diff --git a/code/__DEFINES/dcs/signals/signals_medical.dm b/code/__DEFINES/dcs/signals/signals_medical.dm
index 2dca6487f70..953e8a143b1 100644
--- a/code/__DEFINES/dcs/signals/signals_medical.dm
+++ b/code/__DEFINES/dcs/signals/signals_medical.dm
@@ -13,6 +13,9 @@
#define COMSIG_DEFIBRILLATOR_SUCCESS "defib_success"
// #define COMPONENT_DEFIB_STOP (1<<0) // Same return, to stop default defib handling
+/// From /obj/item/shockpaddles/proc/do_disarm(), sent to the shock-ee in non-revival scenarios: (obj/item/shockpaddles/source)
+#define COMSIG_HEARTATTACK_DEFIB "heartattack_defib"
+
/// From /datum/surgery/can_start(): (mob/source, datum/surgery/surgery, mob/living/patient)
#define COMSIG_SURGERY_STARTING "surgery_starting"
#define COMPONENT_CANCEL_SURGERY (1<<0)
diff --git a/code/__DEFINES/traits/declarations.dm b/code/__DEFINES/traits/declarations.dm
index f61063aa2d7..cfdeb4d5882 100644
--- a/code/__DEFINES/traits/declarations.dm
+++ b/code/__DEFINES/traits/declarations.dm
@@ -985,6 +985,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
/// If present on a [/mob/living/carbon], will make them appear to have a medium level disease on health HUDs.
#define TRAIT_DISEASELIKE_SEVERITY_MEDIUM "diseaselike_severity_medium"
+/// If present on a [/mob/living/carbon], will make them appear to have a dangerous level disease on health HUDs.
+#define TRAIT_DISEASELIKE_SEVERITY_HIGH "diseaselike_severity_high"
/// trait denoting someone will crawl faster in soft crit
#define TRAIT_TENACIOUS "tenacious"
diff --git a/code/_globalvars/traits/_traits.dm b/code/_globalvars/traits/_traits.dm
index f0107820d5e..b9c57780b53 100644
--- a/code/_globalvars/traits/_traits.dm
+++ b/code/_globalvars/traits/_traits.dm
@@ -223,6 +223,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_DIAGNOSTIC_HUD" = TRAIT_DIAGNOSTIC_HUD,
"TRAIT_DISCOORDINATED_TOOL_USER" = TRAIT_DISCOORDINATED_TOOL_USER,
"TRAIT_DISEASELIKE_SEVERITY_MEDIUM" = TRAIT_DISEASELIKE_SEVERITY_MEDIUM,
+ "TRAIT_DISEASELIKE_SEVERITY_HIGH" = TRAIT_DISEASELIKE_SEVERITY_HIGH,
"TRAIT_DISFIGURED" = TRAIT_DISFIGURED,
"TRAIT_DISGUISED" = TRAIT_DISGUISED,
"TRAIT_DISPLAY_JOB_IN_BINARY" = TRAIT_DISPLAY_JOB_IN_BINARY,
diff --git a/code/datums/components/fearful/effects.dm b/code/datums/components/fearful/effects.dm
index ab079102917..a46f922bd5f 100644
--- a/code/datums/components/fearful/effects.dm
+++ b/code/datums/components/fearful/effects.dm
@@ -78,9 +78,7 @@
span_alert("The shadows begin to creep up from the corners of your vision, and then there is nothing..."),
span_hear("You hear something heavy collide with the ground."),
)
- var/datum/disease/heart_failure/heart_attack = new(src)
- heart_attack.stage_prob = 2 //Advances twice as fast
- owner.ForceContractDisease(heart_attack)
+ owner.apply_status_effect(/datum/status_effect/heart_attack)
owner.Unconscious(20 SECONDS)
/// Low chance to vomit when terrified, increases significantly during panic attacks
diff --git a/code/datums/diseases/heart_failure.dm b/code/datums/diseases/heart_failure.dm
deleted file mode 100644
index 419fc9efff3..00000000000
--- a/code/datums/diseases/heart_failure.dm
+++ /dev/null
@@ -1,70 +0,0 @@
-/datum/disease/heart_failure
- form = "Condition"
- name = "Myocardial Infarction"
- max_stages = 5
- stage_prob = 1
- cure_text = "Heart replacement surgery to cure. Defibrillation (or as a last resort, uncontrolled electric shocking) may also be effective after the onset of cardiac arrest. Penthrite can also mitigate cardiac arrest."
- agent = "Shitty Heart"
- viable_mobtypes = list(/mob/living/carbon/human)
- spreading_modifier = 1
- desc = "If left untreated the subject will die!"
- severity = "Dangerous!"
- disease_flags = CAN_CARRY|CAN_RESIST
- spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS
- spread_text = "Organ failure"
- visibility_flags = HIDDEN_PANDEMIC
- required_organ = ORGAN_SLOT_HEART
- bypasses_immunity = TRUE // Immunity is based on not having an appendix; this isn't a virus
- var/sound = FALSE
-
-/datum/disease/heart_failure/Copy()
- var/datum/disease/heart_failure/D = ..()
- D.sound = sound
- return D
-
-
-/datum/disease/heart_failure/stage_act(seconds_per_tick, times_fired)
- . = ..()
- if(!.)
- return
-
- if(!affected_mob.can_heartattack())
- cure()
- return FALSE
-
- switch(stage)
- if(1 to 2)
- if(SPT_PROB(1, seconds_per_tick))
- to_chat(affected_mob, span_warning("You feel [pick("discomfort", "pressure", "a burning sensation", "pain")] in your chest."))
- if(SPT_PROB(1, seconds_per_tick))
- to_chat(affected_mob, span_warning("You feel dizzy."))
- affected_mob.adjust_confusion(6 SECONDS)
- if(SPT_PROB(1.5, seconds_per_tick))
- to_chat(affected_mob, span_warning("You feel [pick("full", "nauseated", "sweaty", "weak", "tired", "short of breath", "uneasy")]."))
- if(3 to 4)
- if(!sound)
- affected_mob.playsound_local(affected_mob, 'sound/effects/health/slowbeat.ogg', 40, FALSE, channel = CHANNEL_HEARTBEAT, use_reverb = FALSE)
- sound = TRUE
- if(SPT_PROB(1.5, seconds_per_tick))
- to_chat(affected_mob, span_danger("You feel a sharp pain in your chest!"))
- if(prob(25))
- affected_mob.vomit(VOMIT_CATEGORY_DEFAULT, lost_nutrition = 95)
- affected_mob.emote("cough")
- affected_mob.Paralyze(40)
- affected_mob.losebreath += 4
- if(SPT_PROB(1.5, seconds_per_tick))
- to_chat(affected_mob, span_danger("You feel very weak and dizzy..."))
- affected_mob.adjust_confusion(8 SECONDS)
- affected_mob.adjustStaminaLoss(40, FALSE)
- affected_mob.emote("cough")
- if(5)
- affected_mob.stop_sound_channel(CHANNEL_HEARTBEAT)
- affected_mob.playsound_local(affected_mob, 'sound/effects/singlebeat.ogg', 100, FALSE, use_reverb = FALSE)
- if(affected_mob.stat == CONSCIOUS)
- affected_mob.visible_message(span_danger("[affected_mob] clutches at [affected_mob.p_their()] chest as if [affected_mob.p_their()] heart is stopping!"), \
- span_userdanger("You feel a terrible pain in your chest, as if your heart has stopped!"))
- affected_mob.adjustStaminaLoss(60, FALSE)
- affected_mob.set_heartattack(TRUE)
- affected_mob.reagents.add_reagent(/datum/reagent/medicine/c2/penthrite, 3) // To give the victim a final chance to shock their heart before losing consciousness
- cure()
- return FALSE
diff --git a/code/datums/status_effects/debuffs/heart_attack.dm b/code/datums/status_effects/debuffs/heart_attack.dm
new file mode 100644
index 00000000000..520443f1584
--- /dev/null
+++ b/code/datums/status_effects/debuffs/heart_attack.dm
@@ -0,0 +1,191 @@
+///Stage two of the heart attack.
+#define ATTACK_STAGE_TWO 100
+///Stage three of the heart attack.
+#define ATTACK_STAGE_THREE 70
+///Stage four of the heart attack.
+#define ATTACK_STAGE_FOUR 35
+///If we reduce heart damage enough, it will recover on its own.
+#define ATTACK_CURE_THRESHOLD 160
+///What is the max oxyloss we're willing to deal, to prevent people from passing out early.
+#define OXYLOSS_MAXIMUM 40
+
+/datum/status_effect/heart_attack
+ id = "heart_attack"
+ remove_on_fullheal = TRUE
+ alert_type = null
+ ///A timer that ticks down until the heart fully stops
+ var/time_until_stoppage = 150
+ ///Does this show up on medhuds?
+ var/visible = FALSE
+
+/datum/status_effect/heart_attack/on_apply()
+ var/mob/living/carbon/human/human_owner = owner
+ if(!istype(human_owner) || !human_owner.can_heartattack())
+ return FALSE
+ RegisterSignal(owner, COMSIG_CARBON_LOSE_ORGAN, PROC_REF(on_organ_removed))
+ RegisterSignal(owner, COMSIG_LIVING_MINOR_SHOCK, PROC_REF(minor_shock))
+ RegisterSignal(owner, COMSIG_HEARTATTACK_DEFIB, PROC_REF(defib_shock))
+ RegisterSignal(owner, COMSIG_LIVING_ELECTROCUTE_ACT, PROC_REF(electrocuted))
+ return TRUE
+
+/datum/status_effect/heart_attack/on_remove()
+ UnregisterSignal(owner, list(COMSIG_CARBON_LOSE_ORGAN, COMSIG_LIVING_MINOR_SHOCK, COMSIG_HEARTATTACK_DEFIB, COMSIG_LIVING_ELECTROCUTE_ACT))
+
+/datum/status_effect/heart_attack/tick(seconds_between_ticks)
+ var/mob/living/carbon/human/human_owner = owner
+ if(!istype(human_owner) || !human_owner.can_heartattack())
+ qdel(src) //No heart? No effects.
+ return
+
+ if(time_until_stoppage > ATTACK_CURE_THRESHOLD)
+ owner.visible_message(span_nicegreen("[owner] relaxes [owner.p_their()] body and stops clutching at [owner.p_their()] chest!"), span_nicegreen("The pain in your chest has subsided. You're cured!"))
+ qdel(src)
+ return
+
+ var/oxyloss_sum = 0 //A sum of the oxyloss we will inflict by the end of this cycle.
+
+ if(time_until_stoppage > ATTACK_STAGE_THREE)
+ if(SPT_PROB(5, seconds_between_ticks))
+ owner.playsound_local(owner, 'sound/effects/singlebeat.ogg', 25, FALSE, use_reverb = FALSE)
+ owner.adjustStaminaLoss(5)
+
+ if(time_until_stoppage <= ATTACK_STAGE_TWO && time_until_stoppage > ATTACK_STAGE_THREE) //This coughing gets replaced with worse coughing, no need to stack it.
+ if(SPT_PROB(10, seconds_between_ticks))
+ owner.emote("cough")
+ owner.adjustStaminaLoss(10)
+ oxyloss_sum += 4
+
+ if(time_until_stoppage <= ATTACK_STAGE_THREE) //At this point, we start with chat messages and make it clear that something is very wrong.
+ if(!visible)
+ ADD_TRAIT(owner, TRAIT_DISEASELIKE_SEVERITY_HIGH, type)
+ owner.med_hud_set_status()
+ visible = TRUE //We do not reset this status until it's fully cured. Once it's been made apparent, there's no reason to hide it again until it is resolved. It will only confuse players.
+ if(SPT_PROB(15, seconds_between_ticks))
+ to_chat(owner, span_danger("You feel a sharp pain in your chest!"))
+ if(SPT_PROB(15, seconds_between_ticks))
+ human_owner.vomit(VOMIT_CATEGORY_DEFAULT, lost_nutrition = 95)
+ owner.emote("cough")
+ oxyloss_sum += 1
+ if(SPT_PROB(8, seconds_between_ticks))
+ to_chat(owner, span_danger("You feel very weak and dizzy..."))
+ owner.adjust_confusion_up_to(6 SECONDS, 10 SECONDS)
+ owner.adjustStaminaLoss(20)
+ owner.emote("cough")
+ oxyloss_sum += 8
+
+ if(time_until_stoppage <= ATTACK_STAGE_FOUR) //And now we compound it with even worse effects.
+
+ if(SPT_PROB(5, seconds_between_ticks))
+ to_chat(owner, span_userdanger("It feels like you're shutting down..."))
+ owner.adjust_dizzy_up_to(4 SECONDS, 10 SECONDS)
+ owner.adjust_eye_blur_up_to(4 SECONDS, 20 SECONDS)
+ owner.adjustStaminaLoss(20)
+
+ if(SPT_PROB(5, seconds_between_ticks))
+ owner.emote("cough")
+ if(SPT_PROB(5, seconds_between_ticks))
+ to_chat(owner, span_userdanger("You cough. Everything goes dark. You're going to die soon."))
+ owner.adjust_temp_blindness(10 SECONDS) //Are you panicking yet? You should be panicking by now.
+ else
+ to_chat(owner, span_userdanger("As you cough, your chest surges in pain and darkness closes in around your sight."))
+ owner.adjust_temp_blindness(2 SECONDS)
+ owner.adjust_eye_blur_up_to(4 SECONDS, 20 SECONDS)
+ oxyloss_sum += 8
+ owner.Paralyze(1 SECONDS)
+ oxyloss_sum += 3
+
+ if(owner.getOxyLoss() < OXYLOSS_MAXIMUM) //A bad enough roll on the verge of passing out might still push you over into unconciousness for a few seconds...?
+ owner.adjustOxyLoss(oxyloss_sum)
+
+ if(time_until_stoppage <= 0)
+ if(owner.stat == CONSCIOUS)
+ to_chat(owner, span_userdanger("You feel a terrible pain in your chest, as if your heart has stopped!"))
+ owner.adjust_eye_blur(20 SECONDS)
+ human_owner.set_heartattack(TRUE)
+ owner.apply_status_effect(/datum/status_effect/heart_desperation) // To give the victim a final chance to shock their heart before losing consciousness
+ var/flash_type = /atom/movable/screen/fullscreen/flash
+ if(owner.client?.prefs?.read_preference(/datum/preference/toggle/darkened_flash))
+ flash_type = /atom/movable/screen/fullscreen/flash/black
+ owner.overlay_fullscreen("flash", flash_type)
+ addtimer(CALLBACK(owner, TYPE_PROC_REF(/mob/living, clear_fullscreen), "flash", 1 SECONDS), 1 SECONDS)
+ qdel(src)
+ return FALSE
+
+ if(time_until_stoppage <= ATTACK_STAGE_TWO)
+ if(time_until_stoppage <= ATTACK_STAGE_FOUR)
+ owner.playsound_local(owner, 'sound/effects/singlebeat.ogg', 100, FALSE, channel = CHANNEL_HEARTBEAT, use_reverb = FALSE)
+ else
+ owner.playsound_local(owner, 'sound/effects/health/slowbeat.ogg', 25, FALSE, channel = CHANNEL_HEARTBEAT, use_reverb = FALSE)
+ else
+ owner.stop_sound_channel(CHANNEL_HEARTBEAT)
+
+ time_until_stoppage--
+
+/datum/status_effect/heart_attack/get_examine_text()
+ if(!time_until_stoppage <= ATTACK_STAGE_THREE)
+ return
+ var/mob/living/carbon/human/human_owner = owner
+ var/cannot_grasp = (human_owner.usable_hands <= 0 || owner.incapacitated & INCAPABLE_RESTRAINTS || HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
+ return span_warning("[owner.p_they()] looks to be doubling over" + "[cannot_grasp ? " in pain!" : ", clutching [owner.p_their()] chest in pain!"]")
+
+/datum/status_effect/heart_attack/on_remove()
+ REMOVE_TRAIT(owner, TRAIT_DISEASELIKE_SEVERITY_HIGH, type)
+ owner.med_hud_set_status()
+ return ..()
+
+///End the heart attack due to heart removal.
+/datum/status_effect/heart_attack/proc/on_organ_removed(datum/source, obj/item/organ)
+ SIGNAL_HANDLER
+ if(istype(organ, /obj/item/organ/heart))
+ qdel(src)
+
+///Slightly reduces your timer. Can cure you if you really really want.
+/datum/status_effect/heart_attack/proc/minor_shock(datum/source)
+ SIGNAL_HANDLER
+ time_until_stoppage += 18 //Good for keeping yourself up. Won't be easy to get over the cure threshold by yourself. You're going to need security beating the crap out of you with stunbatons, but it'll work.
+ if(prob(50)) //Also good for crafty solos who want to stunbaton themselves back to health. Timing will be key.
+ to_chat(owner, span_nicegreen("Something about being shocked makes the pain in your chest ease up!"))
+
+///Makes major progress towards curing the attack.
+/datum/status_effect/heart_attack/proc/defib_shock(obj/item/shockpaddles/source)
+ SIGNAL_HANDLER
+ time_until_stoppage += 50 //Three shocks should save pretty much anyone.
+ owner.visible_message(span_nicegreen("[owner] seems to be relieved of their pain as they're shocked by the [source]!"), span_nicegreen("The [source] shocks your heart awake, and you feel the pain in your chest ease up!"))
+
+///Slightly reduces your timer, just like the minor shock signal. Slightly more relief because these use cases are generally more dangerous.
+/datum/status_effect/heart_attack/proc/electrocuted(datum/source, shock_damage)
+ SIGNAL_HANDLER
+ time_until_stoppage += (20 + shock_damage * 1.15)
+ if(prob(50))
+ to_chat(owner, span_nicegreen("Something about being electrocuted makes the pain in your chest ease up!"))
+
+///Alternative to penthrite that keeps you up for a few seconds after having a heart attack. Gives a bit of time to call for help regardless of when/where you've collapsed.
+/datum/status_effect/heart_desperation
+ id = "heart_desperation"
+ duration = (4 SECONDS)
+ alert_type = null
+ /// List of traits to add/remove from our subject when we are in their system
+ var/static/list/subject_traits = list(
+ TRAIT_STABLEHEART,
+ TRAIT_NOHARDCRIT,
+ TRAIT_NOSOFTCRIT,
+ TRAIT_NOCRITDAMAGE,
+ )
+
+/datum/status_effect/heart_desperation/on_apply()
+ owner.add_traits(subject_traits, type)
+ owner.Knockdown(2 SECONDS, 2 SECONDS)
+ return TRUE
+
+/datum/status_effect/heart_desperation/tick(seconds_between_ticks)
+ owner.Knockdown(2 SECONDS, 2 SECONDS)
+ owner.set_silence_if_lower(2 SECONDS)
+
+/datum/status_effect/heart_desperation/on_remove()
+ owner.remove_traits(subject_traits, type)
+
+#undef ATTACK_STAGE_TWO
+#undef ATTACK_STAGE_THREE
+#undef ATTACK_STAGE_FOUR
+#undef ATTACK_CURE_THRESHOLD
+#undef OXYLOSS_MAXIMUM
diff --git a/code/game/data_huds.dm b/code/game/data_huds.dm
index 21d59f36395..0cb035ef3d9 100644
--- a/code/game/data_huds.dm
+++ b/code/game/data_huds.dm
@@ -101,6 +101,10 @@ Medical HUD! Basic mode needs suit sensors on.
severity = DISEASE_SEVERITY_MEDIUM
threat = get_disease_severity_value(severity)
+ if(HAS_TRAIT(src, TRAIT_DISEASELIKE_SEVERITY_HIGH))
+ severity = DISEASE_SEVERITY_DANGEROUS
+ threat = get_disease_severity_value(severity)
+
for(var/thing in diseases)
var/datum/disease/D = thing
if(!(D.visibility_flags & HIDDEN_SCANNER))
diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm
index f09d8794f84..a1dfdabcc95 100644
--- a/code/game/objects/items/defib.dm
+++ b/code/game/objects/items/defib.dm
@@ -659,10 +659,15 @@
playsound(src, 'sound/machines/defib/defib_zap.ogg', 50, TRUE, -1)
if(!(heart.organ_flags & ORGAN_FAILING))
H.set_heartattack(FALSE)
+ do_success()
user.visible_message(span_notice("[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again."))
else
user.visible_message(span_warning("[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed, heart damage detected."))
-
+ else if(H.has_status_effect(/datum/status_effect/heart_attack))
+ user.visible_message(span_notice("[req_defib ? "[defib]" : "[src]"] pings: Patient's heart has stabilized, further applications may be necessary."))
+ SEND_SIGNAL(H, COMSIG_HEARTATTACK_DEFIB)
+ playsound(src, 'sound/machines/defib/defib_zap.ogg', 50, TRUE, -1)
+ do_success()
else
user.visible_message(span_warning("[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted."))
playsound(src, 'sound/machines/defib/defib_failed.ogg', 50, FALSE)
diff --git a/code/modules/events/heart_attack.dm b/code/modules/events/heart_attack.dm
index a0bc06718c0..e3c6ca2b91b 100644
--- a/code/modules/events/heart_attack.dm
+++ b/code/modules/events/heart_attack.dm
@@ -30,7 +30,7 @@
/datum/round_event_control/heart_attack/proc/generate_candidates()
heart_attack_candidates.Cut()
for(var/mob/living/carbon/human/candidate in shuffle(GLOB.player_list))
- if(candidate.stat == DEAD || HAS_TRAIT(candidate, TRAIT_CRITICAL_CONDITION) || !candidate.can_heartattack() || (/datum/disease/heart_failure in candidate.diseases) || candidate.undergoing_cardiac_arrest())
+ if(candidate.stat == DEAD || HAS_TRAIT(candidate, TRAIT_CRITICAL_CONDITION) || !candidate.can_heartattack() || (candidate.has_status_effect(/datum/status_effect/heart_attack)) || candidate.undergoing_cardiac_arrest())
continue
if(!(candidate.mind.assigned_role.job_flags & JOB_CREW_MEMBER))//only crewmembers can get one, a bit unfair for some ghost roles and it wastes the event
continue
@@ -74,8 +74,7 @@
message_admins("[winner] has just survived a random heart attack!") //time to spawn them a trophy :)
victims -= winner
else
- var/datum/disease/heart_disease = new /datum/disease/heart_failure()
- winner.ForceContractDisease(heart_disease, FALSE, TRUE)
+ winner.apply_status_effect(/datum/status_effect/heart_attack)
announce_to_ghosts(winner)
victims -= winner
return TRUE
diff --git a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
index bb216185c4f..c067767b5ca 100644
--- a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
@@ -574,7 +574,7 @@
/datum/reagent/medicine/c2/penthrite/on_mob_metabolize(mob/living/user)
. = ..()
- user.throw_alert("penthrite", /atom/movable/screen/alert/penthrite)
+ send_alert(user)
user.add_traits(subject_traits, type)
/datum/reagent/medicine/c2/penthrite/on_mob_life(mob/living/carbon/human/affected_mob, seconds_per_tick, times_fired)
@@ -611,7 +611,7 @@
/datum/reagent/medicine/c2/penthrite/on_mob_end_metabolize(mob/living/affected_mob)
. = ..()
- affected_mob.clear_alert("penthrite")
+ remove_alert(affected_mob)
affected_mob.remove_traits(subject_traits, type)
/datum/reagent/medicine/c2/penthrite/overdose_process(mob/living/carbon/human/affected_mob, seconds_per_tick, times_fired)
@@ -624,6 +624,11 @@
if(need_mob_update)
return UPDATE_MOB_HEALTH
+/datum/reagent/medicine/c2/penthrite/proc/send_alert(mob/living/affected_mob)
+ affected_mob.throw_alert("penthrite", /atom/movable/screen/alert/penthrite)
+
+/datum/reagent/medicine/c2/penthrite/proc/remove_alert(mob/living/affected_mob)
+ affected_mob.clear_alert("penthrite")
/******NICHE******/
//todo
diff --git a/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
index fa62f01cacb..7074747d948 100644
--- a/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
@@ -278,8 +278,7 @@
drinker.set_jitter_if_lower(700 SECONDS)
if(SPT_PROB(0.5, seconds_per_tick) && iscarbon(drinker))
- var/datum/disease/heart_attack = new /datum/disease/heart_failure
- drinker.ForceContractDisease(heart_attack)
+ drinker.apply_status_effect(/datum/status_effect/heart_attack)
to_chat(drinker, span_userdanger("You're pretty sure you just felt your heart stop for a second there.."))
drinker.playsound_local(drinker, 'sound/effects/singlebeat.ogg', 100, 0)
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index 22991001559..772d25a4035 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -600,8 +600,7 @@
/datum/reagent/medicine/ephedrine/overdose_process(mob/living/affected_mob, seconds_per_tick, times_fired)
. = ..()
if(SPT_PROB(1 * (1 + (1-normalise_creation_purity())), seconds_per_tick) && iscarbon(affected_mob))
- var/datum/disease/D = new /datum/disease/heart_failure
- affected_mob.ForceContractDisease(D)
+ affected_mob.apply_status_effect(/datum/status_effect/heart_attack)
to_chat(affected_mob, span_userdanger("You're pretty sure you just felt your heart stop for a second there.."))
affected_mob.playsound_local(affected_mob, 'sound/effects/singlebeat.ogg', 100, 0)
diff --git a/code/modules/surgery/organs/internal/heart/_heart.dm b/code/modules/surgery/organs/internal/heart/_heart.dm
index 5875b3bbb43..d09a216722d 100644
--- a/code/modules/surgery/organs/internal/heart/_heart.dm
+++ b/code/modules/surgery/organs/internal/heart/_heart.dm
@@ -93,8 +93,10 @@
return beating
/obj/item/organ/heart/get_status_text(advanced, add_tooltips)
- if(!beating && !(organ_flags & ORGAN_FAILING) && owner.needs_heart() && owner.stat != DEAD)
- return conditional_tooltip("Cardiac Arrest", "Apply defibrillation immediately. Similar electric shocks may work in emergencies.", add_tooltips)
+ if(owner.has_status_effect(/datum/status_effect/heart_attack))
+ return conditional_tooltip("Myocardial Infarction", "Apply defibrillation immediately. Similar electric shocks may work in emergencies.", add_tooltips)
+ if((!beating && !(organ_flags & ORGAN_FAILING) && owner.needs_heart() && owner.stat != DEAD))
+ return conditional_tooltip("Cardiac Arrest", "Repair tissue damage and apply defibrillation immediately.", add_tooltips)
return ..()
/obj/item/organ/heart/show_on_condensed_scans()
diff --git a/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm b/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm
index 80082cf47a5..b8622c6cc3a 100644
--- a/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm
+++ b/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm
@@ -113,8 +113,7 @@
carbon.visible_message(span_danger("[carbon] violently discharges energy!"), span_warning("You violently discharge energy!"))
if(prob(10)) //chance of developing heart disease to dissuade overcharging oneself
- var/datum/disease/D = new /datum/disease/heart_failure
- carbon.ForceContractDisease(D)
+ carbon.apply_status_effect(/datum/status_effect/heart_attack)
to_chat(carbon, span_userdanger("You're pretty sure you just felt your heart stop for a second there.."))
carbon.playsound_local(carbon, 'sound/effects/singlebeat.ogg', 100, 0)
diff --git a/strings/tips.txt b/strings/tips.txt
index 8570d0ee58a..6bd118ffb07 100644
--- a/strings/tips.txt
+++ b/strings/tips.txt
@@ -74,6 +74,7 @@ As a Medical Doctor, you must target the correct limb and not be in combat mode
As a Medical Doctor, when messing with viruses, remember that robotic organs can give immunity to disease effects and transmissibility. Make use of the inorganic biology symptom to bypass the protection.
As a Medical Doctor, while there's an pandemic, you only require small amounts of vaccine to heal a sick patient. Work with the Chemist to distribute your cures more efficiently.
As a Medical Doctor, try messing with the virology lab sometime! Viruses can range from healing powers so great that you can heal out of critical status, or diseases so dangerous they can kill the entire crew with airborne spontaneous combustion. Experiment!
+As a Medical Doctor, you can cure a heart attack by repeatedly shocking the victim with a defibrillator!
As a Monkey, you can crawl through air or scrubber vents by alt+left clicking them. You must drop everything you are wearing and holding to do this, however.
As a Monkey, you can still wear a few human items, such as backpacks, gas masks and hats, and still have two free hands.
As a Morph, you can talk while disguised, but your words have a chance of being slurred, giving you away!
@@ -110,6 +111,7 @@ As a Security Officer, remember that correlation does not equal causation. Someo
As a Security Officer, remember that you can attach a sec-lite to your disabler or your helmet!
As a Security Officer, your sechuds or HUDsunglasses can not only see crewmates' job assignments and criminal status, but also if they are mindshield implanted. You can tell by the flashing blue outline around their job icon. Use this to your advantage in a revolution to definitively tell who is on your side!
As a Security Officer, you have a special pen in your PDA that you can use to prompt people to surrender. This will stun them without the need to use a baton!
+As a Security Officer, you can treat or even cure a heart attack with repeated blows from a stunbaton. Emphasis on *repeated*.
As a Service Cyborg, your spray can knocks people down. However, it is blocked by masks and glasses.
As a Shaft Miner, always have a GPS on you, so a fellow miner or cyborg can come to save you if you die.
As a Shaft Miner, every monster on Lavaland has a pattern you can exploit to minimize damage from the encounters.
diff --git a/tgstation.dme b/tgstation.dme
index 374d490ec03..fde8a626dec 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -1404,7 +1404,6 @@
#include "code\datums\diseases\fluspanish.dm"
#include "code\datums\diseases\gastrolisis.dm"
#include "code\datums\diseases\gbs.dm"
-#include "code\datums\diseases\heart_failure.dm"
#include "code\datums\diseases\magnitis.dm"
#include "code\datums\diseases\parasitic_infection.dm"
#include "code\datums\diseases\parrotpossession.dm"
@@ -1954,6 +1953,7 @@
#include "code\datums\status_effects\debuffs\fire_stacks.dm"
#include "code\datums\status_effects\debuffs\genetic_damage.dm"
#include "code\datums\status_effects\debuffs\hallucination.dm"
+#include "code\datums\status_effects\debuffs\heart_attack.dm"
#include "code\datums\status_effects\debuffs\hooked.dm"
#include "code\datums\status_effects\debuffs\jitteriness.dm"
#include "code\datums\status_effects\debuffs\pacifism.dm"