/*
Contains:
- Bruise Pack
- Ointment
- Advanced Trauma Kit
- Advanced Burn Kit
- Space Klot
*/
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/stacks/medical.dmi'
drop_sound = 'sound/items/drop/box.ogg'
amount = 5
max_amount = 5
w_class = 2
throw_speed = 4
throw_range = 20
var/heal_brute = 0
var/heal_burn = 0
var/apply_sounds
/obj/item/stack/medical/attack(mob/living/M as mob, mob/user as mob)
if (!istype(M) || istype(M, /mob/living/silicon) || istype(M, /mob/living/simple_animal/spiderbot))
to_chat(user, "\The [src] cannot be applied to [M]!")
return 1
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon)) )
to_chat(user, "You don't have the dexterity to do this!")
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.name == BP_HEAD)
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
to_chat(user, "You can't apply [src] through [H.head]!")
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
to_chat(user, "You can't apply [src] through [H.wear_suit]!")
return 1
if(affecting.status & ORGAN_ASSISTED)
to_chat(user, "This isn't useful at all on a robotic limb.")
return 1
H.UpdateDamageIcon()
else
if (!M.getBruteLoss() && !M.getFireLoss())
to_chat(user, " [M] seems healthy, there are no wounds to treat! ")
return 1
user.visible_message( \
" [user] starts applying \the [src] to [M].", \
" You start applying \the [src] to [M]." \
)
if (do_mob(user, M, 30))
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
user.visible_message( \
" [M] has been applied with [src] by [user].", \
" You apply \the [src] to [M]." \
)
use(1)
M.updatehealth()
// Bruise Pack.
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "brutepack"
origin_tech = list(TECH_BIO = 1)
heal_brute = 4
icon_has_variants = TRUE
apply_sounds = list('sound/items/rip1.ogg','sound/items/rip2.ogg')
drop_sound = 'sound/items/drop/gloves.ogg'
/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (!can_use(1, user))
return 0
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(affecting.is_bandaged())
to_chat(user, "The wounds on [M]'s [affecting.name] have already been bandaged.")
return 1
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \
"You start treating [M]'s [affecting.name]." )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if(W.bandaged)
continue
if(used == amount)
break
if(!do_mob(user, M, W.damage/5))
to_chat(user, "You must stand still to bandage wounds.")
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("\The [user] bandages \a [W.desc] on [M]'s [affecting.name].", \
"You bandage \a [W.desc] on [M]'s [affecting.name]." )
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message("\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].", \
"You place a bruise patch over \a [W.desc] on [M]'s [affecting.name]." )
else
user.visible_message("\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].", \
"You place a bandaid over \a [W.desc] on [M]'s [affecting.name]." )
W.bandage()
playsound(src, pick(apply_sounds), 25)
used++
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "\The [src] is used up.")
else
to_chat(user, "\The [src] is used up, but there are more wounds to treat on \the [affecting.name].")
use(used)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!")
// Ointment.
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 4
origin_tech = list(TECH_BIO = 1)
icon_has_variants = TRUE
apply_sounds = list('sound/items/ointment.ogg')
drop_sound = 'sound/items/drop/herb.ogg'
/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (!can_use(1, user))
return 0
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(affecting.is_salved())
to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.")
return 1
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("\The [user] starts salving wounds on [M]'s [affecting.name].", \
"You start salving the wounds on [M]'s [affecting.name]." )
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, M, 10))
to_chat(user, "You must stand still to salve wounds.")
return 1
user.visible_message("[user] salved wounds on [M]'s [affecting.name].", \
"You salved wounds on [M]'s [affecting.name]." )
use(1)
affecting.salve()
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!")
// Advanced Trauma Kit.
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 8
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/items/rip1.ogg','sound/items/rip2.ogg','sound/items/tape.ogg')
/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (!can_use(1, user))
return 0
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(affecting.is_bandaged() && affecting.is_disinfected())
to_chat(user, "The wounds on [M]'s [affecting.name] have already been treated.")
return 1
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \
"You start treating [M]'s [affecting.name]." )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.bandaged && W.disinfected)
continue
if(used == amount)
break
if(!do_mob(user, M, W.damage/5))
to_chat(user, "You must stand still to bandage wounds.")
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
"You clean and seal \a [W.desc] on [M]'s [affecting.name]." )
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
"You place a medical patch over \a [W.desc] on [M]'s [affecting.name]." )
else
user.visible_message("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
"You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]." )
playsound(src, pick(apply_sounds), 25)
W.bandage()
W.disinfect()
W.heal_damage(heal_brute)
used++
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "\The [src] is used up.")
else
to_chat(user, "\The [src] is used up, but there are more wounds to treat on \the [affecting.name].")
use(used)
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!")
// Advanced Burn Kit.
/obj/item/stack/medical/advanced/ointment
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 8
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/items/ointment.ogg')
/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(affecting.is_salved())
to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.")
return 1
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("\The [user] starts salving wounds on [M]'s [affecting.name].", \
"You start salving the wounds on [M]'s [affecting.name]." )
playsound(src, pick(apply_sounds), 25)
if(!do_mob(user, M, 10))
to_chat(user, "You must stand still to salve wounds.")
return 1
user.visible_message( "[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.", \
"You cover wounds on [M]'s [affecting.name] with regenerative membrane." )
affecting.heal_damage(0,heal_burn)
use(1)
affecting.salve()
else
if (can_operate(H)) //Checks if mob is lying down on table for surgery
if (do_surgery(H,user,src))
return
else
to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!")
// Space Klot. This stops bleeding and has a small chance to stop some internal bleeding, but it will be locked behind a tech tree + does not disinfect like a normal bruise pack.
/obj/item/stack/medical/advanced/bruise_pack/spaceklot
name = "space klot"
singular_name = "space klot"
desc = "A powder that, when poured on an open wound, quickly stops the bleeding. Combine with bandages for the best effect."
icon_state = "powderbag"
heal_brute = 15
origin_tech = list(TECH_BIO = 4)
var/open = 0
var/used = 0
/obj/item/stack/medical/advanced/bruise_pack/spaceklot/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if(used)
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open == 0)
if(affecting.is_bandaged())
to_chat(user, "The wounds on [M]'s [affecting.name] have already been treated.")
return 1
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \
"You start treating [M]'s [affecting.name]." )
if(!do_after(user, 100, act_target = M))
return
for (var/datum/wound/W in affecting.wounds)
if (W.bandaged)
continue
if(used == amount)
break
if(!do_mob(user, M, W.damage/5))
to_chat(user, "You must stand still to bandage wounds.")
break
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("\The [user] pours the powder \a [W.desc] on [M]'s [affecting.name].", \
"You pour the powder \a [W.desc] on [M]'s [affecting.name]." )
W.bandage()
W.heal_damage(heal_brute, 0)
used = 1
affecting.update_damages()
/obj/item/stack/medical/splint
name = "medical splints"
desc = "Modular splints capable of supporting and immobilizing bones in both limbs and appendages."
singular_name = "medical splint"
icon_state = "splint"
amount = 5
max_amount = 5
drop_sound = 'sound/items/drop/hat.ogg'
var/list/splintable_organs = list(BP_L_ARM,BP_R_ARM,BP_L_LEG,BP_R_LEG, BP_L_HAND, BP_R_HAND, BP_R_FOOT, BP_L_FOOT)
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (!can_use(1, user))
return 0
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in splintable_organs))
to_chat(user, "You can't apply a splint there!")
return
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "[M]'s [limb] is already splinted!")
return
if (M != user)
user.visible_message("[user] starts to apply \the [src] to [M]'s [limb].", "You start to apply \the [src] to [M]'s [limb].", "You hear something being wrapped.")
else
if((!user.hand && affecting.limb_name == BP_R_ARM) || (user.hand && affecting.limb_name == BP_L_ARM))
to_chat(user, "You can't apply a splint to the arm you're using!")
return
user.visible_message("[user] starts to apply \the [src] to their [limb].", "You start to apply \the [src] to your [limb].", "You hear something being wrapped.")
if(do_after(user, 50))
if (M != user)
user.visible_message("[user] finishes applying \the [src] to [M]'s [limb].", "You finish applying \the [src] to [M]'s [limb].", "You hear something being wrapped.")
else
if(prob(25))
user.visible_message("[user] successfully applies \the [src] to their [limb].", "You successfully apply \the [src] to your [limb].", "You hear something being wrapped.")
else
user.visible_message("[user] fumbles \the [src].", "You fumble \the [src].", "You hear something being wrapped.")
return
affecting.status |= ORGAN_SPLINTED
use(1)
return
/obj/item/stack/medical/splint/makeshift
name = "makeshift splints"
singular_name = "makeshift splint"
desc = "For holding your limbs in place with duct tape and scrap metal."
icon_state = "tape-splint"
amount = 1
splintable_organs = list(BP_L_ARM,BP_R_ARM,BP_L_LEG,BP_R_LEG)