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Animal healing fix (#1162)
Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals. Also added a doafter thing to make it a tiny bit more involved. Also adds a little text for animals to make it visible on examination if they're wounded
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@@ -10,8 +10,8 @@
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var/heal_brute = 0
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var/heal_burn = 0
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/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
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if (!istype(M))
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/obj/item/stack/medical/attack(mob/living/M as mob, mob/user as mob)
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if (!istype(M) || istype(M, /mob/living/silicon))
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user << "\red \The [src] cannot be applied to [M]!"
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return 1
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@@ -40,13 +40,21 @@
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H.UpdateDamageIcon()
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else
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if (!M.bruteloss && !M.fireloss)
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user << "<span class='notice'> [M] seems healthy, there are no wounds to treat! </span>"
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return 1
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.visible_message( \
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"\blue [M] has been applied with [src] by [user].", \
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"\blue You apply \the [src] to [M]." \
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)
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use(1)
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"<span class = 'notice'> [user] starts applying \the [src] to [M].</span>", \
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"<span class = 'notice'> You start applying \the [src] to [M].</span>" \
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)
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if (do_mob(user, M, 30))
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.visible_message( \
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"<span class = 'notice'> [M] has been applied with [src] by [user].</span>", \
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"<span class = 'notice'> You apply \the [src] to [M].</span>" \
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)
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use(1)
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M.updatehealth()
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/obj/item/stack/medical/bruise_pack
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@@ -55,6 +63,7 @@
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "brutepack"
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origin_tech = "biotech=1"
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heal_brute = 4
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/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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@@ -96,7 +105,7 @@
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gender = PLURAL
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singular_name = "ointment"
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icon_state = "ointment"
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heal_burn = 1
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heal_burn = 4
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origin_tech = "biotech=1"
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/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
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@@ -127,7 +136,7 @@
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singular_name = "advanced trauma kit"
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desc = "An advanced trauma kit for severe injuries."
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icon_state = "traumakit"
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heal_brute = 12
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heal_brute = 8
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origin_tech = "biotech=1"
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/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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@@ -174,7 +183,7 @@
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singular_name = "advanced burn kit"
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desc = "An advanced treatment kit for severe burns."
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icon_state = "burnkit"
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heal_burn = 12
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heal_burn = 8
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origin_tech = "biotech=1"
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@@ -142,6 +142,11 @@
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user << "<span class='notice'>It looks hungry.</span>"
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else if ((reagents.total_volume > 0 && nutrition > max_nutrition *0.75) || nutrition > max_nutrition *0.9)
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user << "It looks full and contented."
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if (health < maxHealth * 0.5)
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user << "<span class='danger'>It looks badly wounded.</span>"
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else if (health < maxHealth)
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user << "<span class='warning'>It looks wounded.</span>"
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/mob/living/simple_animal/Life()
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..()
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@@ -293,7 +298,16 @@
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if (istype(current, /datum/reagent/nutriment))//If its food, it feeds us
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var/datum/reagent/nutriment/N = current
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nutrition += removed*N.nutriment_factor
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health = min(health+(removed*N.regen_factor), maxHealth)
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var/heal_amount = removed*N.regen_factor
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if (bruteloss > 0)
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var/n = min(heal_amount, bruteloss)
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adjustBruteLoss(-n)
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heal_amount -= n
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if (fireloss && heal_amount)
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var/n = min(heal_amount, fireloss)
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adjustFireLoss(-n)
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heal_amount -= n
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updatehealth()
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current.remove_self(removed)//If its not food, it just does nothing. no fancy effects
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/mob/living/simple_animal/proc/can_eat()
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@@ -373,22 +387,7 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
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return
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/mob/living/simple_animal/attackby(var/obj/item/O, var/mob/user)
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if(istype(O, /obj/item/stack/medical))
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user.changeNext_move(4)
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if(stat != DEAD)
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var/obj/item/stack/medical/MED = O
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if(health < maxHealth)
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if(MED.amount >= 1)
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adjustBruteLoss(-MED.heal_brute)
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MED.amount -= 1
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if(MED.amount <= 0)
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qdel(MED)
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("<span class='notice'>[user] applies the [MED] on [src].</span>")
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else
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user << "<span class='notice'>\The [src] is dead, medical items won't bring \him back to life.</span>"
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else if(istype(O, /obj/item/weapon/reagent_containers))
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if(istype(O, /obj/item/weapon/reagent_containers) || istype(O, /obj/item/stack/medical))
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..()
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else if(meat_type && (stat == DEAD)) //if the animal has a meat, and if it is dead.
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