code/__DEFINES/surgery.dm 
| IS_ORGANIC_ORGAN | Helper to figure out if an organ is organic |
|---|---|
| IS_ROBOTIC_ORGAN | Helper to figure out if an organ is robotic |
| ORGAN_ORGANIC | Organic organs, the default. Don't get affected by EMPs. |
| ORGAN_ROBOTIC | Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal |
| ORGAN_MINERAL | Mineral organs. Snowflakey. |
| ORGAN_FROZEN | Frozen organs, don't deteriorate |
| ORGAN_FAILING | Failing organs perform damaging effects until replaced or fixed, and typically they don't function properly either |
| ORGAN_EMP | Synthetic organ affected by an EMP. Deteriorates over time. |
| ORGAN_VITAL | Currently only the brain - Removing this organ KILLS the owner |
| ORGAN_EDIBLE | Can be eaten |
| ORGAN_UNREMOVABLE | Can't be removed using surgery or other common means |
| ORGAN_HIDDEN | Can't be seen by scanners, doesn't anger body purists |
| ORGAN_VIRGIN | Has the organ already been inserted inside someone |
| ORGAN_PROMINENT | ALWAYS show this when scanned by advanced scanners, even if it is totally healthy |
| ORGAN_HAZARDOUS | An organ that is ostensibly dangerous when inside a body |
| ORGAN_EXTERNAL | This is an external organ, not an inner one. Used in several checks. |
| ORGAN_GHOST | This is a ghost organ, which can be used for wall phasing. |
| ORGAN_MUTANT | This is a mutant organ, having this makes you a -derived mutant to health analyzers. |
| ORGAN_UNUSABLE | The organ has been chomped or otherwise rendered unusable. |
| ORGAN_TYPE_FLAGS | Organ flags that correspond to bodytypes |
| RIGHT_EYE_SCAR | Scarring on the right eye |
| LEFT_EYE_SCAR | Scarring on the left eye |
| IS_ORGANIC_LIMB | Helper to figure out if a limb is organic |
| IS_ROBOTIC_LIMB | Helper to figure out if a limb is robotic |
| IS_PEG_LIMB | Helper to figure out if a limb is a peg limb |
| BODYPART_UNREMOVABLE | Bodypart cannot be dismembered or amputated |
| BODYPART_PSEUDOPART | Bodypart is a pseudopart (like a chainsaw arm) |
| BODYPART_IMPLANTED | Bodypart did not match the owner's default bodypart limb_id when surgically implanted |
| BODYPART_UNHUSKABLE | Bodypart never displays as a husk |
| BODYPART_VIRGIN | Bodypart has never been added to a mob |
| BP_BLOCK_CHANGE_SPECIES | Bodypart does not get replaced during set_species() |
| HEAD_HAIR | Head can have hair |
| HEAD_FACIAL_HAIR | Head can have facial hair |
| HEAD_LIPS | Head can have lips |
| HEAD_EYESPRITES | Head can have eye sprites |
| HEAD_EYECOLOR | Head will have colored eye sprites |
| HEAD_EYEHOLES | Head can have eyeholes when missing eyes |
| HEAD_DEBRAIN | Head can have debrain overlay |
| HEAD_NO_DISFIGURE | Head will never be disfigured by damage |
| HEAD_DEFAULT_FEATURES | Default for most heads |
| IS_LYING_OR_CANNOT_LIE | Checks if the mob is lying down if they can lie down, otherwise always passes |
| OPERATION_AFFECTS_MOOD | Applies moodlets after the surgical operation is complete |
| OPERATION_NOTABLE | Notable operations are specially logged and also leave memories |
| OPERATION_LOOPING | Operation will automatically repeat until it can no longer be performed |
| OPERATION_MORBID | Grants a speed bonus if the user is morbid and their tool is morbid |
| OPERATION_LOCKED | Not innately available to doctors, must be added via COMSIG_MOB_ATTEMPT_SURGERY to show up |
| OPERATION_SELF_OPERABLE | A surgeon can perform this operation on themselves |
| OPERATION_STANDING_ALLOWED | Operation can be performed on standing patients - note: mobs that cannot lie down are always considered lying down for surgery |
| OPERATION_ALWAYS_FAILABLE | Some traits may cause operations to be infalliable - this flag disables that behavior, always allowing it to be failed |
| OPERATION_IGNORE_CLOTHES | If set, the operation will ignore clothing when checking for access to the target body part. |
| OPERATION_PRIORITY_NEXT_STEP | This operation should be prioritized as the next step in a surgery sequence. (In the operating computer it will flash red) |
| OPERATION_MECHANIC | Operation is a mechanic / robotic surgery |
| OPERATION_NO_WIKI | Hides the operation from autowiki generation |
| IGNORED_OPERATION_CLOTHING_SLOTS | All of these equipment slots are ignored when checking for clothing coverage during surgery |
| IMPLEMENT_HAND | Dummy "tool" for surgeries which use hands |
| SURGERY_MODIFIER_FAILURE_THRESHOLD | Surgery speed modifiers are soft-capped at this value The actual modifier can exceed this but it gets |
| FAILURE_CHANCE_PER_SECOND | There is an x percent chance of failure per second beyond 2.5x the base surgery time |
| GET_FAILURE_CHANCE | Calculates failure chance of an operation based on the base time and the effective speed modifier This may look something like: Base time 1 second and 4x effective multiplier -> 4 seconds - 2.5 seconds = 1.5 seconds * 10 = 15% failure chance Or: Base time 2 seconds and 1x effective multiplier -> 2 seconds - 5 seconds = -3 seconds * 10 = -30% failure chance (clamped to 0%) |
| OPERATION_SPEED | Total speed/failure modifier applied to the operation |
| OPERATION_ACTION | The action being performed, simply "default" for 95% of surgeries |
| OPERATION_FORCE_FAIL | Whether the operation should automatically fail |
| OPERATION_TARGET_ZONE | The body zone being targeted by the operation |
| OPERATION_TARGET | The specific target of the operation, usually a bodypart or organ, generally redundant |
Define Details
BODYPART_IMPLANTED 
Bodypart did not match the owner's default bodypart limb_id when surgically implanted
BODYPART_PSEUDOPART 
Bodypart is a pseudopart (like a chainsaw arm)
BODYPART_UNHUSKABLE 
Bodypart never displays as a husk
BODYPART_UNREMOVABLE 
Bodypart cannot be dismembered or amputated
BODYPART_VIRGIN 
Bodypart has never been added to a mob
BP_BLOCK_CHANGE_SPECIES 
Bodypart does not get replaced during set_species()
FAILURE_CHANCE_PER_SECOND 
There is an x percent chance of failure per second beyond 2.5x the base surgery time
GET_FAILURE_CHANCE 
Calculates failure chance of an operation based on the base time and the effective speed modifier This may look something like: Base time 1 second and 4x effective multiplier -> 4 seconds - 2.5 seconds = 1.5 seconds * 10 = 15% failure chance Or: Base time 2 seconds and 1x effective multiplier -> 2 seconds - 5 seconds = -3 seconds * 10 = -30% failure chance (clamped to 0%)
HEAD_DEBRAIN 
Head can have debrain overlay
HEAD_DEFAULT_FEATURES 
Default for most heads
HEAD_EYECOLOR 
Head will have colored eye sprites
HEAD_EYEHOLES 
Head can have eyeholes when missing eyes
HEAD_EYESPRITES 
Head can have eye sprites
HEAD_FACIAL_HAIR 
Head can have facial hair
HEAD_HAIR 
Head can have hair
HEAD_LIPS 
Head can have lips
HEAD_NO_DISFIGURE 
Head will never be disfigured by damage
IGNORED_OPERATION_CLOTHING_SLOTS 
All of these equipment slots are ignored when checking for clothing coverage during surgery
IMPLEMENT_HAND 
Dummy "tool" for surgeries which use hands
IS_LYING_OR_CANNOT_LIE 
Checks if the mob is lying down if they can lie down, otherwise always passes
IS_ORGANIC_LIMB 
Helper to figure out if a limb is organic
IS_ORGANIC_ORGAN 
Helper to figure out if an organ is organic
IS_PEG_LIMB 
Helper to figure out if a limb is a peg limb
IS_ROBOTIC_LIMB 
Helper to figure out if a limb is robotic
IS_ROBOTIC_ORGAN 
Helper to figure out if an organ is robotic
LEFT_EYE_SCAR 
Scarring on the left eye
OPERATION_ACTION 
The action being performed, simply "default" for 95% of surgeries
OPERATION_AFFECTS_MOOD 
Applies moodlets after the surgical operation is complete
OPERATION_ALWAYS_FAILABLE 
Some traits may cause operations to be infalliable - this flag disables that behavior, always allowing it to be failed
OPERATION_FORCE_FAIL 
Whether the operation should automatically fail
OPERATION_IGNORE_CLOTHES 
If set, the operation will ignore clothing when checking for access to the target body part.
OPERATION_LOCKED 
Not innately available to doctors, must be added via COMSIG_MOB_ATTEMPT_SURGERY to show up
OPERATION_LOOPING 
Operation will automatically repeat until it can no longer be performed
OPERATION_MECHANIC 
Operation is a mechanic / robotic surgery
OPERATION_MORBID 
Grants a speed bonus if the user is morbid and their tool is morbid
OPERATION_NOTABLE 
Notable operations are specially logged and also leave memories
OPERATION_NO_WIKI 
Hides the operation from autowiki generation
OPERATION_PRIORITY_NEXT_STEP 
This operation should be prioritized as the next step in a surgery sequence. (In the operating computer it will flash red)
OPERATION_SELF_OPERABLE 
A surgeon can perform this operation on themselves
OPERATION_SPEED 
Total speed/failure modifier applied to the operation
OPERATION_STANDING_ALLOWED 
Operation can be performed on standing patients - note: mobs that cannot lie down are always considered lying down for surgery
OPERATION_TARGET 
The specific target of the operation, usually a bodypart or organ, generally redundant
OPERATION_TARGET_ZONE 
The body zone being targeted by the operation
ORGAN_EDIBLE 
Can be eaten
ORGAN_EMP 
Synthetic organ affected by an EMP. Deteriorates over time.
ORGAN_EXTERNAL 
This is an external organ, not an inner one. Used in several checks.
ORGAN_FAILING 
Failing organs perform damaging effects until replaced or fixed, and typically they don't function properly either
ORGAN_FROZEN 
Frozen organs, don't deteriorate
ORGAN_GHOST 
This is a ghost organ, which can be used for wall phasing.
ORGAN_HAZARDOUS 
An organ that is ostensibly dangerous when inside a body
ORGAN_HIDDEN 
Can't be seen by scanners, doesn't anger body purists
ORGAN_MINERAL 
Mineral organs. Snowflakey.
ORGAN_MUTANT 
This is a mutant organ, having this makes you a -derived mutant to health analyzers.
ORGAN_ORGANIC 
Organic organs, the default. Don't get affected by EMPs.
ORGAN_PROMINENT 
ALWAYS show this when scanned by advanced scanners, even if it is totally healthy
ORGAN_ROBOTIC 
Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
ORGAN_TYPE_FLAGS 
Organ flags that correspond to bodytypes
ORGAN_UNREMOVABLE 
Can't be removed using surgery or other common means
ORGAN_UNUSABLE 
The organ has been chomped or otherwise rendered unusable.
ORGAN_VIRGIN 
Has the organ already been inserted inside someone
ORGAN_VITAL 
Currently only the brain - Removing this organ KILLS the owner
RIGHT_EYE_SCAR 
Scarring on the right eye
SURGERY_MODIFIER_FAILURE_THRESHOLD 
Surgery speed modifiers are soft-capped at this value The actual modifier can exceed this but it gets