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https://github.com/Aurorastation/Aurora.3.git
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Vitals Monitor (#11769)
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@@ -814,6 +814,7 @@
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#include "code\game\objects\items\tajara.dm"
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#include "code\game\objects\items\toys.dm"
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#include "code\game\objects\items\trash.dm"
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#include "code\game\objects\items\vitals_monitor.dm"
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#include "code\game\objects\items\devices\aicard.dm"
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#include "code\game\objects\items\devices\augment_implanter.dm"
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#include "code\game\objects\items\devices\binoculars.dm"
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@@ -0,0 +1,121 @@
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/obj/item/vitals_monitor
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name = "vitals monitor"
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desc = "A vitals monitor, used to track a patient's vitality. It needs to be attached to a rollerbed to function."
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icon = 'icons/obj/contained_items/tools/vitals_monitor.dmi'
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icon_state = "vitals_monitor"
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item_state = "vitals_monitor"
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contained_sprite = TRUE
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var/obj/structure/bed/roller/bed
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var/reported_critical = FALSE
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/obj/item/vitals_monitor/process()
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if(!bed)
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return
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var/mob/living/carbon/human/H
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if(bed?.buckled)
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if(ishuman(bed.buckled))
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H = bed.buckled
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else if(istype(bed.buckled, /obj/structure/closet))
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H = locate() in bed.buckled.contents
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if(!H)
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return
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if(H.is_asystole())
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if(!reported_critical)
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bed.visible_message(SPAN_WARNING("\The [src] flashes red!"))
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playsound(bed.loc, 'sound/machines/airalarm.ogg', 70)
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reported_critical = TRUE
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update_icon()
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else if(reported_critical)
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bed.visible_message(SPAN_NOTICE("\The [src] returns to a normal green."))
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reported_critical = FALSE
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update_icon()
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/obj/item/vitals_monitor/proc/update_monitor()
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if(bed)
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START_PROCESSING(SSprocessing, src)
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else
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STOP_PROCESSING(SSprocessing, src)
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reported_critical = FALSE
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update_icon()
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/obj/item/vitals_monitor/update_icon()
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if(bed)
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if(bed.density)
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icon_state = "[initial(icon_state)]-bb"
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layer = bed.buckled.layer + 0.1
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else
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icon_state = "[initial(icon_state)]-b"
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layer = bed.layer + 0.1
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else
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icon_state = initial(icon_state)
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layer = initial(layer)
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if(reported_critical)
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color = color_rotation(-120)
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else
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color = null
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/obj/item/vitals_monitor/CtrlClick(var/mob/user)
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if(bed)
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return bed.CtrlClick(user)
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return ..()
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/obj/item/vitals_monitor/Click() // attack_hand doesn't work here because it's inside the rollerbed
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if(bed && bed.Adjacent(usr))
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interact(usr)
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return
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return ..()
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/obj/item/vitals_monitor/interact(mob/user)
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var/datum/vueui/ui = SSvueui.get_open_ui(user, src)
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if(!ui)
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ui = new(user, src, "devices-vitalsmonitor", 480, 250, capitalize_first_letters(name), set_state_object = bed)
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ui.auto_update_content = TRUE
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ui.open()
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/obj/item/vitals_monitor/vueui_data_change(var/list/data, var/mob/user, var/datum/vueui/ui)
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if(!data)
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data = list()
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var/mob/living/carbon/human/H
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if(bed?.buckled)
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if(ishuman(bed.buckled))
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H = bed.buckled
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else if(istype(bed.buckled, /obj/structure/closet))
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H = locate() in bed.buckled.contents
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var/has_occupant = !isnull(H)
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VUEUI_SET_CHECK(data["has_occupant"], has_occupant, ., data)
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if(has_occupant)
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var/displayed_stat = H.stat
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var/blood_oxygenation = H.get_blood_oxygenation()
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if(H.status_flags & FAKEDEATH)
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displayed_stat = DEAD
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blood_oxygenation = min(blood_oxygenation, BLOOD_VOLUME_SURVIVE)
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var/pulse_result
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if(H.should_have_organ(BP_HEART))
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var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART]
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if(!heart)
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pulse_result = 0
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else if(BP_IS_ROBOTIC(heart))
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pulse_result = -2
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else if(H.status_flags & FAKEDEATH)
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pulse_result = 0
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else
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pulse_result = H.get_pulse(GETPULSE_TOOL)
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else
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pulse_result = -1
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if(pulse_result == ">250")
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pulse_result = -3
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VUEUI_SET_CHECK(data["stat"], displayed_stat, ., data)
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VUEUI_SET_CHECK(data["brain_activity"], H.get_brain_result(), ., data)
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VUEUI_SET_CHECK(data["blood_pressure"], H.get_blood_pressure(), ., data)
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VUEUI_SET_CHECK(data["blood_pressure_level"], H.get_blood_pressure_alert(), ., data)
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VUEUI_SET_CHECK(data["blood_volume"], H.get_blood_volume(), ., data)
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VUEUI_SET_CHECK(data["blood_o2"], blood_oxygenation, ., data)
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@@ -224,6 +224,7 @@
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var/base_state = "standard"
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var/item_bedpath = /obj/item/roller
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var/obj/item/reagent_containers/beaker
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var/obj/item/vitals_monitor/vitals
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var/iv_attached = 0
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var/iv_stand = TRUE
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var/patient_shift = 9 //How much are mobs moved up when they are buckled_to.
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@@ -234,8 +235,15 @@
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..()
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LAZYADD(can_buckle, /obj/structure/closet/body_bag)
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/obj/structure/bed/roller/Destroy()
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QDEL_NULL(beaker)
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vitals.bed = null
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QDEL_NULL(vitals)
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return ..()
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/obj/structure/bed/roller/update_icon()
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overlays.Cut()
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cut_overlays()
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vis_contents = list()
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if(density)
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icon_state = "[base_state]_up"
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else
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@@ -245,18 +253,31 @@
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var/percentage = round((beaker.reagents.total_volume / beaker.volume) * 100, 25)
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var/image/filling = image(icon, "iv_filling[percentage]")
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filling.color = beaker.reagents.get_color()
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iv.overlays += filling
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iv.add_overlay(filling)
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if(percentage < 25)
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iv.overlays += image(icon, "light_low")
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iv.add_overlay(image(icon, "light_low"))
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if(density)
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iv.pixel_y = 6
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overlays += iv
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add_overlay(iv)
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if(vitals)
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vitals.update_monitor()
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vis_contents += vitals
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if(bag_strap && istype(buckled, /obj/structure/closet/body_bag))
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LAZYADD(buckled.overlays, image(icon, bag_strap))
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/obj/structure/bed/roller/attackby(obj/item/I, mob/user)
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if(iswrench(I) || istype(I, /obj/item/stack) || iswirecutter(I))
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return 1
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if(istype(I, /obj/item/vitals_monitor))
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if(vitals)
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to_chat(user, SPAN_WARNING("\The [src] already has a vitals monitor attached!"))
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return
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to_chat(user, SPAN_NOTICE("You attach \the [I] to \the [src]."))
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user.drop_from_inventory(I, src)
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vitals = I
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vitals.bed = src
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update_icon()
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return
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if(iv_stand && !beaker && (istype(I, /obj/item/reagent_containers/glass/beaker) || istype(I, /obj/item/reagent_containers/blood)))
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if(!user.unEquip(I, target = src))
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return
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@@ -295,6 +316,14 @@
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beaker = null
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update_icon()
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/obj/structure/bed/roller/proc/remove_vitals(mob/user)
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to_chat(user, SPAN_NOTICE("You detach \the [vitals] from \the [src]."))
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vitals.bed = null
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vitals.update_monitor()
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user.put_in_hands(vitals)
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vitals = null
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update_icon()
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/obj/structure/bed/roller/proc/attach_iv(mob/living/carbon/human/target, mob/user)
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if(!beaker)
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return
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@@ -329,6 +358,9 @@
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if(beaker)
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remove_beaker(usr)
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return
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if(vitals)
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remove_vitals(usr)
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return
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if(buckled)
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return
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collapse()
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@@ -0,0 +1,6 @@
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author: Geeves
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delete-after: True
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changes:
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- rscadd: "Added vitals monitors for rollerbeds, two mapped into medical's GTR."
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After Width: | Height: | Size: 526 B |
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Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 3.6 KiB |
@@ -39336,6 +39336,11 @@
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icon_state = "0-2"
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},
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/obj/structure/table/standard,
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/obj/item/vitals_monitor,
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/obj/item/vitals_monitor{
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pixel_x = 2;
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pixel_y = 4
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},
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/turf/simulated/floor/tiled/dark,
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/area/medical/gen_treatment)
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"bqJ" = (
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@@ -0,0 +1,71 @@
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<template>
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<div>
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<h3>Patient Vitals:</h3>
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<template v-if="has_occupant">
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<vui-group>
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<vui-group-item label="Status:"><span :style="{color:consciousnessLabel(stat)}">{{ consciousnessText(stat) }}</span></vui-group-item>
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<vui-group-item label="Brain Activity:"><vui-progress :class="progressClass(brain_activity)" :value="brain_activity">{{brain_activity}}%</vui-progress></vui-group-item>
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<vui-group-item label="BP:" :style="{color:getPressureClass(blood_pressure_level)}">{{blood_pressure}}</vui-group-item>
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<vui-group-item label="Blood Oxygenation:"><vui-progress :class="progressClass(brain_activity)" :value="Math.round(blood_o2)">{{Math.round(blood_o2)}}%</vui-progress></vui-group-item>
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</vui-group>
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</template>
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<template v-else>
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<span class="bad">No patient detected.</span>
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</template>
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</div>
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</template>
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<script>
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export default {
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data() {
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return this.$root.$data.state;
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},
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methods: {
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consciousnessLabel(value) {
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switch (value) {
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case 0:
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return "LimeGreen"
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case 1:
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return "OrangeRed"
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case 2:
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return "Crimson"
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}
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},
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consciousnessText(value) {
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switch (value) {
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case 0:
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return "Conscious"
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case 1:
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return "Unconscious"
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case 2:
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return "DEAD"
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}
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},
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progressClass(value) {
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if (value <= 50) {
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return "bad"
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}
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else if (value <= 90) {
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return "average"
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}
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else {
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return "good"
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}
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},
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getPressureClass(tpressure) {
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switch (tpressure) {
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case 1:
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return "Crimson"
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case 2:
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return "LimeGreen"
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case 3:
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return "LawnGreen"
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case 4:
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return "Crimson"
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default:
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return "LightSkyBlue"
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}
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}
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}
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};
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</script>
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