/obj/item/stack/medical/advanced icon = 'icons/obj/stacks_vr.dmi' /obj/item/stack/medical/advanced/Initialize() . = ..() update_icon() /obj/item/stack/medical/advanced/update_icon() switch(amount) if(1 to 2) icon_state = initial(icon_state) if(3 to 4) icon_state = "[initial(icon_state)]_4" if(5 to 6) icon_state = "[initial(icon_state)]_6" if(7 to 8) icon_state = "[initial(icon_state)]_8" if(9) icon_state = "[initial(icon_state)]_9" else icon_state = "[initial(icon_state)]_10" /obj/item/stack/medical/advanced/clotting name = "liquid bandage kit" singular_name = "liquid bandage kit" desc = "A spray that stops bleeding using a patented chemical cocktail. Non-refillable. Only one use required per patient." icon_state = "clotkit" heal_burn = 0 heal_brute = 2 // Only applies to non-humans, to give this some slight application on animals origin_tech = list(TECH_BIO = 3) apply_sounds = list('sound/effects/spray.ogg', 'sound/effects/spray2.ogg', 'sound/effects/spray3.ogg') amount = 5 max_amount = 5 /obj/item/stack/medical/advanced/clotting/attack(mob/living/carbon/human/H, var/mob/user) if(..()) return 1 if(!istype(H)) return var/clotted = 0 var/too_far_gone = 0 for(var/obj/item/organ/external/affecting as anything in H.organs) //'organs' is just external organs, as opposed to 'internal_organs' // No amount of clotting is going to help you here. if(affecting.open) too_far_gone++ continue for(var/datum/wound/W as anything in affecting.wounds) // No need if(W.bandaged) continue // It's not that amazing if(W.internal) continue if(W.current_stage <= W.max_bleeding_stage) clotted++ W.bandage() var/healmessage = "You spray [src] onto [H], sealing [clotted ? clotted : "no"] wounds." if(too_far_gone) healmessage += " You can see some wounds that are too large where the spray is not taking effect." to_chat(user, healmessage) use(1) playsound(src, pick(apply_sounds), 25) update_icon() /obj/item/stack/medical/advanced/clotting/update_icon() icon_state = "[initial(icon_state)]_[amount]"