mirror of
https://github.com/Bubberstation/Bubberstation.git
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fix: Fixed a bunch of missing inhand icons. fix: Fixed cables in electrical toolboxes not randomizing their colors. fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables. fix: The collectable SWAT helmet is now using the proper icon again! refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors. imageadd: Updated the screwdriver belt overlay to represent the newer sprite. imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3 fix: Wirecutters now have an icon when inside a belt again! admin: Added a new omnitool subtype that allows you to spawn all items in a typepath! fix: Explorer gaskmasks now properly reflect their adjusted state when held. fix: Fixed balaclavas having the wrong icon when pulled up. fix: Fixed the base energy sword (admin spawn only) being invisible. fix: The rainbow energy sword is now a little bit more rainbowy! fix: Fixed an tk exploit with orange handcuffed shoes. fix: The traitor outfit in the select equipment panel is now actually functional!
437 lines
17 KiB
Plaintext
437 lines
17 KiB
Plaintext
/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/medical/stack_medical.dmi'
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amount = 6
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max_amount = 6
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w_class = WEIGHT_CLASS_TINY
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full_w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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resistance_flags = FLAMMABLE
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max_integrity = 40
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novariants = FALSE
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item_flags = NOBLUDGEON
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cost = 250
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source = /datum/robot_energy_storage/medical
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merge_type = /obj/item/stack/medical
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/// How long it takes to apply it to yourself
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var/self_delay = 5 SECONDS
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/// How long it takes to apply it to someone else
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var/other_delay = 0
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/// If we've still got more and the patient is still hurt, should we keep going automatically?
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var/repeating = FALSE
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/// How much brute we heal per application. This is the only number that matters for simplemobs
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var/heal_brute
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/// How much burn we heal per application
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var/heal_burn
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/// How much we reduce bleeding per application on cut wounds
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var/stop_bleeding
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/// How much sanitization to apply to burn wounds on application
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var/sanitization
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/// How much we add to flesh_healing for burn wounds on application
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var/flesh_regeneration
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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. = ..()
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try_heal(M, user)
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/// 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
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/obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE)
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if(!patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return
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if(patient == user)
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if(!silent)
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user.visible_message(span_notice("[user] starts to apply [src] on [user.p_them()]self..."), span_notice("You begin applying [src] on yourself..."))
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if(!do_mob(user, patient, self_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
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return
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else if(other_delay)
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if(!silent)
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user.visible_message(span_notice("[user] starts to apply [src] on [patient]."), span_notice("You begin applying [src] on [patient]..."))
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if(!do_mob(user, patient, other_delay, extra_checks=CALLBACK(patient, /mob/living/proc/try_inject, user, null, INJECT_TRY_SHOW_ERROR_MESSAGE)))
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return
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if(heal(patient, user))
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log_combat(user, patient, "healed", src.name)
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use(1)
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if(repeating && amount > 0)
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try_heal(patient, user, TRUE)
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/// 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
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/obj/item/stack/medical/proc/heal(mob/living/patient, mob/user)
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if(patient.stat == DEAD)
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to_chat(user, span_warning("[patient] is dead! You can not help [patient.p_them()]."))
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return
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if(isanimal(patient) && heal_brute) // only brute can heal
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var/mob/living/simple_animal/critter = patient
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if (!critter.healable)
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to_chat(user, span_warning("You cannot use [src] on [patient]!"))
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return FALSE
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else if (critter.health == critter.maxHealth)
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to_chat(user, span_notice("[patient] is at full health."))
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return FALSE
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user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] on [patient].</span></span>", "<span class='infoplain'><span class='green'>You apply [src] on [patient].</span></span>")
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patient.heal_bodypart_damage((heal_brute * 0.5))
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return TRUE
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if(iscarbon(patient))
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return heal_carbon(patient, user, heal_brute, heal_burn)
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to_chat(user, span_warning("You can't heal [patient] with [src]!"))
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/// 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
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/obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/C, mob/user, brute, burn)
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var/obj/item/bodypart/affecting = C.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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to_chat(user, span_warning("[C] doesn't have \a [parse_zone(user.zone_selected)]!"))
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return FALSE
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if(!IS_ORGANIC_LIMB(affecting)) //Limb must be organic to be healed - RR
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to_chat(user, span_warning("[src] won't work on a robotic limb!"))
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return FALSE
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if(affecting.brute_dam && brute || affecting.burn_dam && burn)
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user.visible_message(
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span_infoplain(span_green("[user] applies [src] on [C]'s [parse_zone(affecting.body_zone)].")),
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span_infoplain(span_green("You apply [src] on [C]'s [parse_zone(affecting.body_zone)]."))
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)
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var/previous_damage = affecting.get_damage()
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if(affecting.heal_damage(brute, burn))
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C.update_damage_overlays()
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post_heal_effects(max(previous_damage - affecting.get_damage(), 0), C, user)
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return TRUE
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to_chat(user, span_warning("[C]'s [parse_zone(affecting.body_zone)] can not be healed with [src]!"))
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return FALSE
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///Override this proc for special post heal effects.
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/obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
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return
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/obj/item/stack/medical/bruise_pack
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name = "bruise pack"
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singular_name = "bruise pack"
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desc = "A therapeutic gel pack and bandages designed to treat blunt-force trauma."
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icon_state = "brutepack"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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heal_brute = 40
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self_delay = 4 SECONDS
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other_delay = 2 SECONDS
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grind_results = list(/datum/reagent/medicine/c2/libital = 10)
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merge_type = /obj/item/stack/medical/bruise_pack
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/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return (BRUTELOSS)
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/obj/item/stack/medical/gauze
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name = "medical gauze"
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desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. "
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gender = PLURAL
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singular_name = "medical gauze"
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icon_state = "gauze"
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self_delay = 5 SECONDS
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other_delay = 2 SECONDS
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max_amount = 12
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amount = 6
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grind_results = list(/datum/reagent/cellulose = 2)
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custom_price = PAYCHECK_CREW * 2
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absorption_rate = 0.125
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absorption_capacity = 5
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splint_factor = 0.7
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burn_cleanliness_bonus = 0.35
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merge_type = /obj/item/stack/medical/gauze
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// gauze is only relevant for wounds, which are handled in the wounds themselves
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/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
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var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
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if(!limb)
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to_chat(user, span_notice("There's nothing there to bandage!"))
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return
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if(!LAZYLEN(limb.wounds))
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone]!")) // good problem to have imo
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return
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var/gauzeable_wound = FALSE
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for(var/i in limb.wounds)
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var/datum/wound/woundies = i
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if(woundies.wound_flags & ACCEPTS_GAUZE)
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gauzeable_wound = TRUE
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break
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if(!gauzeable_wound)
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to_chat(user, span_notice("There's no wounds that require bandaging on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone]!")) // good problem to have imo
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return
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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
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to_chat(user, span_warning("The bandage currently on [user==M ? "your" : "[M]'s"] [limb.plaintext_zone] is still in good condition!"))
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return
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user.visible_message(span_warning("[user] begins wrapping the wounds on [M]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin wrapping the wounds on [user == M ? "your" : "[M]'s"] [limb.plaintext_zone] with [src]..."))
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if(!do_after(user, (user == M ? self_delay : other_delay), target=M))
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return
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user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] to [M]'s [limb.plaintext_zone].</span></span>", "<span class='infoplain'><span class='green'>You bandage the wounds on [user == M ? "your" : "[M]'s"] [limb.plaintext_zone].</span></span>")
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limb.apply_gauze(src)
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/obj/item/stack/medical/gauze/twelve
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amount = 12
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/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
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if(get_amount() < 2)
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to_chat(user, span_warning("You need at least two gauzes to do this!"))
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return
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new /obj/item/stack/sheet/cloth(I.drop_location())
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if(user.CanReach(src))
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user.visible_message(span_notice("[user] cuts [src] into pieces of cloth with [I]."), \
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span_notice("You cut [src] into pieces of cloth with [I]."), \
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span_hear("You hear cutting."))
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else //telekinesis
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visible_message(span_notice("[I] cuts [src] into pieces of cloth."), \
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blind_message = span_hear("You hear cutting."))
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use(2)
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else
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return ..()
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/obj/item/stack/medical/gauze/suicide_act(mob/living/user)
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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!"))
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return OXYLOSS
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/obj/item/stack/medical/gauze/improvised
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name = "improvised gauze"
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singular_name = "improvised gauze"
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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."
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self_delay = 6 SECONDS
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other_delay = 3 SECONDS
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splint_factor = 0.85
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burn_cleanliness_bonus = 0.7
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absorption_rate = 0.075
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absorption_capacity = 4
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merge_type = /obj/item/stack/medical/gauze/improvised
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/*
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The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds,
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they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat.
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However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes.
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The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field.
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*/
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/obj/item/stack/medical/suture
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name = "suture"
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desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
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gender = PLURAL
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singular_name = "suture"
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icon_state = "suture"
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self_delay = 3 SECONDS
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other_delay = 1 SECONDS
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amount = 10
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max_amount = 10
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repeating = TRUE
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heal_brute = 10
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stop_bleeding = 0.6
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grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
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merge_type = /obj/item/stack/medical/suture
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/obj/item/stack/medical/suture/emergency
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name = "emergency suture"
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desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
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heal_brute = 5
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amount = 5
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max_amount = 5
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merge_type = /obj/item/stack/medical/suture/emergency
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/obj/item/stack/medical/suture/medicated
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name = "medicated suture"
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icon_state = "suture_purp"
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desc = "A suture infused with drugs that speed up wound healing of the treated laceration."
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heal_brute = 15
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stop_bleeding = 0.75
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grind_results = list(/datum/reagent/medicine/polypyr = 1)
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merge_type = /obj/item/stack/medical/suture/medicated
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/obj/item/stack/medical/ointment
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name = "ointment"
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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."
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gender = PLURAL
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singular_name = "ointment"
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icon_state = "ointment"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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amount = 8
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max_amount = 8
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self_delay = 4 SECONDS
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other_delay = 2 SECONDS
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heal_burn = 5
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flesh_regeneration = 2.5
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sanitization = 0.25
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grind_results = list(/datum/reagent/medicine/c2/lenturi = 10)
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merge_type = /obj/item/stack/medical/ointment
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/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
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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?"))
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return TOXLOSS
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/obj/item/stack/medical/mesh
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name = "regenerative mesh"
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desc = "A bacteriostatic mesh used to dress burns."
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gender = PLURAL
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singular_name = "mesh piece"
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icon_state = "regen_mesh"
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self_delay = 3 SECONDS
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other_delay = 1 SECONDS
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amount = 15
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heal_burn = 10
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max_amount = 15
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repeating = TRUE
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sanitization = 0.75
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flesh_regeneration = 3
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var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
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grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
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merge_type = /obj/item/stack/medical/mesh
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/obj/item/stack/medical/mesh/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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if(amount == max_amount) //only seal full mesh packs
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is_open = FALSE
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update_appearance()
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/obj/item/stack/medical/mesh/update_icon_state()
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if(is_open)
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return ..()
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icon_state = "regen_mesh_closed"
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/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
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if(!is_open)
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to_chat(user, span_warning("You need to open [src] first."))
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return
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return ..()
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/obj/item/stack/medical/mesh/AltClick(mob/living/user)
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if(!is_open)
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to_chat(user, span_warning("You need to open [src] first."))
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return
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return ..()
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/obj/item/stack/medical/mesh/attack_hand(mob/user, list/modifiers)
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if(!is_open && user.get_inactive_held_item() == src)
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to_chat(user, span_warning("You need to open [src] first."))
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return
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return ..()
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/obj/item/stack/medical/mesh/attack_self(mob/user)
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if(!is_open)
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is_open = TRUE
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to_chat(user, span_notice("You open the sterile mesh package."))
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update_appearance()
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playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
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return
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return ..()
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/obj/item/stack/medical/mesh/advanced
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name = "advanced regenerative mesh"
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desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
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gender = PLURAL
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icon_state = "aloe_mesh"
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heal_burn = 15
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sanitization = 1.25
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flesh_regeneration = 3.5
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grind_results = list(/datum/reagent/consumable/aloejuice = 1)
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merge_type = /obj/item/stack/medical/mesh/advanced
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/obj/item/stack/medical/mesh/advanced/update_icon_state()
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if(is_open)
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return ..()
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icon_state = "aloe_mesh_closed"
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/obj/item/stack/medical/aloe
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name = "aloe cream"
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desc = "A healing paste for minor cuts and burns."
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gender = PLURAL
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singular_name = "aloe cream"
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icon_state = "aloe_paste"
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self_delay = 2 SECONDS
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other_delay = 1 SECONDS
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novariants = TRUE
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amount = 20
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max_amount = 20
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repeating = TRUE
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heal_brute = 3
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heal_burn = 3
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grind_results = list(/datum/reagent/consumable/aloejuice = 1)
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merge_type = /obj/item/stack/medical/aloe
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/obj/item/stack/medical/bone_gel
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name = "bone gel"
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singular_name = "bone gel"
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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."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "bone-gel"
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inhand_icon_state = "bone-gel"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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amount = 1
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self_delay = 20
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grind_results = list(/datum/reagent/bone_dust = 10, /datum/reagent/carbon = 10)
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novariants = TRUE
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merge_type = /obj/item/stack/medical/bone_gel
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/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
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to_chat(user, span_warning("Bone gel can only be used on fractured limbs!"))
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return
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/obj/item/stack/medical/bone_gel/suicide_act(mob/user)
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if(!iscarbon(user))
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return
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var/mob/living/carbon/C = user
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C.visible_message(span_suicide("[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(span_suicide("[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/bone_gel/four
|
|
amount = 4
|
|
|
|
/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)
|