//backpack item #define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5) /obj/item/defibrillator name = "defibrillator" desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients." icon = 'icons/obj/defib.dmi' icon_state = "defibunit" inhand_icon_state = "defibunit" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' slot_flags = ITEM_SLOT_BACK force = 5 throwforce = 6 w_class = WEIGHT_CLASS_BULKY actions_types = list(/datum/action/item_action/toggle_paddles) armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles var/on = FALSE //if the paddles are equipped (1) or on the defib (0) var/safety = TRUE //if you can zap people with the defibs on harm mode var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise var/obj/item/shockpaddles/paddles var/obj/item/stock_parts/cell/high/cell var/combat = FALSE //if true, revive through hardsuits, allow for combat shocking var/cooldown_duration = 5 SECONDS//how long does it take to recharge /obj/item/defibrillator/get_cell() return cell /obj/item/defibrillator/Initialize() //starts without a cell for rnd . = ..() paddles = new paddle_type(src) update_power() return /obj/item/defibrillator/loaded/Initialize() //starts with hicap . = ..() cell = new(src) update_power() return /obj/item/defibrillator/fire_act(exposed_temperature, exposed_volume) . = ..() if(paddles?.loc == src) paddles.fire_act(exposed_temperature, exposed_volume) /obj/item/defibrillator/extinguish() . = ..() if(paddles?.loc == src) paddles.extinguish() /obj/item/defibrillator/proc/update_power() if(!QDELETED(cell)) if(QDELETED(paddles) || cell.charge < paddles.revivecost) powered = FALSE else powered = TRUE else powered = FALSE update_appearance() /obj/item/defibrillator/update_overlays() . = ..() if(!on) . += "[initial(icon_state)]-paddles" if(powered) . += "[initial(icon_state)]-powered" if(!QDELETED(cell)) var/ratio = cell.charge / cell.maxcharge ratio = CEILING(ratio*4, 1) * 25 . += "[initial(icon_state)]-charge[ratio]" if(!cell) . += "[initial(icon_state)]-nocell" if(!safety) . += "[initial(icon_state)]-emagged" /obj/item/defibrillator/CheckParts(list/parts_list) ..() cell = locate(/obj/item/stock_parts/cell) in contents update_power() /obj/item/defibrillator/ui_action_click() toggle_paddles() //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/item/defibrillator/attack_hand(mob/user, list/modifiers) if(loc == user) if(slot_flags == ITEM_SLOT_BACK) if(user.get_item_by_slot(ITEM_SLOT_BACK) == src) ui_action_click() else to_chat(user, "Put the defibrillator on your back first!") else if(slot_flags == ITEM_SLOT_BELT) if(user.get_item_by_slot(ITEM_SLOT_BELT) == src) ui_action_click() else to_chat(user, "Strap the defibrillator's belt on first!") return else if(istype(loc, /obj/machinery/defibrillator_mount)) ui_action_click() //checks for this are handled in defibrillator.mount.dm return ..() /obj/item/defibrillator/MouseDrop(obj/over_object) . = ..() if(ismob(loc)) var/mob/M = loc if(!M.incapacitated() && istype(over_object, /atom/movable/screen/inventory/hand)) var/atom/movable/screen/inventory/hand/H = over_object M.putItemFromInventoryInHandIfPossible(src, H.held_index) /obj/item/defibrillator/attackby(obj/item/W, mob/user, params) if(W == paddles) toggle_paddles() else if(istype(W, /obj/item/stock_parts/cell)) var/obj/item/stock_parts/cell/C = W if(cell) to_chat(user, "[src] already has a cell!") else if(C.maxcharge < paddles.revivecost) to_chat(user, "[src] requires a higher capacity cell.") return if(!user.transferItemToLoc(W, src)) return cell = W to_chat(user, "You install a cell in [src].") update_power() else if(W.tool_behaviour == TOOL_SCREWDRIVER) if(cell) cell.update_appearance() cell.forceMove(get_turf(src)) cell = null to_chat(user, "You remove the cell from [src].") update_power() else return ..() /obj/item/defibrillator/emag_act(mob/user) if(safety) safety = FALSE to_chat(user, "You silently disable [src]'s safety protocols with the cryptographic sequencer.") else safety = TRUE to_chat(user, "You silently enable [src]'s safety protocols with the cryptographic sequencer.") /obj/item/defibrillator/emp_act(severity) . = ..() if(cell && !(. & EMP_PROTECT_CONTENTS)) deductcharge(1000 / severity) if (. & EMP_PROTECT_SELF) return if(safety) safety = FALSE visible_message("[src] beeps: Safety protocols disabled!") playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, FALSE) else safety = TRUE visible_message("[src] beeps: Safety protocols enabled!") playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, FALSE) update_power() /obj/item/defibrillator/proc/toggle_paddles() set name = "Toggle Paddles" set category = "Object" on = !on var/mob/living/carbon/user = usr if(on) //Detach the paddles into the user's hands if(!usr.put_in_hands(paddles)) on = FALSE to_chat(user, "You need a free hand to hold the paddles!") update_power() return else //Remove from their hands and back onto the defib unit remove_paddles(user) update_power() for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/defibrillator/equipped(mob/user, slot) ..() if((slot_flags == ITEM_SLOT_BACK && slot != ITEM_SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != ITEM_SLOT_BELT)) remove_paddles(user) update_power() /obj/item/defibrillator/item_action_slot_check(slot, mob/user) if(slot == user.getBackSlot()) return 1 /obj/item/defibrillator/proc/remove_paddles(mob/user) //this fox the bug with the paddles when other player stole you the defib when you have the paddles equiped if(ismob(paddles.loc)) var/mob/M = paddles.loc M.dropItemToGround(paddles, TRUE) return /obj/item/defibrillator/Destroy() if(on) var/M = get(paddles, /mob) remove_paddles(M) QDEL_NULL(paddles) QDEL_NULL(cell) return ..() /obj/item/defibrillator/proc/deductcharge(chrgdeductamt) if(cell) if(cell.charge < (paddles.revivecost+chrgdeductamt)) powered = FALSE update_power() if(cell.use(chrgdeductamt)) update_power() return TRUE else return FALSE /obj/item/defibrillator/proc/cooldowncheck(mob/user) addtimer(CALLBACK(src, .proc/finish_charging), cooldown_duration) /obj/item/defibrillator/proc/finish_charging() if(cell) if(cell.charge >= paddles.revivecost) visible_message("[src] beeps: Unit ready.") playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE) else visible_message("[src] beeps: Charge depleted.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) paddles.cooldown = FALSE paddles.update_appearance() update_power() /obj/item/defibrillator/compact name = "compact defibrillator" desc = "A belt-equipped defibrillator that can be rapidly deployed." icon_state = "defibcompact" inhand_icon_state = "defibcompact" worn_icon_state = "defibcompact" w_class = WEIGHT_CLASS_NORMAL slot_flags = ITEM_SLOT_BELT /obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user) if(slot == user.getBeltSlot()) return TRUE /obj/item/defibrillator/compact/loaded/Initialize() . = ..() cell = new(src) update_power() /obj/item/defibrillator/compact/combat name = "combat defibrillator" 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" combat = TRUE safety = FALSE cooldown_duration = 2.5 SECONDS paddle_type = /obj/item/shockpaddles/syndicate /obj/item/defibrillator/compact/combat/loaded/Initialize() . = ..() cell = new /obj/item/stock_parts/cell/infinite(src) update_power() /obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params) if(W == paddles) toggle_paddles() return /obj/item/defibrillator/compact/combat/loaded/nanotrasen name = "elite Nanotrasen defibrillator" 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" paddle_type = /obj/item/shockpaddles/syndicate/nanotrasen //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/defib.dmi' icon_state = "defibpaddles0" inhand_icon_state = "defibpaddles0" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' force = 0 throwforce = 6 w_class = WEIGHT_CLASS_BULKY resistance_flags = INDESTRUCTIBLE base_icon_state = "defibpaddles" var/revivecost = 1000 var/cooldown = FALSE var/busy = FALSE var/obj/item/defibrillator/defib var/req_defib = TRUE var/combat = FALSE //If it penetrates armor and gives additional functionality var/wielded = FALSE // track wielded status on item /obj/item/shockpaddles/ComponentInitialize() . = ..() AddElement(/datum/element/update_icon_updates_onmob) AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12) /// triggered on wield of two handed item /obj/item/shockpaddles/proc/on_wield(obj/item/source, mob/user) SIGNAL_HANDLER wielded = TRUE /// triggered on unwield of two handed item /obj/item/shockpaddles/proc/on_unwield(obj/item/source, mob/user) SIGNAL_HANDLER wielded = FALSE /obj/item/shockpaddles/Destroy() defib = null return ..() /obj/item/shockpaddles/equipped(mob/user, slot) . = ..() if(!req_defib) return RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/check_range) /obj/item/shockpaddles/Moved() . = ..() check_range() /obj/item/shockpaddles/fire_act(exposed_temperature, exposed_volume) . = ..() if((req_defib && defib) && loc != defib) defib.fire_act(exposed_temperature, exposed_volume) /obj/item/shockpaddles/proc/check_range() SIGNAL_HANDLER if(!req_defib || !defib) return if(!in_range(src,defib)) if(isliving(loc)) var/mob/living/user = loc to_chat(user, "[defib]'s paddles overextend and come out of your hands!") else visible_message("[src] snap back into [defib].") snap_back() /obj/item/shockpaddles/proc/recharge(time) if(req_defib || !time) return cooldown = TRUE update_appearance() sleep(time) var/turf/T = get_turf(src) T.audible_message("[src] beeps: Unit is recharged.") playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE) cooldown = FALSE update_appearance() /obj/item/shockpaddles/Initialize() . = ..() ADD_TRAIT(src, TRAIT_NO_STORAGE_INSERT, GENERIC_ITEM_TRAIT) //stops shockpaddles from being inserted in BoH RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield) RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield) if(!req_defib) return //If it doesn't need a defib, just say it exists if (!loc || !istype(loc, /obj/item/defibrillator)) //To avoid weird issues from admin spawns return INITIALIZE_HINT_QDEL defib = loc busy = FALSE update_appearance() /obj/item/shockpaddles/suicide_act(mob/user) user.visible_message("[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!") if(req_defib) defib.deductcharge(revivecost) playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1) return (OXYLOSS) /obj/item/shockpaddles/update_icon_state() icon_state = "[base_icon_state][wielded]" inhand_icon_state = icon_state if(cooldown) icon_state = "[base_icon_state][wielded]_cooldown" return ..() /obj/item/shockpaddles/dropped(mob/user) . = ..() if(user) UnregisterSignal(user, COMSIG_MOVABLE_MOVED) if(req_defib) if(user) to_chat(user, "The paddles snap back into the main unit.") snap_back() /obj/item/shockpaddles/proc/snap_back() if(!defib) return defib.on = FALSE forceMove(defib) defib.update_power() /obj/item/shockpaddles/attack(mob/M, mob/living/user, params) if(busy) return if(req_defib && !defib.powered) user.visible_message("[defib] beeps: Unit is unpowered.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) return if(!wielded) if(iscyborg(user)) to_chat(user, "You must activate the paddles in your active module before you can use them on someone!") else to_chat(user, "You need to wield the paddles in both hands before you can use them on someone!") return if(cooldown) if(req_defib) to_chat(user, "[defib] is recharging!") else to_chat(user, "[src] are recharging!") return var/list/modifiers = params2list(params) if(LAZYACCESS(modifiers, RIGHT_CLICK)) do_disarm(M, user) return if(!iscarbon(M)) if(req_defib) to_chat(user, "The instructions on [defib] don't mention how to revive that...") else to_chat(user, "You aren't sure how to revive that...") return var/mob/living/carbon/H = M if(user.zone_selected != BODY_ZONE_CHEST) to_chat(user, "You need to target your patient's chest with [src]!") return if(user.combat_mode) do_harm(H, user) return if(H.can_defib() == DEFIB_POSSIBLE) H.notify_ghost_cloning("Your heart is being defibrillated!") H.grab_ghost() // Shove them back in their body. do_help(H, user) /obj/item/shockpaddles/proc/shock_touching(dmg, mob/H) if(isliving(H.pulledby)) //CLEAR! var/mob/living/M = H.pulledby if(M.electrocute_act(30, H)) M.visible_message("[M] is electrocuted by [M.p_their()] contact with [H]!") M.emote("scream") /obj/item/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user) if(req_defib && defib.safety) return if(!req_defib && !combat) return busy = TRUE M.visible_message("[user] touches [M] with [src]!", \ "[user] touches [M] with [src]!") M.adjustStaminaLoss(60) M.Knockdown(75) M.Jitter(50) M.apply_status_effect(STATUS_EFFECT_CONVULSING) playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1) if(HAS_TRAIT(M,MOB_ORGANIC)) M.emote("gasp") log_combat(user, M, "zapped", src) if(req_defib) defib.deductcharge(revivecost) cooldown = TRUE busy = FALSE update_appearance() if(req_defib) defib.cooldowncheck(user) else recharge(60) /obj/item/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user) if(req_defib && defib.safety) return if(!req_defib && !combat) return user.visible_message("[user] begins to place [src] on [H]'s chest.", "You overcharge the paddles and begin to place them onto [H]'s chest...") busy = TRUE update_appearance() if(do_after(user, 1.5 SECONDS, 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) playsound(src, 'sound/machines/defib_charge.ogg', 50, FALSE) if(req_defib) 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, 1.5 SECONDS, H)) //Takes longer due to overcharging if(!H) busy = FALSE update_appearance() return if(H && H.stat == DEAD) to_chat(user, "[H] is dead.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) busy = FALSE update_appearance() return user.visible_message("[user] shocks [H] with \the [src]!", "You shock [H] with \the [src]!") playsound(src, 'sound/machines/defib_zap.ogg', 100, TRUE, -1) playsound(src, 'sound/weapons/egloves.ogg', 100, TRUE, -1) H.emote("scream") shock_touching(45, H) if(H.can_heartattack() && !H.undergoing_cardiac_arrest()) if(!H.stat) H.visible_message("[H] thrashes wildly, clutching at [H.p_their()] chest!", "You feel a horrible agony in your chest!") H.set_heartattack(TRUE) H.apply_damage(50, BURN, BODY_ZONE_CHEST) log_combat(user, H, "overloaded the heart of", defib) H.Paralyze(100) H.Jitter(100) if(req_defib) defib.deductcharge(revivecost) cooldown = TRUE busy = FALSE update_appearance() if(!req_defib) recharge(60) if(req_defib && (defib.cooldowncheck(user))) return busy = FALSE update_appearance() /obj/item/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user) user.visible_message("[user] begins to place [src] on [H]'s chest.", "You begin to place [src] on [H]'s chest...") busy = TRUE update_appearance() if(do_after(user, 3 SECONDS, 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, 2 SECONDS, 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 update_appearance() return if(H.stat == DEAD) H.visible_message("[H]'s body convulses a bit.") playsound(src, "bodyfall", 50, TRUE) playsound(src, 'sound/machines/defib_zap.ogg', 75, TRUE, -1) shock_touching(30, H) var/defib_result = H.can_defib() var/fail_reason switch (defib_result) if (DEFIB_FAIL_SUICIDE) fail_reason = "Recovery of patient impossible. Further attempts futile." if (DEFIB_FAIL_NO_HEART) fail_reason = "Patient's heart is missing." if (DEFIB_FAIL_FAILING_HEART) fail_reason = "Patient's heart too damaged, replace or repair and try again." if (DEFIB_FAIL_TISSUE_DAMAGE) fail_reason = "Tissue damage too severe, repair and try again." if (DEFIB_FAIL_HUSK) fail_reason = "Patient's body is a mere husk, repair and try again." if (DEFIB_FAIL_FAILING_BRAIN) fail_reason = "Patient's brain is too damaged, repair and try again." if (DEFIB_FAIL_NO_INTELLIGENCE) fail_reason = "No intelligence pattern can be detected in patient's brain. Further attempts futile." if (DEFIB_FAIL_NO_BRAIN) fail_reason = "Patient's brain is missing. Further attempts futile." if(fail_reason) user.visible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - [fail_reason]") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) else var/total_brute = H.getBruteLoss() var/total_burn = H.getFireLoss() //If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit if (H.health > HALFWAYCRITDEATH) H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0) else var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss() var/mobhealth = H.health H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0) H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0) H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0) H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0) H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually. user.visible_message("[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.") playsound(src, 'sound/machines/defib_success.ogg', 50, FALSE) H.set_heartattack(FALSE) H.grab_ghost() H.revive(full_heal = FALSE, admin_revive = FALSE) H.emote("gasp") H.Jitter(100) to_chat(H, "[CONFIG_GET(string/blackoutpolicy)]") //SKYRAT EDIT ADDITION SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK) SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "saved_life", /datum/mood_event/saved_life) log_combat(user, H, "revived", defib) if(req_defib) defib.deductcharge(revivecost) cooldown = 1 update_appearance() if(req_defib) defib.cooldowncheck(user) else recharge(60) else if (!H.getorgan(/obj/item/organ/heart)) user.visible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Patient's heart is missing. Operation aborted.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) else if(H.undergoing_cardiac_arrest()) playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1) if(!(heart.organ_flags & ORGAN_FAILING)) H.set_heartattack(FALSE) user.visible_message("[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.") else user.visible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed, heart damage detected.") else user.visible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.") playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE) busy = FALSE update_appearance() /obj/item/shockpaddles/cyborg name = "cyborg defibrillator paddles" icon = 'icons/obj/defib.dmi' icon_state = "defibpaddles0" inhand_icon_state = "defibpaddles0" req_defib = FALSE /obj/item/shockpaddles/cyborg/attack(mob/M, mob/user) if(iscyborg(user)) var/mob/living/silicon/robot/R = user if(R.emagged) combat = TRUE else combat = FALSE else combat = FALSE . = ..() /obj/item/shockpaddles/syndicate name = "syndicate defibrillator paddles" desc = "A pair of paddles used to revive deceased operatives. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively." combat = TRUE icon = 'icons/obj/defib.dmi' icon_state = "syndiepaddles0" inhand_icon_state = "syndiepaddles0" base_icon_state = "syndiepaddles" /obj/item/shockpaddles/syndicate/nanotrasen name = "elite nanotrasen defibrillator paddles" desc = "A pair of paddles used to revive deceased ERT members. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively." icon_state = "ntpaddles0" inhand_icon_state = "ntpaddles0" base_icon_state = "ntpaddles" /obj/item/shockpaddles/syndicate/cyborg req_defib = FALSE #undef HALFWAYCRITDEATH