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https://github.com/Bubberstation/Bubberstation.git
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* reset TG human_helpers, modularly overwrite proc's examines (and better) * better DNR trait itself (wish this could be more modular...) * ghosts that DNR ACTUALLY go DNR * might as well make sure it can be undone cleanly * idk if med_hud_set_status will actually change it but its MEANT to * removes excess info (it's in the PR body itself now)
103 lines
4.8 KiB
Plaintext
103 lines
4.8 KiB
Plaintext
/datum/surgery/revival
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name = "Revival"
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desc = "An experimental surgical procedure which involves reconstruction and reactivation of the patient's brain even long after death. The body must still be able to sustain life."
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steps = list(
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/datum/surgery_step/incise,
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/datum/surgery_step/retract_skin,
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/datum/surgery_step/saw,
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/datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise,
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/datum/surgery_step/revive,
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/datum/surgery_step/close)
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target_mobtypes = list(/mob/living/carbon/human)
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possible_locs = list(BODY_ZONE_HEAD)
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requires_bodypart_type = 0
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/datum/surgery/revival/can_start(mob/user, mob/living/carbon/target)
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if(!..())
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return FALSE
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if(target.stat != DEAD)
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return FALSE
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if(target.suiciding || HAS_TRAIT(target, TRAIT_HUSK))
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return FALSE
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if(HAS_TRAIT(target, TRAIT_DEFIB_BLACKLISTED))
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return FALSE
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var/obj/item/organ/internal/brain/target_brain = target.getorganslot(ORGAN_SLOT_BRAIN)
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if(!target_brain)
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return FALSE
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return TRUE
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/datum/surgery_step/revive
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name = "shock brain"
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implements = list(
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/obj/item/shockpaddles = 100,
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/obj/item/melee/touch_attack/shock = 100,
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/obj/item/melee/baton/security = 75,
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/obj/item/gun/energy = 60)
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repeatable = TRUE
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time = 5 SECONDS
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success_sound = 'sound/magic/lightningbolt.ogg'
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failure_sound = 'sound/magic/lightningbolt.ogg'
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/datum/surgery_step/revive/tool_check(mob/user, obj/item/tool)
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. = TRUE
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if(istype(tool, /obj/item/shockpaddles))
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var/obj/item/shockpaddles/paddles = tool
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if((paddles.req_defib && !paddles.defib.powered) || !HAS_TRAIT(paddles, TRAIT_WIELDED) || paddles.cooldown || paddles.busy)
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to_chat(user, span_warning("You need to wield both paddles, and [paddles.defib] must be powered!"))
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return FALSE
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if(istype(tool, /obj/item/melee/baton/security))
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var/obj/item/melee/baton/security/baton = tool
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if(!baton.active)
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to_chat(user, span_warning("[baton] needs to be active!"))
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return FALSE
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if(istype(tool, /obj/item/gun/energy))
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var/obj/item/gun/energy/egun = tool
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if(egun.chambered && istype(egun.chambered, /obj/item/ammo_casing/energy/electrode))
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return TRUE
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else
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to_chat(user, span_warning("You need an electrode for this!"))
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return FALSE
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/datum/surgery_step/revive/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, span_notice("You prepare to give [target]'s brain the spark of life with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."),
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span_notice("[user] prepares to shock [target]'s brain with [tool]."))
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target.notify_ghost_cloning("Someone is trying to zap your brain.", source = target)
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/datum/surgery_step/revive/play_preop_sound(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(istype(tool, /obj/item/shockpaddles))
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playsound(tool, 'sound/machines/defib_charge.ogg', 75, 0)
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else
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..()
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/datum/surgery_step/revive/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results)
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display_results(user, target, span_notice("You successfully shock [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool]..."))
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target.grab_ghost()
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target.adjustOxyLoss(-50, 0)
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target.updatehealth()
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if(target.revive(full_heal = FALSE, admin_revive = FALSE))
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target.visible_message(span_notice("...[target] wakes up, alive and aware!"))
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target.emote("gasp")
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
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to_chat(target, "<span class='userdanger'>[CONFIG_GET(string/blackoutpolicy)]</span>") //SKYRAT EDIT ADDITION
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return TRUE
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else
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//SKYRAT EDIT ADDITION - DNR TRAIT - need this so that people dont just keep spamming the revival surgery; it runs success just bc the surgery steps are done
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if(HAS_TRAIT(target, TRAIT_DNR))
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target.visible_message(span_warning("...[target.p_they()] lies still, unaffected. Further attempts are futile, they're gone."))
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else
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target.visible_message(span_warning("...[target.p_they()] convulses, then lies still."))
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//SKYRAT EDIT ADDITION END - DNR TRAIT - ORIGINAL: target.visible_message(span_warning("...[target.p_they()] convulses, then lies still."))
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return FALSE
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/datum/surgery_step/revive/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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display_results(user, target, span_notice("You shock [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."),
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span_notice("[user] send a powerful shock to [target]'s brain with [tool], but [target.p_they()] doesn't react."))
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target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 180)
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return FALSE
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