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https://github.com/Aurorastation/Aurora.3.git
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7d058fc613
V2 of [previous music playing PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no longer uses the connect_range component for implementation because it turned out a bit too inflexible for overlapping music players. Removes a NanoUI template for the [TGUI update](https://github.com/Aurorastation/Aurora.3/pull/21046). New changelog: - refactor: "Ported Jukebox's NanoUI interface to TGUI." - refactor: "Ported Jukebox audio playing functionality to a component." - refactor: "Sound keys refactored from singletons to datums, along with larger breakout of sound.dm to allow for easier SFX updates in future." - code_imp: "Expanded track datums to include track lengths." - code_imp: "Reorganized music file folders for more intuitive access." - rscadd: "Earphone status feedback text now includes track length." - rscadd: "Added autoplay functionality to earphones." - bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the end of the playlist when used while the first track is selected." - bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard -9.8 dB)." - bugfix: "Fixed y-offset of audioconsole-running overlay animation to line up with the actual screen." --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com>
428 lines
16 KiB
Plaintext
428 lines
16 KiB
Plaintext
/*
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Contains:
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- Bruise Pack
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- Ointment
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- Advanced Trauma Kit
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- Advanced Burn Kit
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*/
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/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/item/stacks/medical.dmi'
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drop_sound = 'sound/items/drop/cardboardbox.ogg'
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pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
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amount = 5
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max_amount = 5
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 4
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throw_range = 20
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surgerysound = 'sound/items/surgery/bonegel.ogg'
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var/heal_brute = 0
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var/heal_burn = 0
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var/automatic_charge_overlays = FALSE //Do we handle overlays with base update_icon()? | Stolen from TG egun code
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var/charge_sections = 5 // How many indicator blips are there?
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var/charge_x_offset = 2 //The spacing between each charge indicator. Should be 2 to leave a 1px gap between each blip.
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var/apply_sounds
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var/applied_sounds
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/obj/item/stack/medical/attack(mob/living/target_mob, mob/living/user, target_zone)
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if (!istype(target_mob) || istype(target_mob, /mob/living/silicon) || istype(target_mob, /mob/living/simple_animal/spiderbot))
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to_chat(user, SPAN_WARNING("\The [src] cannot be applied to [target_mob]!"))
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return 1
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if ( ! (istype(user, /mob/living/carbon/human) || \
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istype(user, /mob/living/silicon)) )
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to_chat(user, SPAN_WARNING("You don't have the dexterity to do this!"))
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return 1
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if (istype(target_mob, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if((affecting.status & ORGAN_ASSISTED) || (affecting.status & ORGAN_ROBOT))
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to_chat(user, SPAN_WARNING("This isn't useful at all on a robotic limb."))
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return 1
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if(affecting.name == BP_HEAD)
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if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
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to_chat(user, SPAN_WARNING("You can't apply [src] through [H.head]!"))
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return 1
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else
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if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
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to_chat(user, SPAN_WARNING("You can't apply [src] through [H.wear_suit]!"))
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return 1
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if(affecting.status & ORGAN_LIFELIKE)
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if(!(affecting.brute_dam || affecting.burn_dam))
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to_chat(user, SPAN_NOTICE("[target_mob] seems healthy, there are no wounds to treat! "))
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return 1
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user.visible_message( \
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SPAN_NOTICE("[user] starts applying \the [src] to [target_mob]."), \
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SPAN_NOTICE("You start applying \the [src] to [target_mob].")\
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)
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if (do_mob(user, target_mob, 30))
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user.visible_message( \
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SPAN_NOTICE("[target_mob] has been applied with [src] by [user]."), \
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SPAN_NOTICE("You apply \the [src] to [target_mob].")\
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)
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use(1)
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return 1
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H.UpdateDamageIcon()
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else
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if (!target_mob.getBruteLoss() && !target_mob.getFireLoss())
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to_chat(user, SPAN_NOTICE("[target_mob] seems healthy, there are no wounds to treat! "))
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return 1
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user.visible_message( \
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SPAN_NOTICE("[user] starts applying \the [src] to [target_mob]."), \
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SPAN_NOTICE("You start applying \the [src] to [target_mob].")\
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)
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if (do_mob(user, target_mob, 30))
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target_mob.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.visible_message( \
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SPAN_NOTICE("[target_mob] has been applied with [src] by [user]."), \
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SPAN_NOTICE("You apply \the [src] to [target_mob].")\
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)
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use(1)
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target_mob.updatehealth()
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/obj/item/stack/medical/use()
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. = ..()
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if(applied_sounds)
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playsound(src, applied_sounds, 25)
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/obj/item/stack/medical/update_icon()
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if(QDELETED(src)) //Checks if the item has been deleted
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return //If it has, do nothing
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..()
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if(!automatic_charge_overlays) //Checks if the item has this feature enabled
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return //If it does not, do nothing
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var/ratio = CEILING(clamp(amount / max_amount, 0, 1) * charge_sections, 1)
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ClearOverlays()
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var/iconState = "[icon_state]_charge"
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if(!amount) //Checks if there are still charges left in the item
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return //If it does not, do nothing, as the overlays have been cut before this already.
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else
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var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
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for(var/i = ratio, i >= 1, i--)
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charge_overlay.pixel_x = charge_x_offset * (i - 1)
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AddOverlays(charge_overlay)
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// Bruise Pack.
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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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 = list(TECH_BIO = 1)
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heal_brute = 4
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icon_has_variants = TRUE
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apply_sounds = SFX_RIP
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drop_sound = 'sound/items/drop/gloves.ogg'
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pickup_sound = 'sound/items/pickup/gloves.ogg'
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/obj/item/stack/medical/bruise_pack/full/Initialize()
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. = ..()
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amount = max_amount
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update_icon()
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/obj/item/stack/medical/bruise_pack/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(..())
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return 1
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if (!can_use(1, user))
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return 0
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if (istype(target_mob, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_bandaged())
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to_chat(user, SPAN_WARNING("The wounds on [target_mob]'s [affecting.name] have already been bandaged."))
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return 1
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts treating [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You start treating [target_mob]'s [affecting.name]."))
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, target_mob, W.damage/5))
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to_chat(user, SPAN_NOTICE("You must stand still to bandage wounds."))
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message(SPAN_NOTICE("\The [user] bandages \a [W.desc] on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You bandage \a [W.desc] on [target_mob]'s [affecting.name]."))
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//H.add_side_effect("Itch")
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else if (W.damage_type == INJURY_TYPE_BRUISE)
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user.visible_message(SPAN_NOTICE("\The [user] places a bruise patch over \a [W.desc] on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You place a bruise patch over \a [W.desc] on [target_mob]'s [affecting.name]."))
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else
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user.visible_message(SPAN_NOTICE("\The [user] places a bandaid over \a [W.desc] on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You place a bandaid over \a [W.desc] on [target_mob]'s [affecting.name]."))
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W.bandage()
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playsound(src, apply_sounds, 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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to_chat(user, SPAN_WARNING("\The [src] is used up."))
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else
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to_chat(user, SPAN_WARNING("\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."))
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use(used)
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affecting.bandage_level = affecting.possible_bandage_level()
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H.update_bandages(TRUE)
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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// Ointment.
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Used to treat those nasty burns."
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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 = 4
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origin_tech = list(TECH_BIO = 1)
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icon_has_variants = TRUE
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apply_sounds = SFX_OINTMENT
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drop_sound = 'sound/items/drop/herb.ogg'
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pickup_sound = 'sound/items/pickup/herb.ogg'
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/obj/item/stack/medical/ointment/full/Initialize()
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. = ..()
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amount = max_amount
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update_icon()
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/obj/item/stack/medical/ointment/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(..())
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return 1
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if (!can_use(1, user))
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return 0
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if (istype(target_mob, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_salved())
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to_chat(user, SPAN_WARNING("The wounds on [target_mob]'s [affecting.name] have already been salved."))
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return 1
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You start salving the wounds on [target_mob]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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if(!do_mob(user, target_mob, 10))
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to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
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return 1
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user.visible_message(SPAN_NOTICE("[user] salved wounds on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You salved wounds on [target_mob]'s [affecting.name]."))
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use(1)
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affecting.salve()
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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// Advanced Trauma Kit.
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/obj/item/stack/medical/advanced/bruise_pack
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name = "advanced trauma kit"
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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 = 8
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = SFX_RIP
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applied_sounds = 'sound/items/advkit.ogg'
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automatic_charge_overlays = TRUE
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/obj/item/stack/medical/advanced/bruise_pack/full/Initialize()
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. = ..()
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amount = max_amount
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update_icon()
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/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(..())
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return 1
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if (!can_use(1, user))
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return 0
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if (ishuman(target_mob))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_bandaged() && affecting.is_disinfected())
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to_chat(user, SPAN_WARNING("The wounds on [target_mob]'s [affecting.name] have already been treated."))
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return 1
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts treating [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You start treating [target_mob]'s [affecting.name]."))
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.bandaged && W.disinfected)
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continue
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if(used == amount)
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break
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if(!do_mob(user, target_mob, W.damage/5))
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to_chat(user, SPAN_NOTICE("You must stand still to bandage wounds."))
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message(SPAN_NOTICE("\The [user] cleans \a [W.desc] on [target_mob]'s [affecting.name] and seals the edges with bioglue."), \
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SPAN_NOTICE("You clean and seal \a [W.desc] on [target_mob]'s [affecting.name]."))
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//H.add_side_effect("Itch")
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else if (W.damage_type == INJURY_TYPE_BRUISE)
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user.visible_message(SPAN_NOTICE("\The [user] places a medical patch over \a [W.desc] on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You place a medical patch over \a [W.desc] on [target_mob]'s [affecting.name]."))
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else
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user.visible_message(SPAN_NOTICE("\The [user] smears some bioglue over \a [W.desc] on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You smear some bioglue over \a [W.desc] on [target_mob]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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W.bandage()
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W.disinfect()
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W.heal_damage(heal_brute)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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to_chat(user, SPAN_WARNING("\The [src] is used up."))
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else
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to_chat(user, SPAN_WARNING("\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."))
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use(used)
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affecting.bandage_level = affecting.possible_bandage_level()
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H.update_bandages(TRUE)
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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// Advanced Burn Kit.
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/obj/item/stack/medical/advanced/ointment
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name = "advanced burn kit"
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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 = 8
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = SFX_OINTMENT
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applied_sounds = 'sound/items/advkit.ogg'
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automatic_charge_overlays = TRUE
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/obj/item/stack/medical/advanced/ointment/full/Initialize()
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. = ..()
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amount = max_amount
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update_icon()
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/obj/item/stack/medical/advanced/ointment/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(..())
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return 1
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if (istype(target_mob, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(affecting.is_salved())
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to_chat(user, SPAN_WARNING("The wounds on [target_mob]'s [affecting.name] have already been salved."))
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return 1
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.visible_message(SPAN_NOTICE("\The [user] starts salving wounds on [target_mob]'s [affecting.name]."), \
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SPAN_NOTICE("You start salving the wounds on [target_mob]'s [affecting.name]."))
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playsound(src, pick(apply_sounds), 25)
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if(!do_mob(user, target_mob, 10))
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to_chat(user, SPAN_NOTICE("You must stand still to salve wounds."))
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return 1
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user.visible_message(SPAN_NOTICE("[user] covers wounds on [target_mob]'s [affecting.name] with regenerative membrane."), \
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SPAN_NOTICE("You cover wounds on [target_mob]'s [affecting.name] with regenerative membrane."))
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affecting.heal_damage(0,heal_burn)
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use(1)
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affecting.salve()
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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to_chat(user, SPAN_NOTICE("The [affecting.name] is cut open, you'll need more than a bandage!"))
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/obj/item/stack/medical/splint
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name = "medical splints"
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desc = "Modular splints capable of supporting and immobilizing bones in both limbs and appendages."
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singular_name = "medical splint"
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icon_state = "splint"
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amount = 5
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max_amount = 5
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drop_sound = 'sound/items/drop/hat.ogg'
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pickup_sound = 'sound/items/pickup/hat.ogg'
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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)
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/obj/item/stack/medical/splint/full/Initialize()
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. = ..()
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amount = max_amount
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update_icon()
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/obj/item/stack/medical/splint/attack(mob/living/target_mob, mob/living/user, target_zone)
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if(..())
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return 1
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if (!can_use(1, user))
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return 0
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if (istype(target_mob, /mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = target_mob
|
|
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("[target_mob]'s [limb] is already splinted!"))
|
|
return
|
|
if (target_mob != user)
|
|
user.visible_message(SPAN_DANGER("[user] starts to apply \the [src] to [target_mob]'s [limb]."), SPAN_DANGER("You start to apply \the [src] to [target_mob]'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, target_mob))
|
|
if (target_mob != user)
|
|
user.visible_message(SPAN_DANGER("[user] finishes applying \the [src] to [target_mob]'s [limb]."), SPAN_DANGER("You finish applying \the [src] to [target_mob]'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)
|