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