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* Implements timed_action_flags for do_after-like procs (#54409) Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more. There's more work to be done for them, but one thing at a time. * Removes the `uninterruptible` check in favor of the more granular `timed_action_flags` * Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better. * Implements timed_action_flags for do_after-like procs * Update horror_form.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Azarak <azarak10@gmail.com>
683 lines
24 KiB
Plaintext
683 lines
24 KiB
Plaintext
//backpack item
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#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
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/obj/item/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/defib.dmi'
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icon_state = "defibunit"
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inhand_icon_state = "defibunit"
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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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slot_flags = ITEM_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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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/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
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var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
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var/safety = TRUE //if you can zap people with the defibs on harm mode
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var/powered = FALSE //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/shockpaddles/paddles
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var/obj/item/stock_parts/cell/high/cell
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var/combat = FALSE //if true, revive through hardsuits, allow for combat shocking
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var/cooldown_duration = 5 SECONDS//how long does it take to recharge
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/obj/item/defibrillator/get_cell()
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return cell
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/obj/item/defibrillator/Initialize() //starts without a cell for rnd
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. = ..()
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paddles = new paddle_type(src)
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update_power()
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return
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/obj/item/defibrillator/loaded/Initialize() //starts with hicap
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. = ..()
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cell = new(src)
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update_power()
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return
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/obj/item/defibrillator/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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if(paddles?.loc == src)
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paddles.fire_act(exposed_temperature, exposed_volume)
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/obj/item/defibrillator/extinguish()
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. = ..()
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if(paddles?.loc == src)
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paddles.extinguish()
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/obj/item/defibrillator/proc/update_power()
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if(!QDELETED(cell))
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if(QDELETED(paddles) || cell.charge < paddles.revivecost)
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powered = FALSE
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else
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powered = TRUE
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else
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powered = FALSE
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update_icon()
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/obj/item/defibrillator/update_overlays()
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. = ..()
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if(!on)
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. += "[initial(icon_state)]-paddles"
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if(powered)
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. += "[initial(icon_state)]-powered"
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if(!QDELETED(cell))
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var/ratio = cell.charge / cell.maxcharge
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ratio = CEILING(ratio*4, 1) * 25
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. += "[initial(icon_state)]-charge[ratio]"
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if(!cell)
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. += "[initial(icon_state)]-nocell"
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if(!safety)
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. += "[initial(icon_state)]-emagged"
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/obj/item/defibrillator/CheckParts(list/parts_list)
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..()
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cell = locate(/obj/item/stock_parts/cell) in contents
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update_power()
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/obj/item/defibrillator/ui_action_click()
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toggle_paddles()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/defibrillator/attack_hand(mob/user)
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if(loc == user)
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if(slot_flags == ITEM_SLOT_BACK)
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if(user.get_item_by_slot(ITEM_SLOT_BACK) == src)
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ui_action_click()
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else
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to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
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else if(slot_flags == ITEM_SLOT_BELT)
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if(user.get_item_by_slot(ITEM_SLOT_BELT) == src)
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ui_action_click()
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else
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to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
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return
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else if(istype(loc, /obj/machinery/defibrillator_mount))
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ui_action_click() //checks for this are handled in defibrillator.mount.dm
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return ..()
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/obj/item/defibrillator/MouseDrop(obj/over_object)
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. = ..()
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if(ismob(loc))
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var/mob/M = 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/defibrillator/attackby(obj/item/W, mob/user, params)
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if(W == paddles)
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toggle_paddles()
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else if(istype(W, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = W
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if(cell)
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to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
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else
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if(C.maxcharge < paddles.revivecost)
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to_chat(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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cell = W
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to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
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update_power()
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(cell)
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cell.update_icon()
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
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update_power()
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else
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return ..()
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/obj/item/defibrillator/emag_act(mob/user)
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if(safety)
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safety = FALSE
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to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
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else
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safety = TRUE
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to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
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/obj/item/defibrillator/emp_act(severity)
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. = ..()
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if(cell && !(. & EMP_PROTECT_CONTENTS))
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deductcharge(1000 / severity)
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if (. & EMP_PROTECT_SELF)
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return
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if(safety)
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safety = FALSE
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visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
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playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, FALSE)
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else
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safety = TRUE
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visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
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playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, FALSE)
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update_power()
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/obj/item/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/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 = FALSE
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to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
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update_power()
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return
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else
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//Remove from their hands and back onto the defib unit
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remove_paddles(user)
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update_power()
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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/defibrillator/equipped(mob/user, slot)
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..()
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if((slot_flags == ITEM_SLOT_BACK && slot != ITEM_SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != ITEM_SLOT_BELT))
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remove_paddles(user)
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update_power()
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/obj/item/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/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/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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QDEL_NULL(paddles)
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QDEL_NULL(cell)
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return ..()
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/obj/item/defibrillator/proc/deductcharge(chrgdeductamt)
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if(cell)
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if(cell.charge < (paddles.revivecost+chrgdeductamt))
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powered = FALSE
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update_power()
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if(cell.use(chrgdeductamt))
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update_power()
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return TRUE
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else
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return FALSE
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/obj/item/defibrillator/proc/cooldowncheck(mob/user)
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addtimer(CALLBACK(src, .proc/finish_charging), cooldown_duration)
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/obj/item/defibrillator/proc/finish_charging()
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if(cell)
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if(cell.charge >= paddles.revivecost)
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visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
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else
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visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
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playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
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paddles.cooldown = FALSE
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paddles.update_icon()
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update_power()
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/obj/item/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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inhand_icon_state = "defibcompact"
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worn_icon_state = "defibcompact"
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = ITEM_SLOT_BELT
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/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
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if(slot == user.getBeltSlot())
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return TRUE
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/obj/item/defibrillator/compact/loaded/Initialize()
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. = ..()
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cell = new(src)
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update_power()
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/obj/item/defibrillator/compact/combat
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name = "combat defibrillator"
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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."
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icon_state = "defibcombat" //needs defib inhand sprites
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inhand_icon_state = "defibcombat"
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worn_icon_state = "defibcombat"
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combat = TRUE
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safety = FALSE
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cooldown_duration = 2.5 SECONDS
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paddle_type = /obj/item/shockpaddles/syndicate
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/obj/item/defibrillator/compact/combat/loaded/Initialize()
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. = ..()
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cell = new /obj/item/stock_parts/cell/infinite(src)
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update_power()
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/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params)
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if(W == paddles)
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toggle_paddles()
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return
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen
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name = "elite Nanotrasen defibrillator"
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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."
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icon_state = "defibnt" //needs defib inhand sprites
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inhand_icon_state = "defibnt"
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worn_icon_state = "defibnt"
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paddle_type = /obj/item/shockpaddles/syndicate/nanotrasen
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//paddles
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/obj/item/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/defib.dmi'
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icon_state = "defibpaddles0"
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inhand_icon_state = "defibpaddles0"
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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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force = 0
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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resistance_flags = INDESTRUCTIBLE
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base_icon_state = "defibpaddles"
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var/revivecost = 1000
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var/cooldown = FALSE
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var/busy = FALSE
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var/obj/item/defibrillator/defib
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var/req_defib = TRUE
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var/combat = FALSE //If it penetrates armor and gives additional functionality
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var/wielded = FALSE // track wielded status on item
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/obj/item/shockpaddles/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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AddComponent(/datum/component/two_handed, force_unwielded=8, force_wielded=12)
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/// triggered on wield of two handed item
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/obj/item/shockpaddles/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/shockpaddles/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/shockpaddles/Destroy()
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defib = null
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return ..()
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/obj/item/shockpaddles/equipped(mob/user, slot)
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. = ..()
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if(!req_defib)
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return
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/check_range)
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/obj/item/shockpaddles/Moved()
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. = ..()
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check_range()
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/obj/item/shockpaddles/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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if((req_defib && defib) && loc != defib)
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defib.fire_act(exposed_temperature, exposed_volume)
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/obj/item/shockpaddles/proc/check_range()
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SIGNAL_HANDLER
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if(!req_defib || !defib)
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return
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if(!in_range(src,defib))
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if(isliving(loc))
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var/mob/living/user = loc
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to_chat(user, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
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else
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visible_message("<span class='notice'>[src] snap back into [defib].</span>")
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snap_back()
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/obj/item/shockpaddles/proc/recharge(time)
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if(req_defib || !time)
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return
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cooldown = TRUE
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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(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
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cooldown = FALSE
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update_icon()
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/obj/item/shockpaddles/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NO_STORAGE_INSERT, GENERIC_ITEM_TRAIT) //stops shockpaddles from being inserted in BoH
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
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if(!req_defib)
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return //If it doesn't need a defib, just say it exists
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if (!loc || !istype(loc, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
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return INITIALIZE_HINT_QDEL
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defib = loc
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busy = FALSE
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update_icon()
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/obj/item/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(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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return (OXYLOSS)
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/obj/item/shockpaddles/update_icon_state()
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icon_state = "[base_icon_state][wielded]"
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inhand_icon_state = icon_state
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if(cooldown)
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icon_state = "[base_icon_state][wielded]_cooldown"
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/obj/item/shockpaddles/dropped(mob/user)
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. = ..()
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if(user)
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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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if(req_defib)
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if(user)
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to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
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snap_back()
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/obj/item/shockpaddles/proc/snap_back()
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if(!defib)
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return
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defib.on = FALSE
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forceMove(defib)
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defib.update_power()
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/obj/item/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(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
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return
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if(!wielded)
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if(iscyborg(user))
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to_chat(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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to_chat(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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to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
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else
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to_chat(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
|
|
|
|
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, 1.5 SECONDS, 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, 1.5 SECONDS, 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, 3 SECONDS, 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, 2 SECONDS, 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_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
|