diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index 0f062aefabb..758681d6d87 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -255,7 +255,7 @@ /obj/item/defibrillator/compact/combat name = "combat defibrillator" - desc = "A belt-equipped blood-red defibrillator. Can revive through spacesuits, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner." + desc = "A belt-equipped blood-red defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or aggressive manner." icon_state = "defibcombat" //needs defib inhand sprites inhand_icon_state = "defibcombat" worn_icon_state = "defibcombat" @@ -276,7 +276,7 @@ /obj/item/defibrillator/compact/combat/loaded/nanotrasen name = "elite Nanotrasen defibrillator" - desc = "A belt-equipped state-of-the-art defibrillator. Can revive through spacesuits, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner." + desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner." icon_state = "defibnt" //needs defib inhand sprites inhand_icon_state = "defibnt" worn_icon_state = "defibnt" @@ -495,7 +495,7 @@ "You overcharge the paddles and begin to place them onto [H]'s chest...") busy = TRUE update_icon() - if(do_after(user, 15, target = H)) + if(do_after(user, 15, TRUE, H)) user.visible_message("[user] places [src] on [H]'s chest.", "You place [src] on [H]'s chest and begin to charge them.") var/turf/T = get_turf(defib) @@ -504,7 +504,7 @@ T.audible_message("\The [defib] lets out an urgent beep and lets out a steadily rising hum...") else user.audible_message("[src] let out an urgent beep.") - if(do_after(user, 15, target = H)) //Takes longer due to overcharging + if(do_after(user, 15, TRUE, H)) //Takes longer due to overcharging if(!H) busy = FALSE update_icon() @@ -545,14 +545,14 @@ user.visible_message("[user] begins to place [src] on [H]'s chest.", "You begin to place [src] on [H]'s chest...") busy = TRUE update_icon() - if(do_after(user, 30, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process + if(do_after(user, 30, TRUE, H)) //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("[user] places [src] on [H]'s chest.", "You place [src] on [H]'s chest.") playsound(src, 'sound/machines/defib_charge.ogg', 75, FALSE) var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart) - if(do_after(user, 20, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total - for(var/obj/item/carried_item in H.contents) - if(istype(carried_item, /obj/item/clothing/suit/space)) - if((!combat && !req_defib) || (req_defib && !defib.combat)) + if(do_after(user, 20, TRUE, H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total + if((!combat && !req_defib) || (req_defib && !defib.combat)) + for(var/obj/item/clothing/C in H.get_equipped_items()) + if((C.body_parts_covered & CHEST) && (C.clothing_flags & THICKMATERIAL)) //check to see if something is obscuring their chest. user.audible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) busy = FALSE