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Defib Fixes
Fixes runtime when screwdrivering the defib to remove the powercell. Husked people can no longer be revived. This is because otherwise they could become alive again but remain husked.
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@@ -75,7 +75,7 @@
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if(user.r_hand && user.l_hand)
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cell.forceMove(get_turf(user))
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else
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cell.forceMove(user.put_in_hands(cell))
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user.put_in_hands(cell)
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cell = null
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playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
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else
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@@ -141,14 +141,15 @@
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sleep(15 SECONDS)
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break
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if(patient.client)
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patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
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patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
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dead_mob_list -= patient
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living_mob_list += patient
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patient.timeofdeath = null
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patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
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log_and_message_admins("[patient] was revived.")
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if(!(HUSK in patient.mutations)) // Husked people can't come back with a Defib.
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if(patient.client)
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patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
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patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
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dead_mob_list -= patient
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living_mob_list += patient
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patient.timeofdeath = null
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patient.visible_message("<span class='notice'>[patient]'s eyes open!</span>")
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log_and_message_admins("[patient] was revived by a defib.")
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cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
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sleep(20) //Wait 2 seconds before next attempt
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statechange(1,patient) //Back to ready
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