/* Contains: - Bruise Pack - Ointment - Advanced Trauma Kit - Advanced Burn Kit */ /obj/item/stack/medical name = "medical pack" singular_name = "medical pack" icon = 'icons/obj/item/stacks/medical.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items/stacks/lefthand_medical.dmi', slot_r_hand_str = 'icons/mob/items/stacks/righthand_medical.dmi', ) drop_sound = 'sound/items/drop/cardboardbox.ogg' pickup_sound = 'sound/items/pickup/cardboardbox.ogg' amount = 5 max_amount = 5 w_class = ITEMSIZE_SMALL throw_speed = 4 throw_range = 20 surgerysound = 'sound/items/surgery/bonegel.ogg' var/heal_brute = 0 var/heal_burn = 0 var/automatic_charge_overlays = FALSE //Do we handle overlays with base update_icon()? | Stolen from TG egun code var/charge_sections = 5 // How many indicator blips are there? var/charge_x_offset = 2 //The spacing between each charge indicator. Should be 2 to leave a 1px gap between each blip. var/apply_sounds var/applied_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, SPAN_WARNING("\The [src] cannot be applied to [M]!")) return 1 if ( ! (istype(user, /mob/living/carbon/human) || \ istype(user, /mob/living/silicon)) ) to_chat(user, SPAN_WARNING("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, SPAN_WARNING("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, SPAN_WARNING("You can't apply [src] through [H.wear_suit]!")) return 1 if(affecting.status & ORGAN_LIFELIKE) if(!(affecting.brute_dam || affecting.burn_dam)) to_chat(user, SPAN_NOTICE("[M] seems healthy, there are no wounds to treat! ")) return 1 user.visible_message( \ SPAN_NOTICE("[user] starts applying \the [src] to [M]."), \ SPAN_NOTICE("You start applying \the [src] to [M].")\ ) if (do_mob(user, M, 30)) user.visible_message( \ SPAN_NOTICE("[M] has been applied with [src] by [user]."), \ SPAN_NOTICE("You apply \the [src] to [M].")\ ) use(1) return 1 if(affecting.status & ORGAN_ASSISTED) to_chat(user, SPAN_WARNING("This isn't useful at all on a robotic limb.")) return 1 H.UpdateDamageIcon() else if (!M.getBruteLoss() && !M.getFireLoss()) to_chat(user, SPAN_NOTICE("[M] seems healthy, there are no wounds to treat! ")) return 1 user.visible_message( \ SPAN_NOTICE("[user] starts applying \the [src] to [M]."), \ SPAN_NOTICE("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( \ SPAN_NOTICE("[M] has been applied with [src] by [user]."), \ SPAN_NOTICE("You apply \the [src] to [M].")\ ) use(1) M.updatehealth() /obj/item/stack/medical/use() . = ..() if(applied_sounds) playsound(src, applied_sounds, 25) /obj/item/stack/medical/update_icon() if(QDELETED(src)) //Checks if the item has been deleted return //If it has, do nothing ..() if(!automatic_charge_overlays) //Checks if the item has this feature enabled return //If it does not, do nothing var/ratio = CEILING(clamp(amount / max_amount, 0, 1) * charge_sections, 1) ClearOverlays() var/iconState = "[icon_state]_charge" if(!amount) //Checks if there are still charges left in the item return //If it does not, do nothing, as the overlays have been cut before this already. else var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState) for(var/i = ratio, i >= 1, i--) charge_overlay.pixel_x = charge_x_offset * (i - 1) AddOverlays(charge_overlay) // 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 = /singleton/sound_category/rip_sound drop_sound = 'sound/items/drop/gloves.ogg' pickup_sound = 'sound/items/pickup/gloves.ogg' /obj/item/stack/medical/bruise_pack/full/Initialize() . = ..() amount = max_amount update_icon() /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, SPAN_WARNING("The wounds on [M]'s [affecting.name] have already been bandaged.")) return 1 else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_NOTICE("You must stand still to bandage wounds.")) break if (W.current_stage <= W.max_bleeding_stage) user.visible_message(SPAN_NOTICE("\The [user] bandages \a [W.desc] on [M]'s [affecting.name]."), \ SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name].")) //H.add_side_effect("Itch") else if (W.damage_type == BRUISE) user.visible_message(SPAN_NOTICE("\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name]."), \ SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].")) else user.visible_message(SPAN_NOTICE("\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name]."), \ SPAN_NOTICE("You place a bandaid over \a [W.desc] on [M]'s [affecting.name].")) W.bandage() playsound(src, apply_sounds, 25) used++ affecting.update_damages() if(used == amount) if(affecting.is_bandaged()) to_chat(user, SPAN_WARNING("\The [src] is used up.")) else to_chat(user, SPAN_WARNING("\The [src] is used up, but there are more wounds to treat on \the [affecting.name].")) use(used) H.update_bandages(TRUE) 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, SPAN_NOTICE("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 = /singleton/sound_category/ointment_sound drop_sound = 'sound/items/drop/herb.ogg' pickup_sound = 'sound/items/pickup/herb.ogg' /obj/item/stack/medical/ointment/full/Initialize() . = ..() amount = max_amount update_icon() /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, SPAN_WARNING("The wounds on [M]'s [affecting.name] have already been salved.")) return 1 else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_NOTICE("You must stand still to salve wounds.")) return 1 user.visible_message(SPAN_NOTICE("[user] salved wounds on [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_NOTICE("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 = /singleton/sound_category/rip_sound applied_sounds = 'sound/items/advkit.ogg' automatic_charge_overlays = TRUE /obj/item/stack/medical/advanced/bruise_pack/full/Initialize() . = ..() amount = max_amount update_icon() /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, SPAN_WARNING("The wounds on [M]'s [affecting.name] have already been treated.")) return 1 else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message(SPAN_NOTICE("\The [user] starts treating [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_NOTICE("You must stand still to bandage wounds.")) break if (W.current_stage <= W.max_bleeding_stage) user.visible_message(SPAN_NOTICE("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue."), \ SPAN_NOTICE("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(SPAN_NOTICE("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name]."), \ SPAN_NOTICE("You place a medical patch over \a [W.desc] on [M]'s [affecting.name].")) else user.visible_message(SPAN_NOTICE("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_WARNING("\The [src] is used up.")) else to_chat(user, SPAN_WARNING("\The [src] is used up, but there are more wounds to treat on \the [affecting.name].")) use(used) H.update_bandages(TRUE) 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, SPAN_NOTICE("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 = /singleton/sound_category/ointment_sound applied_sounds = 'sound/items/advkit.ogg' automatic_charge_overlays = TRUE /obj/item/stack/medical/advanced/ointment/full/Initialize() . = ..() amount = max_amount update_icon() /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, SPAN_WARNING("The wounds on [M]'s [affecting.name] have already been salved.")) return 1 else user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [M]'s [affecting.name]."), \ SPAN_NOTICE("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, SPAN_NOTICE("You must stand still to salve wounds.")) return 1 user.visible_message(SPAN_NOTICE("[user] covers wounds on [M]'s [affecting.name] with regenerative membrane."), \ SPAN_NOTICE("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, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!")) /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' pickup_sound = 'sound/items/pickup/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/full/Initialize() . = ..() amount = max_amount update_icon() /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, SPAN_DANGER("You can't apply a splint there!")) return if(affecting.status & ORGAN_SPLINTED) to_chat(user, SPAN_DANGER("[M]'s [limb] is already splinted!")) return if (M != user) user.visible_message(SPAN_DANGER("[user] starts to apply \the [src] to [M]'s [limb]."), SPAN_DANGER("You start to apply \the [src] to [M]'s [limb]."), SPAN_DANGER("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, SPAN_DANGER("You can't apply a splint to the arm you're using!")) return user.visible_message(SPAN_DANGER("[user] starts to apply \the [src] to their [limb]."), SPAN_DANGER("You start to apply \the [src] to your [limb]."), SPAN_DANGER("You hear something being wrapped.")) if(do_after(user, 5 SECONDS, M)) if (M != user) user.visible_message(SPAN_DANGER("[user] finishes applying \the [src] to [M]'s [limb]."), SPAN_DANGER("You finish applying \the [src] to [M]'s [limb]."), SPAN_DANGER("You hear something being wrapped.")) else if(prob(25)) user.visible_message(SPAN_DANGER("[user] successfully applies \the [src] to their [limb]."), SPAN_DANGER("You successfully apply \the [src] to your [limb]."), SPAN_DANGER("You hear something being wrapped.")) else user.visible_message(SPAN_DANGER("[user] fumbles \the [src]."), SPAN_DANGER("You fumble \the [src]."), SPAN_DANGER("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)