diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index dde2f168b0..d878dd74fe 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -75,11 +75,11 @@ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(affecting.open) - user << "The [affecting.name] is cut open, you'll need more than a bandage!" + to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!") return if(affecting.is_bandaged()) - user << "The wounds on [M]'s [affecting.name] have already been bandaged." + to_chat(user, "The wounds on [M]'s [affecting.name] have already been bandaged.") return 1 else user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \ @@ -93,9 +93,13 @@ if(used == amount) break if(!do_mob(user, M, W.damage/5)) - user << "You must stand still to bandage wounds." + to_chat(user, "You must stand still to bandage wounds.") break + if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check. + to_chat(user, "The wounds on [M]'s [affecting.name] have already been bandaged.") + return 1 + if (W.current_stage <= W.max_bleeding_stage) user.visible_message("\The [user] bandages \a [W.desc] on [M]'s [affecting.name].", \ "You bandage \a [W.desc] on [M]'s [affecting.name]." ) @@ -111,9 +115,9 @@ affecting.update_damages() if(used == amount) if(affecting.is_bandaged()) - user << "\The [src] is used up." + to_chat(user, "\The [src] is used up.") else - user << "\The [src] is used up, but there are more wounds to treat on \the [affecting.name]." + to_chat(user, "\The [src] is used up, but there are more wounds to treat on \the [affecting.name].") use(used) /obj/item/stack/medical/ointment @@ -135,17 +139,20 @@ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(affecting.open) - user << "The [affecting.name] is cut open, you'll need more than a bandage!" + to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!") return if(affecting.is_salved()) - user << "The wounds on [M]'s [affecting.name] have already been salved." + to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.") return 1 else user.visible_message("\The [user] starts salving wounds on [M]'s [affecting.name].", \ "You start salving the wounds on [M]'s [affecting.name]." ) if(!do_mob(user, M, 10)) - user << "You must stand still to salve wounds." + to_chat(user, "You must stand still to salve wounds.") + return 1 + if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check. + to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.") return 1 user.visible_message("[user] salved wounds on [M]'s [affecting.name].", \ "You salved wounds on [M]'s [affecting.name]." ) @@ -169,11 +176,11 @@ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(affecting.open) - user << "The [affecting.name] is cut open, you'll need more than a bandage!" + to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!") return if(affecting.is_bandaged() && affecting.is_disinfected()) - user << "The wounds on [M]'s [affecting.name] have already been treated." + to_chat(user, "The wounds on [M]'s [affecting.name] have already been treated.") return 1 else user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \ @@ -187,8 +194,11 @@ if(used == amount) break if(!do_mob(user, M, W.damage/5)) - user << "You must stand still to bandage wounds." + to_chat(user, "You must stand still to bandage wounds.") break + if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check. + to_chat(user, "The wounds on [M]'s [affecting.name] have already been bandaged.") + return 1 if (W.current_stage <= W.max_bleeding_stage) user.visible_message("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \ "You clean and seal \a [W.desc] on [M]'s [affecting.name]." ) @@ -205,9 +215,9 @@ affecting.update_damages() if(used == amount) if(affecting.is_bandaged()) - user << "\The [src] is used up." + to_chat(user, "\The [src] is used up.") else - user << "\The [src] is used up, but there are more wounds to treat on \the [affecting.name]." + to_chat(user, "\The [src] is used up, but there are more wounds to treat on \the [affecting.name].") use(used) /obj/item/stack/medical/advanced/ointment @@ -228,16 +238,19 @@ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(affecting.open) - user << "The [affecting.name] is cut open, you'll need more than a bandage!" + to_chat(user, "The [affecting.name] is cut open, you'll need more than a bandage!") if(affecting.is_salved()) - user << "The wounds on [M]'s [affecting.name] have already been salved." + to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.") return 1 else user.visible_message("\The [user] starts salving wounds on [M]'s [affecting.name].", \ "You start salving the wounds on [M]'s [affecting.name]." ) if(!do_mob(user, M, 10)) - user << "You must stand still to salve wounds." + to_chat(user, "You must stand still to salve wounds.") + return 1 + if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check. + to_chat(user, "The wounds on [M]'s [affecting.name] have already been salved.") return 1 user.visible_message( "[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.", \ "You cover wounds on [M]'s [affecting.name] with regenerative membrane." ) @@ -264,20 +277,23 @@ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) var/limb = affecting.name if(!(affecting.organ_tag in splintable_organs)) - user << "You can't use \the [src] to apply a splint there!" + to_chat(user, "You can't use \the [src] to apply a splint there!") return if(affecting.splinted) - user << "[M]'s [limb] is already splinted!" + to_chat(user, "[M]'s [limb] is already splinted!") return if (M != user) user.visible_message("[user] starts to apply \the [src] to [M]'s [limb].", "You start to apply \the [src] to [M]'s [limb].", "You hear something being wrapped.") else if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \ user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) )) - user << "You can't apply a splint to the arm you're using!" + to_chat(user, "You can't apply a splint to the arm you're using!") return user.visible_message("[user] starts to apply \the [src] to their [limb].", "You start to apply \the [src] to your [limb].", "You hear something being wrapped.") if(do_after(user, 50, M)) + if(affecting.splinted) + to_chat(user, "[M]'s [limb] is already splinted!") + return if(M == user && prob(75)) user.visible_message("\The [user] fumbles [src].", "You fumble [src].", "You hear something being wrapped.") return