Files
Bubberstation/code/game/objects/items/stacks/medical.dm
SmArtKar d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00

581 lines
22 KiB
Plaintext

/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/medical/stack_medical.dmi'
worn_icon_state = "nothing"
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|SKIP_FANTASY_ON_SPAWN
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
/// Time it takes to assess injuries when looping healing
var/assessing_injury_delay = 1 SECONDS
/obj/item/stack/medical/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isliving(interacting_with))
return NONE
if(!begin_heal_loop(interacting_with, user))
return NONE // [ITEM_INTERACT_BLOCKING] would be redundant as we are nobludgeon
return ITEM_INTERACT_SUCCESS
/obj/item/stack/medical/apply_fantasy_bonuses(bonus)
. = ..()
if(heal_brute)
heal_brute = modify_fantasy_variable("heal_brute", heal_brute, bonus)
if(heal_burn)
heal_burn = modify_fantasy_variable("heal_burn", heal_burn, bonus)
if(stop_bleeding)
stop_bleeding = modify_fantasy_variable("stop_bleeding", stop_bleeding, bonus/10)
if(sanitization)
sanitization = modify_fantasy_variable("sanitization", sanitization, bonus/10)
if(flesh_regeneration)
flesh_regeneration = modify_fantasy_variable("flesh_regeneration", flesh_regeneration, bonus/10)
/obj/item/stack/medical/remove_fantasy_bonuses(bonus)
heal_brute = reset_fantasy_variable("heal_brute", heal_brute)
heal_burn = reset_fantasy_variable("heal_burn", heal_burn)
stop_bleeding = reset_fantasy_variable("stop_bleeding", stop_bleeding)
sanitization = reset_fantasy_variable("sanitization", sanitization)
flesh_regeneration = reset_fantasy_variable("flesh_regeneration", flesh_regeneration)
return ..()
/// Used to begin the recursive healing loop.
/// Returns TRUE if we entered the loop, FALSE if we didn't
/obj/item/stack/medical/proc/begin_heal_loop(mob/living/patient, mob/user)
if(!can_heal(patient, user))
return FALSE
INVOKE_ASYNC(src, PROC_REF(try_heal), patient, user)
return TRUE
/// Checks if the passed patient can be healed by the passed user
/obj/item/stack/medical/proc/can_heal(mob/living/patient, mob/user)
return patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE)
/// 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, looping = FALSE)
if(!try_heal_checks(patient, user, heal_brute, heal_burn, looping))
return
var/new_self_delay = self_delay
var/new_other_delay = other_delay
if(iscarbon(patient))
new_self_delay = looping ? clamp((self_delay - assessing_injury_delay), 0, self_delay) : self_delay
new_other_delay = looping ? clamp((other_delay - assessing_injury_delay), 0, other_delay) : other_delay
if(patient == user)
if(!silent)
user.visible_message(
span_notice("[user] starts to apply [src] on [user.p_them()]self..."),
span_notice("You begin applying [src] on yourself..."),
)
if(!do_after(
user,
new_self_delay,
patient,
extra_checks = CALLBACK(src, PROC_REF(can_heal), patient, user),
))
return
else if(other_delay)
if(!silent)
user.visible_message(
span_notice("[user] starts to apply [src] on [patient]."),
span_notice("You begin applying [src] on [patient]..."),
)
if(!do_after(
user,
new_other_delay,
patient,
extra_checks = CALLBACK(src, PROC_REF(can_heal), patient, user),
))
return
if(!heal(patient, user))
return
log_combat(user, patient, "healed", name)
if(!use(1) || !repeating || amount <= 0)
return
if(!can_heal(patient, user))
return
try_heal(patient, user, silent = TRUE, looping = 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)
patient.balloon_alert(user, "they're dead!")
return FALSE
if(iscarbon(patient))
return heal_carbon(patient, user, heal_brute, heal_burn)
else if(isanimal_or_basicmob(patient))
if(!try_heal_checks(patient, user, heal_brute, heal_burn))
return FALSE
if(patient.heal_bodypart_damage((heal_brute * patient.maxHealth/100)))
user.visible_message(span_infoplain(span_green("[user] applies [src] on [patient].")), span_infoplain(span_green("You apply [src] on [patient].")))
return TRUE
patient.balloon_alert(user, "can't heal [patient]!")
return FALSE
/obj/item/stack/medical/proc/try_heal_checks(mob/living/patient, mob/user, brute, burn, looping = FALSE)
if(iscarbon(patient))
if(looping)
balloon_alert(user, "assessing injuries...")
if(!do_after(user, assessing_injury_delay, patient))
return FALSE
var/mob/living/carbon/carbon_patient = patient
var/obj/item/bodypart/affecting = carbon_patient.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
carbon_patient.balloon_alert(user, "no [parse_zone(user.zone_selected)]!")
return FALSE
if(!IS_ORGANIC_LIMB(affecting)) //Limb must be organic to be healed - RR
carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not organic!")
return FALSE
if(!(affecting.brute_dam && brute) && !(affecting.burn_dam && burn))
if(!affecting.brute_dam && !affecting.burn_dam)
if(patient != user || !looping)
carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not hurt!")
else
carbon_patient.balloon_alert(user, "can't heal [affecting.plaintext_zone] with [name]!")
return FALSE
return TRUE
if(isanimal_or_basicmob(patient))
if(patient.stat == DEAD)
patient.balloon_alert(user, "they're dead!")
return FALSE
if(!heal_brute) // only brute can heal
patient.balloon_alert(user, "can't heal with [name]!")
return FALSE
if(!(patient.mob_biotypes & MOB_ORGANIC))
patient.balloon_alert(user, "no organic tissue!")
return FALSE
if(patient.health == patient.maxHealth)
patient.balloon_alert(user, "not hurt!")
return FALSE
return TRUE
/// 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/patient, mob/user, brute, burn)
var/obj/item/bodypart/affecting = patient.get_bodypart(check_zone(user.zone_selected))
if(!try_heal_checks(patient, user, brute, burn))
return FALSE
user.visible_message(
span_infoplain(span_green("[user] applies [src] on [patient]'s [affecting.plaintext_zone].")),
span_infoplain(span_green("You apply [src] on [patient]'s [affecting.plaintext_zone]."))
)
var/previous_damage = affecting.get_damage()
if(affecting.heal_damage(brute, burn))
patient.update_damage_overlays()
post_heal_effects(max(previous_damage - affecting.get_damage(), 0), patient, user)
return TRUE
///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/living/user)
user.visible_message(span_suicide("[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. "
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_CREW * 2
absorption_rate = 0.125
absorption_capacity = 5
splint_factor = 0.7
burn_cleanliness_bonus = 0.35
merge_type = /obj/item/stack/medical/gauze
var/obj/item/bodypart/gauzed_bodypart
/obj/item/stack/medical/gauze/Destroy(force)
. = ..()
if (gauzed_bodypart)
gauzed_bodypart.current_gauze = null
SEND_SIGNAL(gauzed_bodypart, COMSIG_BODYPART_UNGAUZED, src)
gauzed_bodypart = null
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/patient, mob/user, silent, looping)
var/treatment_delay = (user == patient ? self_delay : other_delay)
var/obj/item/bodypart/limb = patient.get_bodypart(check_zone(user.zone_selected))
if(!limb)
patient.balloon_alert(user, "missing limb!")
return
if(!LAZYLEN(limb.wounds))
patient.balloon_alert(user, "no wounds!") // good problem to have imo
return
var/gauzeable_wound = FALSE
var/datum/wound/woundies
for(var/i in limb.wounds)
woundies = i
if(woundies.wound_flags & ACCEPTS_GAUZE)
gauzeable_wound = TRUE
break
if(!gauzeable_wound)
patient.balloon_alert(user, "can't heal those!")
return
if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 1.2 > 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
patient.balloon_alert(user, pick("already bandaged!", "bandage is clean!")) // good enough
return
if(HAS_TRAIT(woundies, TRAIT_WOUND_SCANNED))
treatment_delay *= 0.5
if(user == patient)
to_chat(user, span_notice("You keep in mind the indications from the holo-image about your injury, and expertly begin wrapping your wounds with [src]."))
else
user.visible_message(span_warning("[user] begins expertly wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin quickly wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src], keeping the holo-image indications in mind..."))
else
user.visible_message(span_warning("[user] begins wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin wrapping the wounds on [user == patient ? "your" : "[patient]'s"] [limb.plaintext_zone] with [src]..."))
if(!do_after(user, treatment_delay, target = patient))
return
user.visible_message(span_infoplain(span_green("[user] applies [src] to [patient]'s [limb.plaintext_zone].")), span_infoplain(span_green("You bandage the wounds on [user == patient ? "your" : "[patient]'s"] [limb.plaintext_zone].")))
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)
balloon_alert(user, "not enough gauze!")
return
new /obj/item/stack/sheet/cloth(I.drop_location())
if(user.CanReach(src))
user.visible_message(span_notice("[user] cuts [src] into pieces of cloth with [I]."), \
span_notice("You cut [src] into pieces of cloth with [I]."), \
span_hear("You hear cutting."))
else //telekinesis
visible_message(span_notice("[I] cuts [src] into pieces of cloth."), \
blind_message = span_hear("You hear cutting."))
use(2)
else
return ..()
/obj/item/stack/medical/gauze/suicide_act(mob/living/user)
user.visible_message(span_suicide("[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."
icon_state = "gauze_imp"
self_delay = 6 SECONDS
other_delay = 3 SECONDS
splint_factor = 0.85
burn_cleanliness_bonus = 0.7
absorption_rate = 0.075
absorption_capacity = 4
merge_type = /obj/item/stack/medical/gauze/improvised
/*
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(span_suicide("[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_appearance()
/obj/item/stack/medical/mesh/update_icon_state()
if(is_open)
return ..()
icon_state = "regen_mesh_closed"
/obj/item/stack/medical/mesh/try_heal(mob/living/patient, mob/user, silent = FALSE, looping)
if(!is_open)
balloon_alert(user, "open it first!")
return
return ..()
/obj/item/stack/medical/mesh/click_alt(mob/living/user)
if(!is_open)
balloon_alert(user, "open it first!")
return CLICK_ACTION_BLOCKING
return CLICK_ACTION_SUCCESS
/obj/item/stack/medical/mesh/attack_hand(mob/user, list/modifiers)
if(!is_open && user.get_inactive_held_item() == src)
balloon_alert(user, "open it first!")
return
return ..()
/obj/item/stack/medical/mesh/attack_self(mob/user)
if(!is_open)
is_open = TRUE
balloon_alert(user, "opened")
update_appearance()
playsound(src, 'sound/items/poster/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)
return ..()
icon_state = "aloe_mesh_closed"
/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/aloe/fresh
amount = 2
/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/medical/surgery_tools.dmi'
icon_state = "bone-gel"
inhand_icon_state = "bone-gel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 5
self_delay = 20
grind_results = list(/datum/reagent/bone_dust = 10, /datum/reagent/carbon = 10)
novariants = TRUE
merge_type = /obj/item/stack/medical/bone_gel
/obj/item/stack/medical/bone_gel/get_surgery_tool_overlay(tray_extended)
return "gel" + (tray_extended ? "" : "_out")
/obj/item/stack/medical/bone_gel/attack(mob/living/patient, mob/user)
patient.balloon_alert(user, "no fractures!")
return
/obj/item/stack/medical/bone_gel/suicide_act(mob/living/user)
if(!iscarbon(user))
return
var/mob/living/carbon/patient = user
patient.visible_message(span_suicide("[patient] is squirting all of [src] into [patient.p_their()] mouth! That's not proper procedure! It looks like [patient.p_theyre()] trying to commit suicide!"))
if(!do_after(patient, 2 SECONDS))
patient.visible_message(span_suicide("[patient] screws up like an idiot and still dies anyway!"))
return BRUTELOSS
patient.emote("scream")
for(var/i in patient.bodyparts)
var/obj/item/bodypart/bone = i // fine to just, use these raw, its a meme anyway
var/datum/wound/blunt/bone/severe/oof_ouch = new
oof_ouch.apply_wound(bone, wound_source = "bone gel")
var/datum/wound/blunt/bone/critical/oof_OUCH = new
oof_OUCH.apply_wound(bone, wound_source = "bone gel")
for(var/i in patient.bodyparts)
var/obj/item/bodypart/bone = i
bone.receive_damage(brute=60)
use(1)
return BRUTELOSS
/obj/item/stack/medical/bone_gel/one
amount = 1
/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/patient, mob/user)
if(iscarbon(patient))
playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
return heal_carbon(patient, 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)
/obj/item/stack/medical/bandage
name = "first aid bandage"
desc = "A DeForest brand bandage designed for basic first aid on blunt-force trauma."
icon_state = "bandage"
inhand_icon_state = "bandage"
novariants = TRUE
amount = 1
max_amount = 1
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
heal_brute = 25
stop_bleeding = 0.2
self_delay = 3 SECONDS
other_delay = 1 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 2)
/obj/item/stack/medical/bandage/makeshift
name = "makeshift bandage"
desc = "A hastily constructed bandage designed for basic first aid on blunt-force trauma."
icon_state = "bandage_makeshift"
icon_state_preview = "bandage_makeshift"
inhand_icon_state = "bandage"
novariants = TRUE