mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 07:22:56 +00:00
* Adds programmable nanites to robotics * Oh yeah i might want to actually PR the files * nanite injectors, nanite printer, nanite analyzer * We're back * remove some reagent stuff * more removal * those too * cool icons! * might pass travis now * lotsa code * tgui fixes/misc fixes * WE'RE FUNCTIONAL BOYS * some ui stuff * Misc fixes, cloud update, access nanites * activation check * stuff * preparing for new chamber sprite * Physical backups, sensor nanite programs * techweb sensor nanites * fix * include * fix again * revert * blinding nanites * minor change * minor tweaks * makes minor shocks interfere with nanites * fix * split trigger file into the others, for consistency * cleanup, added mindshield nanites to techwebs * include n all * how'd that even happen * Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program * cost tweaks * better term * new icon! by MrDoomBringer * icons/tweaks * tgui build * boards * fix * fixes implants not updating mindshield status * move implant hud to living * new remote sprite * scanner sprite * biotype checks * some nerfs * new open chamber sprite * Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors * correction * nerfs antistun nanites * fixes scanners and minor tweaks * fixes revs with mindshield * oh yeah haha * Fixes wonky techweb * Moves pyro program to weapon node * Adds defib program and some investigate logging * mistype * fix * fix2 * save your files before committing * emps can desync from cloud * pretty outdated * Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups. * UI fix * more fix * okay fix for real * tested and working * Extra Settings rework, sensor nanites vastly better * non-unique glitches * Public chamber, extra settings rework, new sensors, speech program * Mute and mind control nanites * mind control into hazard * better description * fixes * fixes relay nanites * fixes TK access * mind control costs less * UI update * removed pointless code bit * tgui build * compiles * dammit * paralysis keeps victim upright * Adds sounds to consoles * some feedback for some subtle effects * new chem lore * Viral nanite customization * fix * tgui build * Added mitosis nanites * removes glitched nanites from techwebs * Added flesh eating nanites, poison nanites, hallucination nanites * , * #traviscoding * Adds memory leak, renames nanite roam node to nanite smart * Voice sensor + some techweb desc tweaks * hallucination and Hear() fix * changes signal registering to the new method * 75% done, i think * should be all * more fix * more changes * okay should be fine now * ninja * inheritance * i don't care about originality! * line endings * line endings 2 * maybe * fixes program installation * new review * line endings? * line endings?? * line endings??? * wait do i even use this * fixes public nanite chamber cloud id * maint overlay for chambers * args doesn't work well here * antiabuse checks * compile tho * fixes locked remotes * disk renaming * skull echo nanites * self scan program * Condenses a lot of sensors into a few generic but customizable versions * fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing. * forgot to save * empty * metastation nanite lab * Removes duplicate APC * fix for nanite chamber * Raise max programs * UI Tweaks, aggr. replication rebalance, minor fixes * let's not do that again * Fixes nanites meta merge conflict * Merge conflict v2 * fuck this HDD is slow * What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo. * Adds virus symptoms that interact with nanites * Fixes spreading nanites being more infective the more protection the victims have * Review plus public chamber tweak * . = ..() * ball * cloud * . = ..() * always press save all before committing * missed a couple
656 lines
23 KiB
Plaintext
656 lines
23 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/items_and_weapons.dmi'
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icon_state = "defibunit"
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item_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/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/twohanded/shockpaddles/paddles
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var/obj/item/stock_parts/cell/high/cell
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var/combat = FALSE //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/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 = make_paddles()
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update_icon()
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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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paddles = make_paddles()
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cell = new(src)
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update_icon()
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return
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/obj/item/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/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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/obj/item/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(!cell)
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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/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(!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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add_overlay("[initial(icon_state)]-charge[ratio]")
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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_icon()
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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(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(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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paddles.unwield()
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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='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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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_icon()
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else if(istype(W, /obj/item/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_icon()
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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, 0)
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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, 0)
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update_icon()
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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_icon()
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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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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/defibrillator/proc/make_paddles()
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return new /obj/item/twohanded/shockpaddles(src)
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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 != SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != SLOT_BELT))
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remove_paddles(user)
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update_icon()
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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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. = ..()
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update_icon()
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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_icon()
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if(cell.use(chrgdeductamt))
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update_icon()
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return TRUE
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else
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update_icon()
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return FALSE
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/obj/item/defibrillator/proc/cooldowncheck(mob/user)
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spawn(50)
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if(cell)
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if(cell.charge >= paddles.revivecost)
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user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(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(src, 'sound/machines/defib_failed.ogg', 50, 0)
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paddles.cooldown = FALSE
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paddles.update_icon()
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update_icon()
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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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item_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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paddles = make_paddles()
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cell = new(src)
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update_icon()
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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 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 = TRUE
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safety = FALSE
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/obj/item/defibrillator/compact/combat/loaded/Initialize()
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. = ..()
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paddles = make_paddles()
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cell = new /obj/item/stock_parts/cell/infinite(src)
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update_icon()
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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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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/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/items_and_weapons.dmi'
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icon_state = "defibpaddles0"
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item_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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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/grab_ghost = FALSE
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var/tlimit = DEFIB_TIME_LIMIT * 10
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var/datum/component/mobhook
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/obj/item/twohanded/shockpaddles/equipped(mob/user, slot)
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. = ..()
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if(req_defib)
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if (mobhook && mobhook.parent != user)
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QDEL_NULL(mobhook)
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if (!mobhook)
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mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/check_range)))
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/obj/item/twohanded/shockpaddles/Moved()
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. = ..()
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check_range()
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/obj/item/twohanded/shockpaddles/proc/check_range()
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if(!req_defib)
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return
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if(!in_range(src,defib))
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var/mob/living/L = loc
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if(istype(L))
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to_chat(L, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
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L.temporarilyRemoveItemFromInventory(src,TRUE)
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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/twohanded/shockpaddles/proc/recharge(var/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, 0)
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cooldown = FALSE
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update_icon()
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/obj/item/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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forceMove(defib)
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busy = FALSE
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update_icon()
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/obj/item/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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if(iscarbon(loc))
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var/mob/living/carbon/C = loc
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C.update_inv_hands()
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/obj/item/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(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return (OXYLOSS)
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/obj/item/twohanded/shockpaddles/dropped(mob/user)
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if(!req_defib)
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return ..()
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if (mobhook)
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QDEL_NULL(mobhook)
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if(user)
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var/obj/item/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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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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return unwield(user)
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/obj/item/twohanded/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_icon()
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/obj/item/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/M, obj/O)
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if(!req_defib)
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return TRUE //If it doesn't need a defib, just say it exists
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if (!mainunit || !istype(mainunit, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
|
|
qdel(O)
|
|
return FALSE
|
|
else
|
|
return TRUE
|
|
|
|
/obj/item/twohanded/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, 0)
|
|
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((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
|
|
H.notify_ghost_cloning("Your heart is being defibrillated!")
|
|
H.grab_ghost() // Shove them back in their body.
|
|
else if(can_defib(H))
|
|
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
|
|
|
|
do_help(H, user)
|
|
|
|
/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/H)
|
|
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
|
return (!H.suiciding && !(H.has_trait(TRAIT_NOCLONE)) && !H.hellbound && ((world.time - H.timeofdeath) < tlimit) && (H.getBruteLoss() < 180) && (H.getFireLoss() < 180) && H.getorgan(/obj/item/organ/heart) && BR && !BR.damaged_brain)
|
|
|
|
/obj/item/twohanded/shockpaddles/proc/shock_touching(dmg, mob/H)
|
|
if(isliving(H.pulledby)) //CLEAR!
|
|
var/mob/living/M = H.pulledby
|
|
if(M.electrocute_act(30, src))
|
|
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
|
|
M.emote("scream")
|
|
|
|
/obj/item/twohanded/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] has touched [M] with [src]!</span>", \
|
|
"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
|
|
M.adjustStaminaLoss(50)
|
|
M.Knockdown(100)
|
|
M.updatehealth() //forces health update before next life tick
|
|
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
|
M.emote("gasp")
|
|
log_combat(user, M, "stunned", src)
|
|
if(req_defib)
|
|
defib.deductcharge(revivecost)
|
|
cooldown = TRUE
|
|
busy = FALSE
|
|
update_icon()
|
|
if(req_defib)
|
|
defib.cooldowncheck(user)
|
|
else
|
|
recharge(60)
|
|
|
|
/obj/item/twohanded/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, 30, target = 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, 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 = 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, 0)
|
|
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, 1, -1)
|
|
playsound(src, 'sound/weapons/egloves.ogg', 100, 1, -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.Knockdown(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/twohanded/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, 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(src, 'sound/machines/defib_charge.ogg', 75, 0)
|
|
var/tplus = world.time - H.timeofdeath
|
|
// past this much time the patient is unrecoverable
|
|
// (in deciseconds)
|
|
// 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((!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(src, 'sound/machines/defib_failed.ogg', 50, 0)
|
|
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, 1)
|
|
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
|
|
total_brute = H.getBruteLoss()
|
|
total_burn = H.getFireLoss()
|
|
shock_touching(30, H)
|
|
var/failed
|
|
|
|
if (H.suiciding || (H.has_trait(TRAIT_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(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(src, 'sound/machines/defib_success.ogg', 50, 0)
|
|
H.set_heartattack(FALSE)
|
|
H.revive()
|
|
H.emote("gasp")
|
|
H.Jitter(100)
|
|
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
|
|
if(tplus > tloss)
|
|
H.adjustBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
|
|
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, 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(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(src, 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = FALSE
|
|
update_icon()
|
|
|
|
/obj/item/twohanded/shockpaddles/cyborg
|
|
name = "cyborg defibrillator paddles"
|
|
icon = 'icons/obj/items_and_weapons.dmi'
|
|
icon_state = "defibpaddles0"
|
|
item_state = "defibpaddles0"
|
|
req_defib = FALSE
|
|
|
|
/obj/item/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/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/items_and_weapons.dmi'
|
|
icon_state = "defibpaddles0"
|
|
item_state = "defibpaddles0"
|
|
req_defib = FALSE
|
|
|
|
#undef HALFWAYCRITDEATH
|