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Aurora.3/code/game/objects/items/defib.dm
Cody Brittain 0a3dac31e0 Refactored do_after to use a flag-based system for options (#17127)
* Refactored do_after to use a flag-based system for options

* More flags

* Ditto

* Use the HAS_FLAG macro

* do_after pass

* Fix burning paper code

* Resolve issues from Fluffy's code reviews

* .
2023-09-27 12:17:14 +00:00

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#define DEFIB_TIME_LIMIT (8 MINUTES) //past this many seconds, defib is useless. Currently 8 Minutes
#define DEFIB_TIME_LOSS (2 MINUTES) //past this many seconds, brain damage occurs. Currently 2 minutes
//backpack item
/obj/item/defibrillator
name = "auto-resuscitator"
desc = "A device that delivers powerful shocks via detachable paddles to resuscitate incapacitated patients."
icon = 'icons/obj/defibrillator.dmi'
icon_state = "defibunit"
item_state = "defibunit"
contained_sprite = TRUE
force = 5
throwforce = 6
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
matter = list(MATERIAL_STEEL = 5000, MATERIAL_PLASTIC = 2000, MATERIAL_GLASS = 1500, MATERIAL_ALUMINIUM = 1000)
action_button_name = "Toggle Paddles"
var/obj/item/shockpaddles/linked/paddles
var/obj/item/cell/bcell
/obj/item/defibrillator/Initialize() //starts without a cell for rnd
. = ..()
if(ispath(paddles))
paddles = new paddles(src, src)
else
paddles = new(src, src)
if(ispath(bcell))
bcell = new bcell(src)
update_icon()
/obj/item/defibrillator/attack_self(mob/user)
. = ..()
toggle_paddles()
/obj/item/defibrillator/Destroy()
. = ..()
QDEL_NULL(paddles)
QDEL_NULL(bcell)
/obj/item/defibrillator/loaded //starts with regular power cell for R&D to replace later in the round.
bcell = /obj/item/cell
/obj/item/defibrillator/update_icon()
var/list/new_overlays = list()
if(paddles) //in case paddles got destroyed somehow.
if(paddles.loc == src)
new_overlays += "[initial(icon_state)]-paddles"
if(bcell && bcell.check_charge(paddles.chargecost))
if(!paddles.safety)
new_overlays += "[initial(icon_state)]-emagged"
else
new_overlays += "[initial(icon_state)]-powered"
if(bcell)
var/ratio = Ceil(bcell.percent()/25) * 25
new_overlays += "[initial(icon_state)]-charge[ratio]"
else
new_overlays += "[initial(icon_state)]-nocell"
overlays = new_overlays
/obj/item/defibrillator/examine(mob/user)
. = ..()
if(bcell)
to_chat(user, "The charge meter is showing [bcell.percent()]% charge left.")
else
to_chat(user, "There is no cell inside.")
/obj/item/defibrillator/ui_action_click()
toggle_paddles()
/obj/item/defibrillator/attack_hand(mob/user)
if(loc == user)
toggle_paddles()
else
..()
/obj/item/defibrillator/verb/toggle_paddles()
set name = "Toggle Paddles"
set category = "Object"
var/mob/living/carbon/human/user = usr
if(!paddles)
to_chat(user, SPAN_WARNING("The paddles are missing!"))
return
if(paddles.loc != src)
reattach_paddles() //Remove from their hands and back onto the defib unit
return
if(!slot_check() && slot_flags)
to_chat(user, SPAN_WARNING("You need to equip [src] before taking out [paddles]."))
else
if(!usr.put_in_any_hand_if_possible(paddles)) //Detach the paddles into the user's hands
to_chat(user, SPAN_WARNING("You need a free hand to hold the paddles!"))
update_icon() //success
/obj/item/defibrillator/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
. = ..()
if(ismob(loc) && slot_flags)
var/mob/M = src.loc
if(use_check_and_message(M))
return
if(!M.unEquip(src))
return
add_fingerprint(usr)
M.put_in_active_hand(src)
else
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
if(Adjacent(H))
if(!H.put_in_active_hand(paddles))
to_chat(H, SPAN_WARNING("You need a free hand to take out the paddles!"))
/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
if(W == paddles)
reattach_paddles(user)
else if(istype(W, /obj/item/cell))
if(bcell)
to_chat(user, SPAN_NOTICE("\The [src] already has a cell."))
else
if(!user.unEquip(W))
return
W.forceMove(src)
bcell = W
to_chat(user, SPAN_NOTICE("You install a cell in \the [src]."))
update_icon()
else if(W.isscrewdriver())
if(bcell)
bcell.update_icon()
bcell.dropInto(loc)
bcell = null
to_chat(user, SPAN_NOTICE("You remove the cell from \the [src]."))
update_icon()
else
return ..()
/obj/item/defibrillator/emag_act(uses, mob/user)
if(paddles)
return paddles.emag_act(uses, user, src)
return NO_EMAG_ACT
// Checks that the base unit is in the correct slot to be used, or next to us.
/obj/item/defibrillator/proc/slot_check()
if(ismob(loc))
var/mob/M = loc
if(!istype(M))
return FALSE //not equipped
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src)
return TRUE
if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src)
return TRUE
return FALSE
/obj/item/defibrillator/dropped(mob/user)
..()
if(slot_flags)
//Paddles attached to an equippable base unit should never exist outside of their base unit or the mob equipping the base unit.
reattach_paddles()
/obj/item/defibrillator/proc/reattach_paddles()
if(!paddles)
return
if(ismob(paddles.loc))
var/mob/M = paddles.loc
if(M.drop_from_inventory(paddles, src))
to_chat(M, SPAN_NOTICE("\The [paddles] snap back into the main unit."))
else
paddles.forceMove(src)
update_icon()
/*
Base Unit Subtypes
*/
/obj/item/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
w_class = ITEMSIZE_NORMAL
slot_flags = SLOT_BELT
origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
/obj/item/defibrillator/compact/loaded
bcell = /obj/item/cell/high
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
paddles = /obj/item/shockpaddles/linked/combat
/obj/item/defibrillator/compact/combat/loaded
bcell = /obj/item/cell/high
/obj/item/shockpaddles/linked/combat
combat = TRUE
safety = FALSE
chargetime = (1 SECONDS)
//paddles
/obj/item/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defibrillator.dmi'
icon_state = "defibpaddles"
item_state = "defibpaddles"
contained_sprite = TRUE
gender = PLURAL
force = 2
throwforce = 6
w_class = ITEMSIZE_LARGE
var/safety = TRUE //if you can zap people with the paddles on harm mode
var/combat = FALSE //If it can be used to revive people wearing thick clothing (e.g. spacesuits)
var/cooldowntime = (6 SECONDS) // How long in deciseconds until the defib is ready again after use.
var/chargetime = (2 SECONDS)
var/chargecost = 100 //units of charge
var/burn_damage_amt = 5
var/wielded = FALSE
var/cooldown = 0
var/busy = FALSE
/obj/item/shockpaddles/attack_self(mob/user)
. = ..()
if(!wielded)
wield()
else
unwield()
/obj/item/shockpaddles/proc/set_cooldown(delay)
cooldown = 1
update_icon()
addtimer(CALLBACK(src, PROC_REF(recharge)), delay)
/obj/item/shockpaddles/proc/recharge()
if(cooldown)
cooldown = 0
update_icon()
make_announcement("beeps, \"Unit is re-energized.\"", "notice")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
/obj/item/shockpaddles/proc/wield()
var/mob/living/carbon/human/M = loc
if(istype(M))
var/obj/A = M.get_inactive_hand()
if(A)
to_chat(M, SPAN_WARNING("Your other hand is occupied!"))
return
if(!wielded)
wielded = TRUE
name = "[initial(name)] (wielded)"
var/obj/item/offhand/O = new(M)
O.name = "[initial(name)] - offhand"
O.desc = "The second set of paddles."
M.put_in_inactive_hand(O)
update_icon()
/obj/item/shockpaddles/proc/unwield()
wielded = FALSE
if(ismob(loc))
var/mob/living/M = loc
var/obj/item/offhand/O = M.get_inactive_hand()
if(istype(O))
O.unwield()
name = initial(name)
update_icon()
/obj/item/shockpaddles/dropped(var/mob/living/user)
..()
if(user)
var/obj/item/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
/obj/item/shockpaddles/can_swap_hands(var/mob/user)
if(wielded)
return FALSE
return TRUE
/obj/item/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
/obj/item/shockpaddles/proc/can_use(mob/user, mob/M)
if(busy)
return FALSE
if(!check_charge(chargecost))
to_chat(user, SPAN_WARNING("\The [src] doesn't have enough charge left to do that."))
return FALSE
if(!wielded && !isrobot(user))
to_chat(user, SPAN_WARNING("You need to wield the paddles with both hands before you can use them on someone!"))
return FALSE
if(cooldown)
to_chat(user, SPAN_WARNING("\The [src] are re-energizing!"))
return FALSE
return TRUE
//Checks for various conditions to see if the mob is revivable
/obj/item/shockpaddles/proc/can_defib(mob/living/carbon/human/H) //This is checked before doing the defib operation
if((H.species.flags & NO_SCAN) || H.isSynthetic())
return "buzzes, \"Unrecogized physiology. Operation aborted.\""
if(!check_contact(H))
return "buzzes, \"Patient's chest is obstructed. Operation aborted.\""
/obj/item/shockpaddles/proc/can_revive(mob/living/carbon/human/H) //This is checked right before attempting to revive
if(H.stat == DEAD)
return "buzzes, \"Resuscitation failed - Severe neurological decay makes recovery of patient impossible. Further attempts futile.\""
/obj/item/shockpaddles/proc/check_contact(mob/living/carbon/human/H)
if(!combat)
for(var/obj/item/clothing/cloth in list(H.wear_suit, H.w_uniform))
if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & THICKMATERIAL))
return FALSE
return TRUE
/obj/item/shockpaddles/proc/check_blood_level(mob/living/carbon/human/H)
if(!H.should_have_organ(BP_HEART))
return FALSE
var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART]
if(!heart || H.get_blood_volume() < BLOOD_VOLUME_SURVIVE)
return TRUE
return FALSE
/obj/item/shockpaddles/proc/check_charge(charge_amt)
return 0
/obj/item/shockpaddles/proc/checked_use(charge_amt)
return 0
/obj/item/shockpaddles/attack(mob/living/M, mob/living/user, target_zone)
var/mob/living/carbon/human/H = M
if(!istype(H) || user.a_intent == I_HURT)
return ..() //Do a regular attack. Harm intent shocking happens as a hit effect
if(can_use(user, H))
busy = TRUE
update_icon()
do_revive(H, user)
busy = FALSE
update_icon()
return TRUE
//Since harm-intent now skips the delay for deliberate placement, you have to be able to hit them in combat in order to shock people.
/obj/item/shockpaddles/apply_hit_effect(mob/living/target, mob/living/user, hit_zone)
if(ishuman(target) && can_use(user, target))
busy = TRUE
update_icon()
do_electrocute(target, user, hit_zone)
busy = FALSE
update_icon()
return TRUE
return ..()
// This proc is used so that we can return out of the revive process while ensuring that busy and update_icon() are handled
/obj/item/shockpaddles/proc/do_revive(mob/living/carbon/human/H, mob/living/user)
if(!H.client)
to_chat(find_dead_player(H.ckey, 1), SPAN_NOTICE("Someone is attempting to resuscitate you. Re-enter your body if you want to be revived!"))
//beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message(SPAN_WARNING("\The [user] begins to place [src] on [H]'s chest."), SPAN_WARNING("You begin to place [src] on [H]'s chest..."))
if(!do_after(user, 3 SECONDS, H, DO_DEFAULT | DO_USER_UNIQUE_ACT))
return
user.visible_message(SPAN_NOTICE("\The [user] places [src] on [H]'s chest."), SPAN_WARNING("You place [src] on [H]'s chest."))
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
var/error = can_defib(H)
if(error)
make_announcement(error, "warning")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
return
if(check_blood_level(H))
make_announcement("buzzes, \"Warning - Patient is in hypovolemic shock and may require a blood transfusion.\"", "warning") //also includes heart damage
//placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if(!do_after(user, chargetime, H))
return
//deduct charge here, in case the base unit was EMPed or something during the delay time
if(!checked_use(chargecost))
make_announcement("buzzes, \"Insufficient charge.\"", "warning")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
return
H.visible_message(SPAN_WARNING("\The [H]'s body convulses a bit."))
playsound(get_turf(src), "bodyfall", 50, 1)
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
set_cooldown(cooldowntime)
error = can_revive(H)
if(error)
make_announcement(error, "warning")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
return
H.apply_damage(burn_damage_amt, DAMAGE_BURN, BP_CHEST)
//set oxyloss so that the patient is just barely in crit, if possible
make_announcement("pings, \"Resuscitation successful.\"", "notice")
playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
H.resuscitate()
var/obj/item/organ/internal/cell/potato = H.internal_organs_by_name[BP_CELL]
if(istype(potato) && potato.cell)
var/obj/item/cell/C = potato.cell
C.give(chargecost)
H.AdjustSleeping(-60)
log_and_message_admins("used \a [src] to revive [key_name(H)].")
/obj/item/shockpaddles/proc/lowskill_revive(mob/living/carbon/human/H, mob/living/user)
if(prob(60))
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
H.electrocute_act(burn_damage_amt*4, src, def_zone = BP_CHEST)
user.visible_message(SPAN_WARNING("<i>The paddles were misaligned! \The [user] shocks [H] with \the [src]!</i>"), SPAN_WARNING("The paddles were misaligned! You shock [H] with \the [src]!"))
return 0
if(prob(50))
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
user.electrocute_act(burn_damage_amt*2, src, def_zone = BP_L_HAND)
user.electrocute_act(burn_damage_amt*2, src, def_zone = BP_R_HAND)
user.visible_message(SPAN_WARNING("<i>\The [user] shocks themselves with \the [src]!</i>"), SPAN_WARNING("You forget to move your hands away and shock yourself with \the [src]!"))
return 0
return 1
/obj/item/shockpaddles/proc/do_electrocute(mob/living/carbon/human/H, mob/user, target_zone)
var/obj/item/organ/external/affecting = H.get_organ(target_zone)
if(!affecting)
to_chat(user, SPAN_WARNING("They are missing that body part!"))
return
if(safety)
to_chat(user, SPAN_WARNING("You can't do that while the safety is enabled."))
return
//no need to spend time carefully placing the paddles, we're just trying to shock them
user.visible_message(SPAN_DANGER("\The [user] slaps [src] onto [H]'s [affecting.name]."), SPAN_DANGER("You overcharge [src] and slap them onto [H]'s [affecting.name]."))
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
audible_message(SPAN_WARNING("\The [src] lets out a steadily rising hum..."))
if(!do_after(user, chargetime, H))
return
//deduct charge here, in case the base unit was EMPed or something during the delay time
if(!checked_use(chargecost))
make_announcement("buzzes, \"Insufficient charge.\"", "warning")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
return
user.visible_message(SPAN_DANGER("<i>\The [user] shocks [H] with \the [src]!</i>"), SPAN_WARNING("You shock [H] with \the [src]!"))
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
set_cooldown(cooldowntime)
H.stun_effect_act(2, 120, target_zone)
var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone)
if(burn_damage > 15 && H.can_feel_pain())
H.emote("scream")
var/obj/item/organ/internal/heart/doki = LAZYACCESS(affecting.internal_organs, BP_HEART)
if(istype(doki) && doki.pulse && prob(10))
to_chat(doki, SPAN_DANGER("Your [doki] has stopped!"))
doki.pulse = PULSE_NONE
admin_attack_log(user, H, "Electrocuted using \a [src]", "Was electrocuted with \a [src]", "used \a [src] to electrocute")
/obj/item/shockpaddles/proc/make_alive(mob/living/carbon/human/M) //This revives the mob
var/deadtime = world.time - M.timeofdeath
M.switch_from_dead_to_living_mob_list()
M.timeofdeath = 0
M.set_stat(UNCONSCIOUS) //Life() can bring them back to consciousness if it needs to.
M.regenerate_icons()
M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
M.reload_fullscreen()
M.emote("gasp")
M.Weaken(rand(10,25))
M.updatehealth()
apply_brain_damage(M, deadtime)
/obj/item/shockpaddles/proc/apply_brain_damage(mob/living/carbon/human/H, deadtime)
if(deadtime < DEFIB_TIME_LOSS) return
if(!H.should_have_organ(BP_BRAIN)) return //no brain
var/obj/item/organ/internal/brain/brain = H.internal_organs_by_name[BP_BRAIN]
if(!brain) return //no brain
var/brain_damage = clamp((deadtime - DEFIB_TIME_LOSS)/(DEFIB_TIME_LIMIT - DEFIB_TIME_LOSS)*brain.max_damage, H.getBrainLoss(), brain.max_damage)
H.setBrainLoss(brain_damage)
/obj/item/shockpaddles/proc/make_announcement(message, msg_class)
audible_message("<b>\The [src]</b> [message]", "\The [src] vibrates slightly.")
/obj/item/shockpaddles/emag_act(uses, mob/user, obj/item/defibrillator/base)
if(istype(src, /obj/item/shockpaddles/linked))
var/obj/item/shockpaddles/linked/dfb = src
if(dfb.base_unit)
base = dfb.base_unit
if(!base)
return FALSE
if(safety)
safety = 0
to_chat(user, SPAN_WARNING("You silently disable \the [src]'s safety protocols with the cryptographic sequencer."))
burn_damage_amt *= 3
base.update_icon()
return TRUE
else
safety = 1
to_chat(user, SPAN_NOTICE("You silently enable \the [src]'s safety protocols with the cryptographic sequencer."))
burn_damage_amt = initial(burn_damage_amt)
base.update_icon()
return TRUE
/obj/item/shockpaddles/emp_act(severity)
var/new_safety = rand(0, 1)
if(safety != new_safety)
safety = new_safety
if(safety)
make_announcement("beeps, \"Safety protocols enabled!\"", "notice")
playsound(get_turf(src), 'sound/machines/defib_safetyon.ogg', 50, 0)
else
make_announcement("beeps, \"Safety protocols disabled!\"", "warning")
playsound(get_turf(src), 'sound/machines/defib_safetyoff.ogg', 50, 0)
update_icon()
..()
/obj/item/shockpaddles/robot
name = "defibrillator paddles"
desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing."
chargecost = 50
combat = 1
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
cooldowntime = (3 SECONDS)
/obj/item/shockpaddles/robot/check_charge(charge_amt)
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
return (R.cell && R.cell.check_charge(charge_amt))
/obj/item/shockpaddles/robot/checked_use(charge_amt)
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
return (R.cell && R.cell.checked_use(charge_amt))
/obj/item/shockpaddles/rig
name = "mounted defibrillator"
desc = "If you can see this something is very wrong, report this bug."
cooldowntime = (4 SECONDS)
chargetime = (1 SECOND)
chargecost = 150
safety = FALSE
wielded = TRUE
/obj/item/shockpaddles/rig/check_charge(charge_amt)
if(istype(src.loc, /obj/item/rig_module/device/defib))
var/obj/item/rig_module/device/defib/module = src.loc
return (module.holder && module.holder.cell && module.holder.cell.check_charge(charge_amt))
/obj/item/shockpaddles/rig/checked_use(charge_amt)
if(istype(src.loc, /obj/item/rig_module/device/defib))
var/obj/item/rig_module/device/defib/module = src.loc
return (module.holder && module.holder.cell && module.holder.cell.checked_use(charge_amt))
/obj/item/shockpaddles/rig/set_cooldown(delay)
..()
if(istype(src.loc, /obj/item/rig_module/device/defib))
var/obj/item/rig_module/device/defib/module = src.loc
module.next_use = world.time + delay
/*
Shockpaddles that are linked to a base unit
*/
/obj/item/shockpaddles/linked
w_class = ITEMSIZE_LARGE
var/obj/item/defibrillator/base_unit
/obj/item/shockpaddles/linked/Initialize(mapload, obj/item/defibrillator/defib)
. = ..()
base_unit = defib
update_icon()
/obj/item/shockpaddles/linked/equipped(mob/user, slot, assisted_equip)
. = ..()
if(ismob(loc))
RegisterSignal(loc, COMSIG_MOVABLE_MOVED, PROC_REF(unlatch), TRUE)
/obj/item/shockpaddles/linked/proc/unlatch()
if(get_dist(loc, base_unit) > 1)
if(ismob(loc))
var/mob/M = loc
to_chat(M, SPAN_WARNING("\The [src] automatically snap back to \the [base_unit]!"))
base_unit.reattach_paddles()
/obj/item/shockpaddles/linked/Destroy()
if(base_unit)
//ensure the base unit's icon updates
if(base_unit.paddles == src)
base_unit.paddles = null
base_unit.update_icon()
base_unit = null
return ..()
/obj/item/shockpaddles/linked/dropped(mob/user)
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
..() //update twohanding
if(base_unit)
base_unit.reattach_paddles() //paddles attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
/obj/item/shockpaddles/linked/Move()
. = ..()
if(loc != base_unit)
base_unit.reattach_paddles()
/obj/item/shockpaddles/linked/check_charge(charge_amt)
return (base_unit.bcell && base_unit.bcell.check_charge(charge_amt))
/obj/item/shockpaddles/linked/checked_use(charge_amt)
return (base_unit.bcell && base_unit.bcell.checked_use(charge_amt))
/obj/item/shockpaddles/linked/make_announcement(message, msg_class)
base_unit.audible_message("<b>\The [base_unit]</b> [message]", "\The [base_unit] vibrates slightly.")
/*
Standalone Shockpaddles
*/
/obj/item/shockpaddles/standalone
desc = "A pair of shockpaddles powered by an experimental miniaturized reactor."
var/fail_counter = 0
/obj/item/shockpaddles/standalone/Destroy()
. = ..()
if(fail_counter)
STOP_PROCESSING(SSprocessing, src)
/obj/item/shockpaddles/standalone/check_charge(charge_amt)
return TRUE
/obj/item/shockpaddles/standalone/checked_use(charge_amt)
SSradiation.radiate(src, charge_amt/12) //just a little bit of radiation. It's the price you pay for being powered by magic I guess
return TRUE
/obj/item/shockpaddles/standalone/process()
if(fail_counter > 0)
SSradiation.radiate(src, (fail_counter * 2))
fail_counter--
else
STOP_PROCESSING(SSprocessing, src)
/obj/item/shockpaddles/standalone/emp_act(severity)
..()
var/new_fail = 0
switch(severity)
if(3)
new_fail = max(fail_counter, 20)
visible_message("\The [src]'s reactor overloads!")
if(2)
new_fail = max(fail_counter, 8)
if(ismob(loc))
to_chat(loc, SPAN_WARNING("\The [src] feel pleasantly warm."))
if(new_fail && !fail_counter)
START_PROCESSING(SSprocessing, src)
fail_counter = new_fail
/obj/item/shockpaddles/standalone/traitor
name = "defibrillator paddles"
desc = "A pair of unusual looking paddles powered by an experimental miniaturized reactor. It possesses both the ability to penetrate armor and to deliver powerful shocks."
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
combat = TRUE
safety = FALSE
chargetime = (1 SECONDS)
burn_damage_amt = 15
/obj/item/rig_module/device/defib
name = "mounted defibrillator"
desc = "A complex Zeng-Hu circuit with two metal electrodes hanging from it."
icon_state = "defib"
interface_name = "mounted defibrillator"
interface_desc = "A prototype defibrillator, palm-mounted for ease of use."
use_power_cost = 0 //Already handled by defib, but it's 150 Wh, normal defib takes 100
device = /obj/item/shockpaddles/rig
#undef DEFIB_TIME_LIMIT
#undef DEFIB_TIME_LOSS