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## About The Pull Request I was working on some basic mob stuff and noticed this is a little messy, so I made these changes separately. I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just be used instead. I also removed the ``healable`` var, because it was incorrectly used (with the expectation that basic mobs had it too). Instead it will rely on the mob being Organic, the check right under it, and I gave mob biotypes to mobs that were not healable and had no biotype already. I made a new biotype for slimes because I didn't find any other ones that fit it (and gave it to slimepeople), but it is not used anywhere other than to prevent them from healing from sutures, as I didn't want to just set it to NONE. Thought this may be useful for the future. ## Why It's Good For The Game ``healable`` is checked on simple animals and basic mobs, despite basic mobs not having this var. I do not want to add this var to basic mobs either, I think checking for them being organic makes much more sense and avoids having to make basic mobs less basic. ## Changelog Nothing player-facing.
474 lines
18 KiB
Plaintext
474 lines
18 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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worn_icon_state = "nothing"
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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|SKIP_FANTASY_ON_SPAWN
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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/patient, mob/user)
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. = ..()
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try_heal(patient, user)
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/obj/item/stack/medical/apply_fantasy_bonuses(bonus)
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. = ..()
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if(heal_brute)
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heal_brute = modify_fantasy_variable("heal_brute", heal_brute, bonus)
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if(heal_burn)
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heal_burn = modify_fantasy_variable("heal_burn", heal_burn, bonus)
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if(stop_bleeding)
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stop_bleeding = modify_fantasy_variable("stop_bleeding", stop_bleeding, bonus/10)
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if(sanitization)
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sanitization = modify_fantasy_variable("sanitization", sanitization, bonus/10)
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if(flesh_regeneration)
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flesh_regeneration = modify_fantasy_variable("flesh_regeneration", flesh_regeneration, bonus/10)
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/obj/item/stack/medical/remove_fantasy_bonuses(bonus)
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heal_brute = reset_fantasy_variable("heal_brute", heal_brute)
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heal_burn = reset_fantasy_variable("heal_burn", heal_burn)
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stop_bleeding = reset_fantasy_variable("stop_bleeding", stop_bleeding)
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sanitization = reset_fantasy_variable("sanitization", sanitization)
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flesh_regeneration = reset_fantasy_variable("flesh_regeneration", flesh_regeneration)
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return ..()
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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_after(user, self_delay, patient, extra_checks=CALLBACK(patient, TYPE_PROC_REF(/mob/living, 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_after(user, other_delay, patient, extra_checks=CALLBACK(patient, TYPE_PROC_REF(/mob/living, 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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patient.balloon_alert(user, "they're dead!")
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return
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if(isanimal_or_basicmob(patient) && heal_brute) // only brute can heal
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if (!(patient.mob_biotypes & MOB_ORGANIC))
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patient.balloon_alert(user, "can't fix that!")
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return FALSE
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if (patient.health == patient.maxHealth)
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patient.balloon_alert(user, "not hurt!")
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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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patient.balloon_alert(user, "can't heal that!")
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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/patient, mob/user, brute, burn)
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var/obj/item/bodypart/affecting = patient.get_bodypart(check_zone(user.zone_selected))
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if(!affecting) //Missing limb?
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patient.balloon_alert(user, "no [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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patient.balloon_alert(user, "it's not organic!")
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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 [patient]'s [parse_zone(affecting.body_zone)].")),
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span_infoplain(span_green("You apply [src] on [patient]'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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patient.update_damage_overlays()
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post_heal_effects(max(previous_damage - affecting.get_damage(), 0), patient, user)
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return TRUE
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patient.balloon_alert(user, "can't heal that!")
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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/living/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/patient, mob/user, silent)
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var/treatment_delay = (user == patient ? self_delay : other_delay)
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var/obj/item/bodypart/limb = patient.get_bodypart(check_zone(user.zone_selected))
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if(!limb)
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patient.balloon_alert(user, "missing limb!")
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return
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if(!LAZYLEN(limb.wounds))
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patient.balloon_alert(user, "no wounds!") // good problem to have imo
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return
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var/gauzeable_wound = FALSE
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var/datum/wound/woundies
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for(var/i in limb.wounds)
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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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patient.balloon_alert(user, "can't heal those!")
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return
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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
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patient.balloon_alert(user, pick("already bandaged!", "bandage is clean!")) // good enough
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return
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if(HAS_TRAIT(woundies, TRAIT_WOUND_SCANNED))
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treatment_delay *= 0.5
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if(user == patient)
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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]."))
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else
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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..."))
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else
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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]..."))
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if(!do_after(user, treatment_delay, target = patient))
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return
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user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] to [patient]'s [limb.plaintext_zone].</span></span>", "<span class='infoplain'><span class='green'>You bandage the wounds on [user == patient ? "your" : "[patient]'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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balloon_alert(user, "not enough gauze!")
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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/patient, mob/user, silent = FALSE)
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if(!is_open)
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balloon_alert(user, "open it 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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balloon_alert(user, "open it 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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balloon_alert(user, "open it 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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balloon_alert(user, "opened")
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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)
|
|
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/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
|
|
var/datum/wound/blunt/severe/oof_ouch = new
|
|
oof_ouch.apply_wound(bone, wound_source = "bone gel")
|
|
var/datum/wound/blunt/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)
|