/obj/item/stack/medical name = "medical pack" singular_name = "medical pack" icon = 'icons/obj/stack_medical.dmi' amount = 6 max_amount = 6 w_class = WEIGHT_CLASS_TINY full_w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 resistance_flags = FLAMMABLE max_integrity = 40 novariants = FALSE item_flags = NOBLUDGEON cost = 250 source = /datum/robot_energy_storage/medical merge_type = /obj/item/stack/medical /// How long it takes to apply it to yourself var/self_delay = 5 SECONDS /// How long it takes to apply it to someone else var/other_delay = 0 /// If we've still got more and the patient is still hurt, should we keep going automatically? var/repeating = FALSE /// How much brute we heal per application. This is the only number that matters for simplemobs var/heal_brute /// How much burn we heal per application var/heal_burn /// How much we reduce bleeding per application on cut wounds var/stop_bleeding /// How much sanitization to apply to burn wounds on application var/sanitization /// How much we add to flesh_healing for burn wounds on application var/flesh_regeneration /obj/item/stack/medical/attack(mob/living/M, mob/user) . = ..() try_heal(M, user) /// In which we print the message that we're starting to heal someone, then we try healing them. Does the do_after whether or not it can actually succeed on a targeted mob /obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE) if(!patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE)) return if(patient == user) if(!silent) user.visible_message("[user] starts to apply [src] on [user.p_them()]self...", "You begin applying [src] on yourself...") if(!do_mob(user, patient, self_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE))) return else if(other_delay) if(!silent) user.visible_message("[user] starts to apply [src] on [patient].", "You begin applying [src] on [patient]...") if(!do_mob(user, patient, other_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE))) return if(heal(patient, user)) log_combat(user, patient, "healed", src.name) use(1) if(repeating && amount > 0) try_heal(patient, user, TRUE) /// Apply the actual effects of the healing if it's a simple animal, goes to [/obj/item/stack/medical/proc/heal_carbon] if it's a carbon, returns TRUE if it works, FALSE if it doesn't /obj/item/stack/medical/proc/heal(mob/living/patient, mob/user) if(patient.stat == DEAD) to_chat(user, "[patient] is dead! You can not help [patient.p_them()].") return if(isanimal(patient) && heal_brute) // only brute can heal var/mob/living/simple_animal/critter = patient if (!critter.healable) to_chat(user, "You cannot use [src] on [patient]!") return FALSE else if (critter.health == critter.maxHealth) to_chat(user, "[patient] is at full health.") return FALSE user.visible_message("[user] applies [src] on [patient].", "You apply [src] on [patient].") patient.heal_bodypart_damage((heal_brute * 0.5)) return TRUE if(iscarbon(patient)) return heal_carbon(patient, user, heal_brute, heal_burn) to_chat(user, "You can't heal [patient] with [src]!") /// The healing effects on a carbon patient. Since we have extra details for dealing with bodyparts, we get our own fancy proc. Still returns TRUE on success and FALSE on fail /obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn) var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected)) if(!affecting) //Missing limb? to_chat(user, "[C] doesn't have \a [parse_zone(user.zone_selected)]!") return FALSE if(affecting.status != BODYPART_ORGANIC) //Limb must be organic to be healed - RR to_chat(user, "[src] won't work on a robotic limb!") return FALSE if(affecting.brute_dam && brute || affecting.burn_dam && burn) user.visible_message("[user] applies [src] on [C]'s [affecting.name].", "You apply [src] on [C]'s [affecting.name].") var/previous_damage = affecting.get_damage() if(affecting.heal_damage(brute, burn)) C.update_damage_overlays() post_heal_effects(max(previous_damage - affecting.get_damage(), 0), C, user) return TRUE to_chat(user, "[C]'s [affecting.name] can not be healed with [src]!") return FALSE ///Override this proc for special post heal effects. /obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user) return /obj/item/stack/medical/bruise_pack name = "bruise pack" singular_name = "bruise pack" desc = "A therapeutic gel pack and bandages designed to treat blunt-force trauma." icon_state = "brutepack" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' heal_brute = 40 self_delay = 4 SECONDS other_delay = 2 SECONDS grind_results = list(/datum/reagent/medicine/c2/libital = 10) merge_type = /obj/item/stack/medical/bruise_pack /obj/item/stack/medical/bruise_pack/suicide_act(mob/user) user.visible_message("[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!") return (BRUTELOSS) /obj/item/stack/medical/gauze name = "medical gauze" //desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. " //ORIGINAL desc = "A roll of elastic cloth, perfect for stabilizing all kinds of slashes, punctures and burns. " //SKYRAT EDIT CHANGE - MEDICAL gender = PLURAL singular_name = "medical gauze" icon_state = "gauze" self_delay = 5 SECONDS other_delay = 2 SECONDS max_amount = 12 amount = 6 grind_results = list(/datum/reagent/cellulose = 2) custom_price = PAYCHECK_ASSISTANT * 2 absorption_rate = 0.25 absorption_capacity = 5 splint_factor = 0.35 merge_type = /obj/item/stack/medical/gauze var/gauze_type = /datum/bodypart_aid/gauze //SKYRAT EDIT ADDITION - MEDICAL // gauze is only relevant for wounds, which are handled in the wounds themselves /obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent) var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected)) if(!limb) to_chat(user, "There's nothing there to bandage!") return if(!LAZYLEN(limb.wounds)) to_chat(user, "There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!") // good problem to have imo return var/gauzeable_wound = FALSE for(var/i in limb.wounds) var/datum/wound/woundies = i if(woundies.wound_flags & ACCEPTS_GAUZE) gauzeable_wound = TRUE break if(!gauzeable_wound) to_chat(user, "There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.name]!") // good problem to have imo return //SKYRAT EDIT CHANGE BEGIN - MEDICAL /* if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 0.8 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row to_chat(user, "The bandage currently on [user==M ? "your" : "[M]'s"] [limb.name] is still in good condition!") return */ if(limb.current_gauze) to_chat(user, "[user==M ? "Your" : "[M]'s"] [limb.name] is already bandaged!") return //SKYRAT EDIT CHANGE END user.visible_message("[user] begins wrapping the wounds on [M]'s [limb.name] with [src]...", "You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.name] with [src]...") if(!do_after(user, (user == M ? self_delay : other_delay), target=M)) return user.visible_message("[user] applies [src] to [M]'s [limb.name].", "You bandage the wounds on [user == M ? "your" : "[M]'s"] [limb.name].") limb.apply_gauze(src) /obj/item/stack/medical/gauze/twelve amount = 12 /obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness()) if(get_amount() < 2) to_chat(user, "You need at least two gauzes to do this!") return new /obj/item/stack/sheet/cloth(user.drop_location()) user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \ "You cut [src] into pieces of cloth with [I].", \ "You hear cutting.") use(2) else return ..() /obj/item/stack/medical/gauze/suicide_act(mob/living/user) user.visible_message("[user] begins tightening [src] around [user.p_their()] neck! It looks like [user.p_they()] forgot how to use medical supplies!") return OXYLOSS /obj/item/stack/medical/gauze/improvised name = "improvised gauze" singular_name = "improvised gauze" desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently so than real medical gauze." self_delay = 6 SECONDS other_delay = 3 SECONDS absorption_rate = 0.15 absorption_capacity = 4 merge_type = /obj/item/stack/medical/gauze/improvised gauze_type = /datum/bodypart_aid/gauze/improvised //SKYRAT EDIT ADDITION - MEDICAL /* The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds, they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat. However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes. The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field. */ /obj/item/stack/medical/suture name = "suture" desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding." gender = PLURAL singular_name = "suture" icon_state = "suture" self_delay = 3 SECONDS other_delay = 1 SECONDS amount = 10 max_amount = 10 repeating = TRUE heal_brute = 10 stop_bleeding = 0.6 grind_results = list(/datum/reagent/medicine/spaceacillin = 2) merge_type = /obj/item/stack/medical/suture /obj/item/stack/medical/suture/emergency name = "emergency suture" desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding." heal_brute = 5 amount = 5 max_amount = 5 merge_type = /obj/item/stack/medical/suture/emergency /obj/item/stack/medical/suture/medicated name = "medicated suture" icon_state = "suture_purp" desc = "A suture infused with drugs that speed up wound healing of the treated laceration." heal_brute = 15 stop_bleeding = 0.75 grind_results = list(/datum/reagent/medicine/polypyr = 1) merge_type = /obj/item/stack/medical/suture/medicated /obj/item/stack/medical/ointment name = "ointment" desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though." gender = PLURAL singular_name = "ointment" icon_state = "ointment" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' amount = 8 max_amount = 8 self_delay = 4 SECONDS other_delay = 2 SECONDS heal_burn = 5 flesh_regeneration = 2.5 sanitization = 0.25 grind_results = list(/datum/reagent/medicine/c2/lenturi = 10) merge_type = /obj/item/stack/medical/ointment /obj/item/stack/medical/ointment/suicide_act(mob/living/user) user.visible_message("[user] is squeezing [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?") return TOXLOSS /obj/item/stack/medical/mesh name = "regenerative mesh" desc = "A bacteriostatic mesh used to dress burns." gender = PLURAL singular_name = "mesh piece" icon_state = "regen_mesh" self_delay = 3 SECONDS other_delay = 1 SECONDS amount = 15 heal_burn = 10 max_amount = 15 repeating = TRUE sanitization = 0.75 flesh_regeneration = 3 var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened. grind_results = list(/datum/reagent/medicine/spaceacillin = 2) merge_type = /obj/item/stack/medical/mesh /obj/item/stack/medical/mesh/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1) . = ..() if(amount == max_amount) //only seal full mesh packs is_open = FALSE update_icon() /obj/item/stack/medical/mesh/update_icon_state() if(!is_open) icon_state = "regen_mesh_closed" else return ..() /obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE) if(!is_open) to_chat(user, "You need to open [src] first.") return return ..() /obj/item/stack/medical/mesh/AltClick(mob/living/user) if(!is_open) to_chat(user, "You need to open [src] first.") return return ..() /obj/item/stack/medical/mesh/attack_hand(mob/user) if(!is_open && user.get_inactive_held_item() == src) to_chat(user, "You need to open [src] first.") return return ..() /obj/item/stack/medical/mesh/attack_self(mob/user) if(!is_open) is_open = TRUE to_chat(user, "You open the sterile mesh package.") update_icon() playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE) return return ..() /obj/item/stack/medical/mesh/advanced name = "advanced regenerative mesh" desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns." gender = PLURAL icon_state = "aloe_mesh" heal_burn = 15 sanitization = 1.25 flesh_regeneration = 3.5 grind_results = list(/datum/reagent/consumable/aloejuice = 1) merge_type = /obj/item/stack/medical/mesh/advanced /obj/item/stack/medical/mesh/advanced/update_icon_state() if(!is_open) icon_state = "aloe_mesh_closed" else return ..() /obj/item/stack/medical/aloe name = "aloe cream" desc = "A healing paste for minor cuts and burns." gender = PLURAL singular_name = "aloe cream" icon_state = "aloe_paste" self_delay = 2 SECONDS other_delay = 1 SECONDS novariants = TRUE amount = 20 max_amount = 20 repeating = TRUE heal_brute = 3 heal_burn = 3 grind_results = list(/datum/reagent/consumable/aloejuice = 1) merge_type = /obj/item/stack/medical/aloe /obj/item/stack/medical/bone_gel name = "bone gel" singular_name = "bone gel" desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended." icon = 'icons/obj/surgery.dmi' icon_state = "bone-gel" lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi' amount = 4 self_delay = 20 grind_results = list(/datum/reagent/medicine/c2/libital = 10) novariants = TRUE merge_type = /obj/item/stack/medical/bone_gel /obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user) to_chat(user, "Bone gel can only be used on fractured limbs!") return /obj/item/stack/medical/bone_gel/suicide_act(mob/user) if(!iscarbon(user)) return var/mob/living/carbon/C = user C.visible_message("[C] is squirting all of [src] into [C.p_their()] mouth! That's not proper procedure! It looks like [C.p_theyre()] trying to commit suicide!") if(!do_after(C, 2 SECONDS)) C.visible_message("[C] screws up like an idiot and still dies anyway!") return (BRUTELOSS) C.emote("scream") for(var/i in C.bodyparts) var/obj/item/bodypart/bone = i var/datum/wound/blunt/severe/oof_ouch = new oof_ouch.apply_wound(bone) var/datum/wound/blunt/critical/oof_OUCH = new oof_OUCH.apply_wound(bone) for(var/i in C.bodyparts) var/obj/item/bodypart/bone = i bone.receive_damage(brute=60) use(1) return (BRUTELOSS) /obj/item/stack/medical/poultice name = "mourning poultices" singular_name = "mourning poultice" desc = "A type of primitive herbal poultice.\nWhile traditionally used to prepare corpses for the mourning feast, it can also treat scrapes and burns on the living, however, it is liable to cause shortness of breath when employed in this manner.\nIt is imbued with ancient wisdom." icon_state = "poultice" amount = 15 max_amount = 15 heal_brute = 10 heal_burn = 10 self_delay = 40 other_delay = 10 repeating = TRUE drop_sound = 'sound/misc/moist_impact.ogg' mob_throw_hit_sound = 'sound/misc/moist_impact.ogg' hitsound = 'sound/misc/moist_impact.ogg' merge_type = /obj/item/stack/medical/poultice /obj/item/stack/medical/poultice/heal(mob/living/M, mob/user) if(iscarbon(M)) playsound(src, 'sound/misc/soggy.ogg', 30, TRUE) return heal_carbon(M, user, heal_brute, heal_burn) return ..() /obj/item/stack/medical/poultice/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user) . = ..() healed_mob.adjustOxyLoss(amount_healed)