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add: Refactors heart attack code, a cardiac arrest will knock someone unconscious and kill them very quickly. add: Adds corazone, an anti-heart attack drug, made by mixing 2 parts Phenol, 1 part Lithium. A person with corazone in their system will not suffer any negative effects from missing a heart. Use it during surgery. add: Abductor glands are now hearts, the abductor operation table now automatically injects corazone to prevent deaths during surgery. The gland will restart if it stops beating. fix: Cloning pods always know the name of the person they are cloning. add: You can swipe a medical ID card to eject someone from the cloning pod early. The cloning pod will announce this over the radio. del: Fresh clones have no organs or limbs, they gain them during the cloning process. Ejecting a clone too early is not recommended. Power loss will also eject a clone as before. del: An ejected clone will take damage from being at critical health very quickly upon ejection, rather than before, where a clone could be stable in critical for up to two minutes. add: Occupants of cloning pods do not interact with the air outside the pod. After @Cyberboss 's multi-pod cloning got merged, I scrapped the multi-pod stuff from my own work, and brought back the maiming. Early ejected clones being partially disfigured is a cool feature. This penalises (but does not completely remove) speed cloning, as there is a window where the clone can be ejected without missing any limbs or organs. Otherwise the clones will probably die due to lack of lungs or heart. Heart attacks are more lethal, there's an easy medicine for treating them, if chemistry have it on hand. Clones not reacting to the air around them is a buff to plasmamen (although they'll still burn to death once they're ejected in an oxygen atmosphere).
597 lines
21 KiB
Plaintext
597 lines
21 KiB
Plaintext
//backpack item
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#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
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/obj/item/weapon/defibrillator
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name = "defibrillator"
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desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibunit"
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item_state = "defibunit"
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slot_flags = SLOT_BACK
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force = 5
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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origin_tech = "biotech=4"
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actions_types = list(/datum/action/item_action/toggle_paddles)
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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var/on = 0 //if the paddles are equipped (1) or on the defib (0)
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var/safety = 1 //if you can zap people with the defibs on harm mode
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var/powered = 0 //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
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var/obj/item/weapon/twohanded/shockpaddles/paddles
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var/obj/item/weapon/stock_parts/cell/high/bcell = null
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var/combat = 0 //can we revive through space suits?
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var/grab_ghost = FALSE // Do we pull the ghost back into their body?
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/obj/item/weapon/defibrillator/New() //starts without a cell for rnd
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..()
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paddles = make_paddles()
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update_icon()
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return
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/obj/item/weapon/defibrillator/loaded/New() //starts with hicap
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/update_icon()
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update_power()
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update_overlays()
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update_charge()
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/obj/item/weapon/defibrillator/proc/update_power()
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if(bcell)
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if(bcell.charge < paddles.revivecost)
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powered = 0
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else
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powered = 1
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else
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powered = 0
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/obj/item/weapon/defibrillator/proc/update_overlays()
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cut_overlays()
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if(!on)
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add_overlay("[initial(icon_state)]-paddles")
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if(powered)
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add_overlay("[initial(icon_state)]-powered")
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if(!bcell)
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add_overlay("[initial(icon_state)]-nocell")
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if(!safety)
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add_overlay("[initial(icon_state)]-emagged")
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/obj/item/weapon/defibrillator/proc/update_charge()
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if(powered) //so it doesn't show charge if it's unpowered
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if(bcell)
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var/ratio = bcell.charge / bcell.maxcharge
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ratio = Ceiling(ratio*4) * 25
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add_overlay("[initial(icon_state)]-charge[ratio]")
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/obj/item/weapon/defibrillator/CheckParts(list/parts_list)
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..()
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bcell = locate(/obj/item/weapon/stock_parts/cell) in contents
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update_icon()
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/obj/item/weapon/defibrillator/ui_action_click()
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toggle_paddles()
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/obj/item/weapon/defibrillator/attack_hand(mob/user)
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if(loc == user)
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if(slot_flags == SLOT_BACK)
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if(user.get_item_by_slot(slot_back) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Put the defibrillator on your back first!</span>"
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else if(slot_flags == SLOT_BELT)
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if(user.get_item_by_slot(slot_belt) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
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return
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..()
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/obj/item/weapon/defibrillator/MouseDrop(obj/over_object)
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if(ismob(src.loc))
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var/mob/M = src.loc
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if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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paddles.unwield()
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toggle_paddles()
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else if(istype(W, /obj/item/weapon/stock_parts/cell))
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var/obj/item/weapon/stock_parts/cell/C = W
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if(bcell)
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user << "<span class='notice'>[src] already has a cell.</span>"
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else
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if(C.maxcharge < paddles.revivecost)
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user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
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return
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if(!user.transferItemToLoc(W, src))
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return
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bcell = W
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user << "<span class='notice'>You install a cell in [src].</span>"
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update_icon()
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(bcell)
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bcell.updateicon()
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bcell.loc = get_turf(src.loc)
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bcell = null
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user << "<span class='notice'>You remove the cell from [src].</span>"
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update_icon()
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else
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return ..()
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/obj/item/weapon/defibrillator/emag_act(mob/user)
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if(safety)
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safety = 0
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user << "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer."
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else
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safety = 1
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user << "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer."
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/obj/item/weapon/defibrillator/emp_act(severity)
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if(bcell)
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deductcharge(1000 / severity)
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if(safety)
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safety = 0
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOff.ogg', 50, 0)
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else
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safety = 1
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOn.ogg', 50, 0)
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update_icon()
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..()
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/obj/item/weapon/defibrillator/proc/toggle_paddles()
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set name = "Toggle Paddles"
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set category = "Object"
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on = !on
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var/mob/living/carbon/human/user = usr
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if(on)
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//Detach the paddles into the user's hands
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if(!usr.put_in_hands(paddles))
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on = 0
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user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
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update_icon()
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return
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paddles.loc = user
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else
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//Remove from their hands and back onto the defib unit
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paddles.unwield()
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remove_paddles(user)
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update_icon()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/weapon/defibrillator/proc/make_paddles()
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return new /obj/item/weapon/twohanded/shockpaddles(src)
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/obj/item/weapon/defibrillator/equipped(mob/user, slot)
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..()
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if((slot_flags == SLOT_BACK && slot != slot_back) || (slot_flags == SLOT_BELT && slot != slot_belt))
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remove_paddles(user)
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update_icon()
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/obj/item/weapon/defibrillator/item_action_slot_check(slot, mob/user)
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if(slot == user.getBackSlot())
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return 1
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/obj/item/weapon/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
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if(ismob(paddles.loc))
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var/mob/M = paddles.loc
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M.dropItemToGround(paddles, TRUE)
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return
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/obj/item/weapon/defibrillator/Destroy()
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if(on)
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var/M = get(paddles, /mob)
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remove_paddles(M)
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. = ..()
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update_icon()
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/obj/item/weapon/defibrillator/proc/deductcharge(chrgdeductamt)
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if(bcell)
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if(bcell.charge < (paddles.revivecost+chrgdeductamt))
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powered = 0
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update_icon()
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if(bcell.use(chrgdeductamt))
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update_icon()
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return 1
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else
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update_icon()
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return 0
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/obj/item/weapon/defibrillator/proc/cooldowncheck(mob/user)
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spawn(50)
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if(bcell)
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if(bcell.charge >= paddles.revivecost)
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user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, 0)
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else
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user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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paddles.cooldown = 0
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paddles.update_icon()
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update_icon()
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/obj/item/weapon/defibrillator/compact
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name = "compact defibrillator"
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desc = "A belt-equipped defibrillator that can be rapidly deployed."
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icon_state = "defibcompact"
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item_state = "defibcompact"
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = SLOT_BELT
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origin_tech = "biotech=5"
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/obj/item/weapon/defibrillator/compact/item_action_slot_check(slot, mob/user)
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if(slot == user.getBeltSlot())
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return 1
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/obj/item/weapon/defibrillator/compact/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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/obj/item/weapon/defibrillator/compact/combat
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name = "combat defibrillator"
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desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
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combat = 1
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safety = 0
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/obj/item/weapon/defibrillator/compact/combat/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new /obj/item/weapon/stock_parts/cell/infinite(src)
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update_icon()
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/obj/item/weapon/defibrillator/compact/combat/loaded/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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paddles.unwield()
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toggle_paddles()
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update_icon()
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return
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//paddles
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/obj/item/weapon/twohanded/shockpaddles
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name = "defibrillator paddles"
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desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibpaddles"
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item_state = "defibpaddles"
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force = 0
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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flags = NODROP
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var/revivecost = 1000
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var/cooldown = 0
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var/busy = 0
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var/obj/item/weapon/defibrillator/defib
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var/req_defib = 1
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var/combat = 0 //If it penetrates armor and gives additional functionality
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var/grab_ghost = FALSE
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/obj/item/weapon/twohanded/shockpaddles/proc/recharge(var/time)
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if(req_defib || !time)
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return
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cooldown = 1
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update_icon()
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sleep(time)
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var/turf/T = get_turf(src)
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T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
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playsound(T, 'sound/machines/defib_ready.ogg', 50, 0)
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cooldown = 0
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update_icon()
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/obj/item/weapon/twohanded/shockpaddles/New(mainunit)
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..()
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if(check_defib_exists(mainunit, src) && req_defib)
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defib = mainunit
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loc = defib
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busy = 0
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update_icon()
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/obj/item/weapon/twohanded/shockpaddles/update_icon()
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icon_state = "defibpaddles[wielded]"
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item_state = "defibpaddles[wielded]"
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if(cooldown)
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icon_state = "defibpaddles[wielded]_cooldown"
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/obj/item/weapon/twohanded/shockpaddles/suicide_act(mob/user)
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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>")
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if(req_defib)
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defib.deductcharge(revivecost)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return (OXYLOSS)
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/obj/item/weapon/twohanded/shockpaddles/dropped(mob/user)
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if(!req_defib)
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return ..()
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if(user)
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_held_item()
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if(istype(O))
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O.unwield()
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user << "<span class='notice'>The paddles snap back into the main unit.</span>"
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defib.on = 0
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loc = defib
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defib.update_icon()
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return unwield(user)
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/obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/human/M, obj/O)
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if(!req_defib)
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return 1 //If it doesn't need a defib, just say it exists
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if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator)) //To avoid weird issues from admin spawns
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qdel(O)
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return 0
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else
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return 1
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/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
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if(busy)
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return
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if(req_defib && !defib.powered)
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user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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return
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if(!wielded)
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if(iscyborg(user))
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user << "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>"
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else
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user << "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>"
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return
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if(cooldown)
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if(req_defib)
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user << "<span class='warning'>[defib] is recharging!</span>"
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else
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user << "<span class='warning'>[src] are recharging!</span>"
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return
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if(user.a_intent == INTENT_DISARM)
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do_disarm(M, user)
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return
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if(!ishuman(M))
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if(req_defib)
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user << "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>"
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else
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user << "<span class='warning'>You aren't sure how to revive that...</span>"
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return
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var/mob/living/carbon/human/H = M
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if(user.zone_selected != "chest")
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user << "<span class='warning'>You need to target your patient's \
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chest with [src]!</span>"
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return
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if(user.a_intent == INTENT_HARM)
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do_harm(H, user)
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return
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if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
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H.notify_ghost_cloning("Your heart is being defibrillated!")
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H.grab_ghost() // Shove them back in their body.
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else if(!H.suiciding && !(H.disabilities & NOCLONE)&& !H.hellbound)
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H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
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do_help(H, user)
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/obj/item/weapon/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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busy = 1
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M.visible_message("<span class='danger'>[user] has touched [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
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M.adjustStaminaLoss(50)
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M.Weaken(5)
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M.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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M.emote("gasp")
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add_logs(user, M, "stunned", src)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(req_defib)
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defib.cooldowncheck(user)
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else
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recharge(60)
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/obj/item/weapon/twohanded/shockpaddles/proc/do_harm(mob/living/carbon/human/H, mob/living/user)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>",
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"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = H))
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
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"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
|
|
var/turf/T = get_turf(defib)
|
|
playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
|
|
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, 30, target = H)) //Takes longer due to overcharging
|
|
if(!H)
|
|
busy = 0
|
|
update_icon()
|
|
return
|
|
if(H && H.stat == DEAD)
|
|
user << "<span class='warning'>[H] is dead.</span>"
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = 0
|
|
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(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
|
|
playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
|
|
H.emote("scream")
|
|
if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
|
|
if(!H.stat)
|
|
H.visible_message("<span class='warning'>[H] thrashes wildly, clutching at their chest!</span>",
|
|
"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
|
|
H.set_heartattack(TRUE)
|
|
H.apply_damage(50, BURN, "chest")
|
|
add_logs(user, H, "overloaded the heart of", defib)
|
|
H.Weaken(5)
|
|
H.Jitter(100)
|
|
if(req_defib)
|
|
defib.deductcharge(revivecost)
|
|
cooldown = 1
|
|
busy = 0
|
|
update_icon()
|
|
if(!req_defib)
|
|
recharge(60)
|
|
if(req_defib && (defib.cooldowncheck(user)))
|
|
return
|
|
busy = 0
|
|
update_icon()
|
|
|
|
/obj/item/weapon/twohanded/shockpaddles/proc/do_help(mob/living/carbon/human/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 = 1
|
|
update_icon()
|
|
if(do_after(user, 30, target = 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(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
|
|
var/tplus = world.time - H.timeofdeath
|
|
// past this much time the patient is unrecoverable
|
|
// (in deciseconds)
|
|
var/tlimit = DEFIB_TIME_LIMIT * 10
|
|
// brain damage starts setting in on the patient after
|
|
// some time left rotting
|
|
var/tloss = DEFIB_TIME_LOSS * 10
|
|
var/total_burn = 0
|
|
var/total_brute = 0
|
|
if(do_after(user, 20, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
|
|
for(var/obj/item/carried_item in H.contents)
|
|
if(istype(carried_item, /obj/item/clothing/suit/space))
|
|
if((!src.combat && !req_defib) || (req_defib && !defib.combat))
|
|
user.audible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = 0
|
|
update_icon()
|
|
return
|
|
if(H.stat == DEAD)
|
|
H.visible_message("<span class='warning'>[H]'s body convulses a bit.")
|
|
playsound(get_turf(src), "bodyfall", 50, 1)
|
|
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
|
total_brute = H.getBruteLoss()
|
|
total_burn = H.getFireLoss()
|
|
|
|
var/failed = null
|
|
|
|
if (H.suiciding || (H.disabilities & NOCLONE))
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Recovery of patient impossible. Further attempts futile.</span>"
|
|
else if (H.hellbound)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existence. Further attempts futile.</span>"
|
|
else if (tplus > tlimit)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile.</span>"
|
|
else if (!H.getorgan(/obj/item/organ/heart))
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing.</span>"
|
|
else if(total_burn >= 180 || total_brute >= 180)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.</span>"
|
|
else if(H.get_ghost())
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No activity in patient's brain. Further attempts may be successful.</span>"
|
|
else
|
|
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
|
if(!BR || BR.damaged_brain)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing or damaged beyond point of no return. Further attempts futile.</span>"
|
|
|
|
if(failed)
|
|
user.visible_message(failed)
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
else
|
|
//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(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
|
|
H.set_heartattack(FALSE)
|
|
H.revive()
|
|
H.emote("gasp")
|
|
if(tplus > tloss)
|
|
H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
|
|
add_logs(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(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
else if(H.undergoing_cardiac_arrest())
|
|
H.set_heartattack(FALSE)
|
|
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
|
|
|
|
|
else
|
|
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = 0
|
|
update_icon()
|
|
|
|
/obj/item/weapon/twohanded/shockpaddles/cyborg
|
|
name = "cyborg defibrillator paddles"
|
|
icon = 'icons/obj/weapons.dmi'
|
|
icon_state = "defibpaddles0"
|
|
item_state = "defibpaddles0"
|
|
req_defib = FALSE
|
|
|
|
/obj/item/weapon/twohanded/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/weapon/twohanded/shockpaddles/syndicate
|
|
name = "syndicate defibrillator paddles"
|
|
desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively."
|
|
combat = TRUE
|
|
icon = 'icons/obj/weapons.dmi'
|
|
icon_state = "defibpaddles0"
|
|
item_state = "defibpaddles0"
|
|
req_defib = FALSE
|
|
|
|
#undef HALFWAYCRITDEATH
|