Files
Bubberstation/code/game/objects/items/defib.dm
SkyratBot adcb876d0b [MIRROR] Adds better feedback related to husks (#769)
* Adds better feedback related to husks (#53599)

Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.

I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.

* Adds better feedback related to husks

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-09-13 02:58:40 +02:00

685 lines
24 KiB
Plaintext

//backpack item
#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
/obj/item/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/defib.dmi'
icon_state = "defibunit"
inhand_icon_state = "defibunit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/shockpaddles/paddles
var/obj/item/stock_parts/cell/high/cell
var/combat = FALSE //if true, revive through hardsuits, allow for combat shocking
var/cooldown_duration = 5 SECONDS//how long does it take to recharge
/obj/item/defibrillator/get_cell()
return cell
/obj/item/defibrillator/Initialize() //starts without a cell for rnd
. = ..()
paddles = new paddle_type(src)
update_power()
return
/obj/item/defibrillator/loaded/Initialize() //starts with hicap
. = ..()
cell = new(src)
update_power()
return
/obj/item/defibrillator/fire_act(exposed_temperature, exposed_volume)
. = ..()
if(paddles?.loc == src)
paddles.fire_act(exposed_temperature, exposed_volume)
/obj/item/defibrillator/extinguish()
. = ..()
if(paddles?.loc == src)
paddles.extinguish()
/obj/item/defibrillator/proc/update_power()
if(!QDELETED(cell))
if(QDELETED(paddles) || cell.charge < paddles.revivecost)
powered = FALSE
else
powered = TRUE
else
powered = FALSE
update_icon()
/obj/item/defibrillator/update_overlays()
. = ..()
if(!on)
. += "[initial(icon_state)]-paddles"
if(powered)
. += "[initial(icon_state)]-powered"
if(!QDELETED(cell))
var/ratio = cell.charge / cell.maxcharge
ratio = CEILING(ratio*4, 1) * 25
. += "[initial(icon_state)]-charge[ratio]"
if(!cell)
. += "[initial(icon_state)]-nocell"
if(!safety)
. += "[initial(icon_state)]-emagged"
/obj/item/defibrillator/CheckParts(list/parts_list)
..()
cell = locate(/obj/item/stock_parts/cell) in contents
update_power()
/obj/item/defibrillator/ui_action_click()
toggle_paddles()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/defibrillator/attack_hand(mob/user)
if(loc == user)
if(slot_flags == ITEM_SLOT_BACK)
if(user.get_item_by_slot(ITEM_SLOT_BACK) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
else if(slot_flags == ITEM_SLOT_BELT)
if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
return
else if(istype(loc, /obj/machinery/defibrillator_mount))
ui_action_click() //checks for this are handled in defibrillator.mount.dm
return ..()
/obj/item/defibrillator/MouseDrop(obj/over_object)
. = ..()
if(ismob(loc))
var/mob/M = loc
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
if(W == paddles)
toggle_paddles()
else if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
if(cell)
to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
else
if(C.maxcharge < paddles.revivecost)
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
cell = W
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
update_power()
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
update_power()
else
return ..()
/obj/item/defibrillator/emag_act(mob/user)
if(safety)
safety = FALSE
to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
else
safety = TRUE
to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
/obj/item/defibrillator/emp_act(severity)
. = ..()
if(cell && !(. & EMP_PROTECT_CONTENTS))
deductcharge(1000 / severity)
if (. & EMP_PROTECT_SELF)
return
if(safety)
safety = FALSE
visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, FALSE)
else
safety = TRUE
visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, FALSE)
update_power()
/obj/item/defibrillator/proc/toggle_paddles()
set name = "Toggle Paddles"
set category = "Object"
on = !on
var/mob/living/carbon/user = usr
if(on)
//Detach the paddles into the user's hands
if(!usr.put_in_hands(paddles))
on = FALSE
to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
update_power()
return
else
//Remove from their hands and back onto the defib unit
remove_paddles(user)
update_power()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/defibrillator/equipped(mob/user, slot)
..()
if((slot_flags == ITEM_SLOT_BACK && slot != ITEM_SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != ITEM_SLOT_BELT))
remove_paddles(user)
update_power()
/obj/item/defibrillator/item_action_slot_check(slot, mob/user)
if(slot == user.getBackSlot())
return 1
/obj/item/defibrillator/proc/remove_paddles(mob/user) //this fox the bug with the paddles when other player stole you the defib when you have the paddles equiped
if(ismob(paddles.loc))
var/mob/M = paddles.loc
M.dropItemToGround(paddles, TRUE)
return
/obj/item/defibrillator/Destroy()
if(on)
var/M = get(paddles, /mob)
remove_paddles(M)
QDEL_NULL(paddles)
QDEL_NULL(cell)
return ..()
/obj/item/defibrillator/proc/deductcharge(chrgdeductamt)
if(cell)
if(cell.charge < (paddles.revivecost+chrgdeductamt))
powered = FALSE
update_power()
if(cell.use(chrgdeductamt))
update_power()
return TRUE
else
return FALSE
/obj/item/defibrillator/proc/cooldowncheck(mob/user)
addtimer(CALLBACK(src, .proc/finish_charging), cooldown_duration)
/obj/item/defibrillator/proc/finish_charging()
if(cell)
if(cell.charge >= paddles.revivecost)
visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
else
visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
paddles.cooldown = FALSE
paddles.update_icon()
update_power()
/obj/item/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
inhand_icon_state = "defibcompact"
worn_icon_state = "defibcompact"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
if(slot == user.getBeltSlot())
return TRUE
/obj/item/defibrillator/compact/loaded/Initialize()
. = ..()
cell = new(src)
update_power()
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or aggressive manner."
icon_state = "defibcombat" //needs defib inhand sprites
inhand_icon_state = "defibcombat"
worn_icon_state = "defibcombat"
combat = TRUE
safety = FALSE
cooldown_duration = 2.5 SECONDS
paddle_type = /obj/item/shockpaddles/syndicate
/obj/item/defibrillator/compact/combat/loaded/Initialize()
. = ..()
cell = new /obj/item/stock_parts/cell/infinite(src)
update_power()
/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params)
if(W == paddles)
toggle_paddles()
return
/obj/item/defibrillator/compact/combat/loaded/nanotrasen
name = "elite Nanotrasen defibrillator"
desc = "A belt-equipped state-of-the-art defibrillator. Can revive through thick clothing, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner."
icon_state = "defibnt" //needs defib inhand sprites
inhand_icon_state = "defibnt"
worn_icon_state = "defibnt"
paddle_type = /obj/item/shockpaddles/syndicate/nanotrasen
//paddles
/obj/item/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defib.dmi'
icon_state = "defibpaddles0"
inhand_icon_state = "defibpaddles0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 0
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
resistance_flags = INDESTRUCTIBLE
base_icon_state = "defibpaddles"
var/revivecost = 1000
var/cooldown = FALSE
var/busy = FALSE
var/obj/item/defibrillator/defib
var/req_defib = TRUE
var/combat = FALSE //If it penetrates armor and gives additional functionality
var/wielded = FALSE // track wielded status on item
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12)
/// triggered on wield of two handed item
/obj/item/shockpaddles/proc/on_wield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/shockpaddles/proc/on_unwield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = FALSE
/obj/item/shockpaddles/Destroy()
defib = null
return ..()
/obj/item/shockpaddles/equipped(mob/user, slot)
. = ..()
if(!req_defib)
return
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/check_range)
/obj/item/shockpaddles/Moved()
. = ..()
check_range()
/obj/item/shockpaddles/fire_act(exposed_temperature, exposed_volume)
. = ..()
if((req_defib && defib) && loc != defib)
defib.fire_act(exposed_temperature, exposed_volume)
/obj/item/shockpaddles/proc/check_range()
SIGNAL_HANDLER
if(!req_defib || !defib)
return
if(!in_range(src,defib))
if(isliving(loc))
var/mob/living/user = loc
to_chat(user, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
else
visible_message("<span class='notice'>[src] snap back into [defib].</span>")
snap_back()
/obj/item/shockpaddles/proc/recharge(time)
if(req_defib || !time)
return
cooldown = TRUE
update_icon()
sleep(time)
var/turf/T = get_turf(src)
T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
cooldown = FALSE
update_icon()
/obj/item/shockpaddles/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NO_STORAGE_INSERT, GENERIC_ITEM_TRAIT) //stops shockpaddles from being inserted in BoH
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
if(!req_defib)
return //If it doesn't need a defib, just say it exists
if (!loc || !istype(loc, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
return INITIALIZE_HINT_QDEL
defib = loc
busy = FALSE
update_icon()
/obj/item/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(req_defib)
defib.deductcharge(revivecost)
playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
return (OXYLOSS)
/obj/item/shockpaddles/update_icon_state()
icon_state = "[base_icon_state][wielded]"
inhand_icon_state = icon_state
if(cooldown)
icon_state = "[base_icon_state][wielded]_cooldown"
/obj/item/shockpaddles/dropped(mob/user)
. = ..()
if(user)
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
if(req_defib)
if(user)
to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
snap_back()
/obj/item/shockpaddles/proc/snap_back()
if(!defib)
return
defib.on = FALSE
forceMove(defib)
defib.update_power()
/obj/item/shockpaddles/attack(mob/M, mob/user)
if(busy)
return
if(req_defib && !defib.powered)
user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
return
if(!wielded)
if(iscyborg(user))
to_chat(user, "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>")
else
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>")
return
if(cooldown)
if(req_defib)
to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
else
to_chat(user, "<span class='warning'>[src] are recharging!</span>")
return
if(user.a_intent == INTENT_DISARM)
do_disarm(M, user)
return
if(!iscarbon(M))
if(req_defib)
to_chat(user, "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>")
else
to_chat(user, "<span class='warning'>You aren't sure how to revive that...</span>")
return
var/mob/living/carbon/H = M
if(user.zone_selected != BODY_ZONE_CHEST)
to_chat(user, "<span class='warning'>You need to target your patient's chest with [src]!</span>")
return
if(user.a_intent == INTENT_HARM)
do_harm(H, user)
return
if(H.can_defib() == DEFIB_POSSIBLE)
H.notify_ghost_cloning("Your heart is being defibrillated!")
H.grab_ghost() // Shove them back in their body.
do_help(H, user)
/obj/item/shockpaddles/proc/shock_touching(dmg, mob/H)
if(isliving(H.pulledby)) //CLEAR!
var/mob/living/M = H.pulledby
if(M.electrocute_act(30, H))
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
M.emote("scream")
/obj/item/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
busy = TRUE
M.visible_message("<span class='danger'>[user] touches [M] with [src]!</span>", \
"<span class='userdanger'>[user] touches [M] with [src]!</span>")
M.adjustStaminaLoss(60)
M.Knockdown(75)
M.Jitter(50)
M.apply_status_effect(STATUS_EFFECT_CONVULSING)
playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
if(HAS_TRAIT(M,MOB_ORGANIC))
M.emote("gasp")
log_combat(user, M, "zapped", src)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
/obj/item/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>",
"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
busy = TRUE
update_icon()
if(do_after(user, 15, TRUE, H))
user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
var/turf/T = get_turf(defib)
playsound(src, 'sound/machines/defib_charge.ogg', 50, FALSE)
if(req_defib)
T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
else
user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
if(do_after(user, 15, TRUE, H)) //Takes longer due to overcharging
if(!H)
busy = FALSE
update_icon()
return
if(H && H.stat == DEAD)
to_chat(user, "<span class='warning'>[H] is dead.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
busy = FALSE
update_icon()
return
user.visible_message("<span class='boldannounce'><i>[user] shocks [H] with \the [src]!</span>", "<span class='warning'>You shock [H] with \the [src]!</span>")
playsound(src, 'sound/machines/defib_zap.ogg', 100, TRUE, -1)
playsound(src, 'sound/weapons/egloves.ogg', 100, TRUE, -1)
H.emote("scream")
shock_touching(45, H)
if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
if(!H.stat)
H.visible_message("<span class='warning'>[H] thrashes wildly, clutching at [H.p_their()] chest!</span>",
"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, BODY_ZONE_CHEST)
log_combat(user, H, "overloaded the heart of", defib)
H.Paralyze(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(!req_defib)
recharge(60)
if(req_defib && (defib.cooldowncheck(user)))
return
busy = FALSE
update_icon()
/obj/item/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user)
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
busy = TRUE
update_icon()
if(do_after(user, 30, TRUE, H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
playsound(src, 'sound/machines/defib_charge.ogg', 75, FALSE)
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
if(do_after(user, 20, TRUE, H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if((!combat && !req_defib) || (req_defib && !defib.combat))
for(var/obj/item/clothing/C in H.get_equipped_items())
if((C.body_parts_covered & CHEST) && (C.clothing_flags & THICKMATERIAL)) //check to see if something is obscuring their chest.
user.audible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
busy = FALSE
update_icon()
return
if(H.stat == DEAD)
H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
playsound(src, "bodyfall", 50, TRUE)
playsound(src, 'sound/machines/defib_zap.ogg', 75, TRUE, -1)
shock_touching(30, H)
var/defib_result = H.can_defib()
var/fail_reason
switch (defib_result)
if (DEFIB_FAIL_SUICIDE)
fail_reason = "Recovery of patient impossible. Further attempts futile."
if (DEFIB_FAIL_HELLBOUND)
fail_reason = "Patient's soul appears to be on another plane of existence. Further attempts futile."
if (DEFIB_FAIL_NO_HEART)
fail_reason = "Patient's heart is missing."
if (DEFIB_FAIL_FAILING_HEART)
fail_reason = "Patient's heart too damaged, replace or repair and try again."
if (DEFIB_FAIL_TISSUE_DAMAGE)
fail_reason = "Tissue damage too severe, repair and try again."
if (DEFIB_FAIL_HUSK)
fail_reason = "Patient's body is a mere husk, repair and try again."
if (DEFIB_FAIL_FAILING_BRAIN)
fail_reason = "Patient's brain is too damaged, repair and try again."
if (DEFIB_FAIL_NO_INTELLIGENCE)
fail_reason = "No intelligence pattern can be detected in patient's brain. Further attempts futile."
if (DEFIB_FAIL_NO_BRAIN)
fail_reason = "Patient's brain is missing. Further attempts futile."
if(fail_reason)
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - [fail_reason]</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
else
var/total_brute = H.getBruteLoss()
var/total_burn = H.getFireLoss()
//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
if (H.health > HALFWAYCRITDEATH)
H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0)
else
var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss()
var/mobhealth = H.health
H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0)
H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.</span>")
playsound(src, 'sound/machines/defib_success.ogg', 50, FALSE)
H.set_heartattack(FALSE)
H.grab_ghost()
H.revive(full_heal = FALSE, admin_revive = FALSE)
H.emote("gasp")
H.Jitter(100)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "saved_life", /datum/mood_event/saved_life)
log_combat(user, H, "revived", defib)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = 1
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
else if (!H.getorgan(/obj/item/organ/heart))
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's heart is missing. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
else if(H.undergoing_cardiac_arrest())
playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
if(!(heart.organ_flags & ORGAN_FAILING))
H.set_heartattack(FALSE)
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
else
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed, heart damage detected.</span>")
else
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
busy = FALSE
update_icon()
/obj/item/shockpaddles/cyborg
name = "cyborg defibrillator paddles"
icon = 'icons/obj/defib.dmi'
icon_state = "defibpaddles0"
inhand_icon_state = "defibpaddles0"
req_defib = FALSE
/obj/item/shockpaddles/cyborg/attack(mob/M, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
combat = TRUE
else
combat = FALSE
else
combat = FALSE
. = ..()
/obj/item/shockpaddles/syndicate
name = "syndicate defibrillator paddles"
desc = "A pair of paddles used to revive deceased operatives. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
combat = TRUE
icon = 'icons/obj/defib.dmi'
icon_state = "syndiepaddles0"
inhand_icon_state = "syndiepaddles0"
base_icon_state = "syndiepaddles"
/obj/item/shockpaddles/syndicate/nanotrasen
name = "elite nanotrasen defibrillator paddles"
desc = "A pair of paddles used to revive deceased ERT members. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
icon_state = "ntpaddles0"
inhand_icon_state = "ntpaddles0"
base_icon_state = "ntpaddles"
/obj/item/shockpaddles/syndicate/cyborg
req_defib = FALSE
#undef HALFWAYCRITDEATH