/* 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)