/surgery_step/mechanic_unwrench/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -67,7 +67,7 @@
name = "wrench bolts"
implements = list(
TOOL_WRENCH = 100,
/obj/item/retractor = 10)
TOOL_RETRACTOR = 10)
time = 24
/datum/surgery_step/mechanic_wrench/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -84,4 +84,4 @@
/datum/surgery_step/open_hatch/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
display_results(user, target, "<span class='notice'>You begin to open the hatch holders in [target]'s [parse_zone(target_zone)]...</span>",
"[user] begins to open the hatch holders in [target]'s [parse_zone(target_zone)].",
"[user] begins to open the hatch holders in [target]'s [parse_zone(target_zone)].")
"[user] begins to open the hatch holders in [target]'s [parse_zone(target_zone)].")
+1 -1
View File
@@ -62,7 +62,7 @@
name = "manipulate organs"
repeatable = 1
implements = list(/obj/item/organ = 100, /obj/item/reagent_containers/food/snacks/organ = 0, /obj/item/organ_storage = 100)
var/implements_extract = list(/obj/item/hemostat = 100, TOOL_CROWBAR = 55)
var/implements_extract = list(TOOL_HEMOSTAT = 100, TOOL_CROWBAR = 55)
var/current_type
var/obj/item/organ/I = null
/datum/surgery_step/manipulate_organs/New()
+6 -8
View File
@@ -1,7 +1,7 @@
//make incision
/datum/surgery_step/incise
name = "make incision"
implements = list(/obj/item/scalpel = 100, /obj/item/melee/transforming/energy/sword = 75, /obj/item/kitchen/knife = 65,
implements = list(TOOL_SCALPEL = 100, /obj/item/melee/transforming/energy/sword = 75, /obj/item/kitchen/knife = 65,
/obj/item/shard = 45, /obj/item = 30) // 30% success with any sharp item.
time = 16
@@ -27,7 +27,7 @@
//clamp bleeders
/datum/surgery_step/clamp_bleeders
name = "clamp bleeders"
implements = list(/obj/item/hemostat = 100, TOOL_WIRECUTTER = 60, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_WIRECUTTER = 60, /obj/item/stack/packageWrap = 35, /obj/item/stack/cable_coil = 15)
time = 24
/datum/surgery_step/clamp_bleeders/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -45,7 +45,7 @@
//retract skin
/datum/surgery_step/retract_skin
name = "retract skin"
implements = list(/obj/item/retractor = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
implements = list(TOOL_RETRACTOR = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
time = 24
/datum/surgery_step/retract_skin/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -58,7 +58,7 @@
//close incision
/datum/surgery_step/close
name = "mend incision"
implements = list(/obj/item/cautery = 100, /obj/item/gun/energy/laser = 90, TOOL_WELDER = 70,
implements = list(TOOL_CAUTERY = 100, /obj/item/gun/energy/laser = 90, TOOL_WELDER = 70,
/obj/item = 30) // 30% success with any hot item.
time = 24
@@ -81,9 +81,7 @@
//saw bone
/datum/surgery_step/saw
name = "saw bone"
implements = list(/obj/item/circular_saw = 100, /obj/item/melee/transforming/energy/sword/cyborg/saw = 100,
/obj/item/melee/arm_blade = 75, /obj/item/mounted_chainsaw = 65, /obj/item/twohanded/required/chainsaw = 50,
/obj/item/twohanded/fireaxe = 50, /obj/item/hatchet = 35, /obj/item/kitchen/knife/butcher = 25)
implements = list(TOOL_SAW = 100, /obj/item/melee/arm_blade = 75, /obj/item/twohanded/fireaxe = 50, /obj/item/hatchet = 35, /obj/item/kitchen/knife/butcher = 25)
time = 54
/datum/surgery_step/saw/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -101,7 +99,7 @@
//drill bone
/datum/surgery_step/drill
name = "drill bone"
implements = list(/obj/item/surgicaldrill = 100, /obj/item/screwdriver/power = 80, /obj/item/pickaxe/drill = 60, /obj/item/mecha_parts/mecha_equipment/drill = 60, TOOL_SCREWDRIVER = 20)
implements = list(TOOL_DRILL = 100, /obj/item/screwdriver/power = 80, /obj/item/pickaxe/drill = 60, TOOL_SCREWDRIVER = 20)
time = 30
/datum/surgery_step/drill/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
+1
View File
@@ -117,6 +117,7 @@
/obj/item/organ/eyes/night_vision/zombie
name = "undead eyes"
desc = "Somewhat counterintuitively, these half-rotten eyes actually have superior vision to those of a living human."
sight_flags = SEE_MOBS
/obj/item/organ/eyes/night_vision/nightmare
name = "burning red eyes"
+2 -2
View File
@@ -5,7 +5,7 @@
//reshape_face
/datum/surgery_step/reshape_face
name = "reshape face"
implements = list(/obj/item/scalpel = 100, /obj/item/kitchen/knife = 50, TOOL_WIRECUTTER = 35)
implements = list(TOOL_SCALPEL = 100, /obj/item/kitchen/knife = 50, TOOL_WIRECUTTER = 35)
time = 64
/datum/surgery_step/reshape_face/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -48,4 +48,4 @@
"[user] screws up, disfiguring [target]'s appearance!",
"[user] finishes the operation on [target]'s face.")
ADD_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC)
return FALSE
return FALSE
+85 -80
View File
@@ -7,16 +7,29 @@
item_flags = SURGICAL_TOOL
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
tool_behaviour = TOOL_RETRACTOR
toolspeed = 1
/obj/item/retractor/adv
name = "Advanced Retractor"
desc = "A high-class, premium retractor, featuring precision crafted, silver-plated hook-ends and an electrum handle."
/obj/item/retractor/advanced
name = "mechanical pinches"
desc = "An agglomerate of rods and gears."
icon = 'icons/obj/surgery.dmi'
icon_state = "retractor"
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.65
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, "<span class='notice'>You configure the gears of [src], they are now in hemostat mode.</span>")
icon_state = "hemostat_a"
else
tool_behaviour = TOOL_RETRACTOR
to_chat(user, "<span class='notice'>You configure the gears of [src], they are now in retractor mode.</span>")
icon_state = "retractor_a"
/obj/item/retractor/advanced/examine(mob/living/user)
to_chat(user, "<span class = 'notice> It resembles a retractor[tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]. </span>")
/obj/item/retractor/augment
name = "retractor"
@@ -38,17 +51,8 @@
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("attacked", "pinched")
/obj/item/hemostat/adv
name = "Advanced Hemostat"
desc = "An exceptionally fine pair of arterial forceps. These appear to be plated in electrum and feel soft to the touch."
icon = 'icons/obj/surgery.dmi'
icon_state = "hemostat"
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.65
attack_verb = list("attacked", "pinched")
tool_behaviour = TOOL_HEMOSTAT
toolspeed = 1
/obj/item/hemostat/augment
name = "hemostat"
@@ -72,17 +76,8 @@
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("burnt")
/obj/item/cautery/adv
name = "Electrocautery"
desc = "A high-tech unipolar Electrocauter. This tiny device contains an extremely powerful microbattery that uses arcs of electricity to painlessly sear wounds shut. It seems to recharge with the user's body-heat. Wow!"
icon = 'icons/obj/surgery.dmi'
icon_state = "cautery"
materials = list(MAT_METAL=2500, MAT_GLASS=750)
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
toolspeed = 0.5
attack_verb = list("burnt")
tool_behaviour = TOOL_CAUTERY
toolspeed = 1
/obj/item/cautery/augment
name = "cautery"
@@ -110,22 +105,33 @@
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("drilled")
tool_behaviour = TOOL_DRILL
toolspeed = 1
/obj/item/surgicaldrill/adv
name = "Surgical Autodrill"
desc = "With a diamond tip and built-in depth and safety sensors, this drill alerts the user before overpenetrating a patient's skull or tooth. There also appears to be a disable switch."
/obj/item/surgicaldrill/advanced
name = "searing tool"
desc = "It projects a high power laser used for medical application."
icon = 'icons/obj/surgery.dmi'
icon_state = "drill"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
hitsound = 'sound/weapons/circsawhit.ogg'
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
flags_1 = CONDUCT_1
force = 13 //Damions are not ment for flesh cutting!
w_class = WEIGHT_CLASS_NORMAL
toolspeed = 0.65
attack_verb = list("drilled")
sharpness = IS_SHARP_ACCURATE // Were making them use a damion for this...
icon_state = "surgicaldrill_a"
hitsound = 'sound/items/welder.ogg'
/obj/item/surgicaldrill/advanced/Initialize()
. = ..()
set_light(1)
/obj/item/surgicaldrill/advanced/attack_self(mob/user)
playsound(get_turf(user), 'sound/weapons/tap.ogg', 50, TRUE)
if(tool_behaviour == TOOL_DRILL)
tool_behaviour = TOOL_CAUTERY
to_chat(user, "<span class='notice'>You focus the lenses of [src], it is now in mending mode.</span>")
icon_state = "cautery_a"
else
tool_behaviour = TOOL_DRILL
to_chat(user, "<span class='notice'>You dilate the lenses of [src], it is now in drilling mode.</span>")
icon_state = "surgicaldrill_a"
/obj/item/surgicaldrill/advanced/examine(mob/living/user)
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode.</span>")
/obj/item/surgicaldrill/augment
name = "surgical drill"
@@ -159,30 +165,46 @@
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
/obj/item/scalpel/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 80 * toolspeed, 100, 0)
/obj/item/scalpel/adv
name = "Precision Scalpel"
desc = "A perfectly balanced electrum scalpel with a silicon-coated edge to eliminate wear and tear."
/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"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
flags_1 = CONDUCT_1
force = 8
w_class = WEIGHT_CLASS_TINY
throwforce = 7
throw_speed = 3
throw_range = 6
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
toolspeed = 0.65
hitsound = 'sound/weapons/bladeslice.ogg'
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, "<span class='notice'>You increase the power of [src], now it can cut bones.</span>")
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, "<span class='notice'>You lower the power of [src], it can no longer cut bones.</span>")
set_light(1)
force -= 1
icon_state = "scalpel_a"
/obj/item/scalpel/advanced/examine(mob/living/user)
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode. </span>")
/obj/item/scalpel/augment
name = "scalpel"
desc = "Ultra-sharp blade attached directly to your bone for extra-accuracy."
@@ -224,30 +246,13 @@
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
sharpness = IS_SHARP
tool_behaviour = TOOL_SAW
toolspeed = 1
/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/adv
name = "Diamond-Grit Circular Saw"
desc = "For those Assistants with REALLY thick skulls."
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'
flags_1 = CONDUCT_1
force = 13
w_class = WEIGHT_CLASS_NORMAL
throwforce = 6
throw_speed = 1
throw_range = 3
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
attack_verb = list("attacked", "slashed", "sawed", "cut")
toolspeed = 0.65
sharpness = IS_SHARP
/obj/item/circular_saw/augment
name = "circular saw"
@@ -332,7 +337,7 @@
icon_state = "spectrometer"
item_flags = NOBLUDGEON
var/list/advanced_surgeries = list()
/obj/item/surgical_processor/afterattack(obj/item/O, mob/user, proximity)
. = ..()
if(!proximity)