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VS: Dogborg clotter
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@@ -18,4 +18,59 @@
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if(9)
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icon_state = "[initial(icon_state)]_9"
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else
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icon_state = "[initial(icon_state)]_10"
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icon_state = "[initial(icon_state)]_10"
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/obj/item/stack/medical/advanced/clotting
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name = "liquid bandage kit"
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singular_name = "liquid bandage kit"
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desc = "A spray that stops bleeding using a patented chemical cocktail. Non-refillable. Only one use required per patient."
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icon_state = "clotkit"
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heal_burn = 0
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heal_brute = 2 // Only applies to non-humans, to give this some slight application on animals
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origin_tech = list(TECH_BIO = 3)
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apply_sounds = list('sound/effects/spray.ogg', 'sound/effects/spray2.ogg', 'sound/effects/spray3.ogg')
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amount = 5
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max_amount = 5
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/obj/item/stack/medical/advanced/clotting/attack(mob/living/carbon/human/H, var/mob/user)
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if(..())
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return 1
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if(!istype(H))
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return
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var/clotted = 0
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var/too_far_gone = 0
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for(var/org in H.organs) //'organs' is just external organs, as opposed to 'internal_organs'
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var/obj/item/organ/external/affecting = org
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// No amount of clotting is going to help you here.
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if(affecting.open)
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too_far_gone++
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continue
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for(var/wnd in affecting.wounds)
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var/datum/wound/W = wnd
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// No need
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if(W.bandaged)
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continue
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// It's not that amazing
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if(W.internal)
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continue
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if(W.current_stage <= W.max_bleeding_stage)
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clotted++
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W.bandage()
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var/healmessage = "<span class='notice'>You spray [src] onto [H], sealing [clotted ? clotted : "no"] wounds.</span>"
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if(too_far_gone)
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healmessage += " <span class='warning'>You can see some wounds that are too large where the spray is not taking effect.</span>"
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to_chat(user, healmessage)
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use(1)
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playsound(src, pick(apply_sounds), 25)
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update_icon()
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/obj/item/stack/medical/advanced/clotting/update_icon()
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icon_state = "[initial(icon_state)]_[amount]"
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