mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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453 lines
16 KiB
Plaintext
453 lines
16 KiB
Plaintext
/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/stacks.dmi'
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amount = 10
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max_amount = 10
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 20
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var/heal_brute = 0
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var/heal_burn = 0
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var/apply_sounds
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drop_sound = 'sound/items/drop/cardboardbox.ogg'
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pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
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var/upgrade_to // The type path this stack can be upgraded to.
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/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
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if (!istype(M))
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balloon_alert(user, "\the [src] cannot be applied to [M]!")
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return 1
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if (!user.IsAdvancedToolUser())
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balloon_alert(user, "you don't have the dexterity to do this!")
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return 1
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var/available = get_amount()
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if(!available)
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balloon_alert(user, "not enough [uses_charge ? "charge" : "items"] left to use that!")
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(!affecting)
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balloon_alert(user, "no body part there to work on!")
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return 1
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if(affecting.organ_tag == BP_HEAD)
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if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
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balloon_alert(user, "you can't apply [src] through [H.head]!")
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return 1
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else
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if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
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balloon_alert(user, "you can't apply [src] through [H.wear_suit]!")
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return 1
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if(affecting.robotic == ORGAN_ROBOT)
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balloon_alert(user, "this isn't useful at all on a robotic limb.")
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return 1
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if(affecting.robotic >= ORGAN_LIFELIKE)
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balloon_alert(user, "you apply the [src], but it seems to have no effect...")
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use(1)
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return 1
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H.UpdateDamageIcon()
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else
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.balloon_alert_visible( \
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"[M] has been applied with [src] by [user].", \
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"you apply \the [src] to [M]." \
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)
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use(1)
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M.updatehealth()
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/obj/item/stack/medical/proc/upgrade_stack(var/upgrade_amount)
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. = FALSE
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var/turf/T = get_turf(src)
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if(ispath(upgrade_to) && use(upgrade_amount))
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var/obj/item/stack/medical/M = new upgrade_to(T, upgrade_amount)
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return M
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return .
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/obj/item/stack/medical/crude_pack
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name = "crude bandage"
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singular_name = "crude bandage length"
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desc = "Some bandages to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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upgrade_to = /obj/item/stack/medical/bruise_pack
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/obj/item/stack/medical/crude_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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balloon_alert(user, "the [affecting.name] is cut open!")
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return
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if(affecting.is_bandaged())
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balloon_alert(user, "[M]'s [affecting.name] is already bandaged.")
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return 1
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else
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var/available = get_amount()
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user.balloon_alert_visible("\the [user] starts bandaging [M]'s [affecting.name].", \
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"bandaging [M]'s [affecting.name]." )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if(W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_after(user, W.damage/3, affecting))
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balloon_alert(user, "stand still to bandage wounds.")
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break
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if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
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balloon_alert(user, "[M]'s [affecting.name] is already bandaged.")
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return 1
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if(used >= available)
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balloon_alert(user, "you run out of [src]!")
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.balloon_alert_visible("\the [user] bandages \a [W.desc] on [M]'s [affecting.name].", \
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"you bandage \a [W.desc] on [M]'s [affecting.name]." )
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else
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user.balloon_alert_visible("\the [user] places a bandage over \a [W.desc] on [M]'s [affecting.name].", \
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"you place a bandage over \a [W.desc] on [M]'s [affecting.name]." )
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W.bandage()
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playsound(src, pick(apply_sounds), 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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balloon_alert(user, "\the [src] is used up.")
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else
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balloon_alert(user, "\the [src] is used up, but there are more wounds to treat on \the [affecting.name].")
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use(used)
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "brutepack"
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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drop_sound = 'sound/items/drop/gloves.ogg'
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pickup_sound = 'sound/items/pickup/gloves.ogg'
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upgrade_to = /obj/item/stack/medical/advanced/bruise_pack
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/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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balloon_alert(user, "the [affecting.name] is cut open!")
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return
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if(affecting.is_bandaged())
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balloon_alert(user, "[M]'s [affecting.name] is already bandaged.")
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return 1
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else
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var/available = get_amount()
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user.balloon_alert_visible("\the [user] starts treating [M]'s [affecting.name].", \
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"treating [M]'s [affecting.name]." )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_after(user, W.damage/5, affecting))
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balloon_alert(user, "stand still to bandage wounds.")
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break
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if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
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balloon_alert(user, "[M]'s [affecting.name] is already bandaged.")
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return 1
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if(used >= available)
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balloon_alert(user, "you run out of [src]!")
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.balloon_alert_visible("\the [user] bandages \a [W.desc] on [M]'s [affecting.name].", \
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"bandaged \a [W.desc] on [M]'s [affecting.name]." )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.balloon_alert_visible("\the [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].", \
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"placed bruise patch over \a [W.desc] on [M]'s [affecting.name]." )
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else
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user.balloon_alert_visible("\the [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].", \
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"placed bandaid over \a [W.desc] on [M]'s [affecting.name]." )
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W.bandage()
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// W.disinfect() // Tech1 should not disinfect
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playsound(src, pick(apply_sounds), 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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balloon_alert(user, "\the [src] is used up.")
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else
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balloon_alert(user, "\the [src] is used up, but there are more wounds to treat on \the [affecting.name].")
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use(used)
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Used to treat those nasty burns."
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gender = PLURAL
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singular_name = "ointment"
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icon_state = "ointment"
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heal_burn = 1
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/ointment.ogg')
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drop_sound = 'sound/items/drop/herb.ogg'
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pickup_sound = 'sound/items/pickup/herb.ogg'
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/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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balloon_alert(user, "the [affecting.name] is cut open!")
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return
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if(affecting.is_salved())
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balloon_alert(user, "the wounds on [M]'s [affecting.name] have already been salved.")
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return 1
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else
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user.balloon_alert_visible("\the [user] starts salving wounds on [M]'s [affecting.name].", \
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"salving the wounds on [M]'s [affecting.name]." )
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if(!do_after(user, 1 SECOND, affecting))
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balloon_alert(user, "stand still to salve wounds.")
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return 1
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if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
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balloon_alert(user, "[M]'s [affecting.name] have already been salved.")
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return 1
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user.balloon_alert_visible("[user] salved wounds on [M]'s [affecting.name].", \
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"salved wounds on [M]'s [affecting.name]." )
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use(1)
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affecting.salve()
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playsound(src, pick(apply_sounds), 25)
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/obj/item/stack/medical/ointment/simple
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name = "ointment paste"
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desc = "A simple thick paste used to salve burns."
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singular_name = "old-ointment"
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icon_state = "old-ointment"
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/obj/item/stack/medical/advanced/bruise_pack
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name = "advanced trauma kit"
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singular_name = "advanced trauma kit"
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desc = "An advanced trauma kit for severe injuries."
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icon_state = "traumakit"
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heal_brute = 7
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg','sound/effects/tape.ogg')
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/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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balloon_alert(user, "the [affecting.name] is cut open!")
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return
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if(affecting.is_bandaged() && affecting.is_disinfected())
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balloon_alert(user, "[M]'s [affecting.name] have already been treated.")
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return 1
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else
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var/available = get_amount()
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user.balloon_alert_visible("\the [user] starts treating [M]'s [affecting.name].", \
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"treating [M]'s [affecting.name]." )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if (W.bandaged && W.disinfected)
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continue
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//if(used == amount)
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// break
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if(!do_after(user, W.damage/5, affecting))
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balloon_alert(user, "stand still to bandage wounds.")
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break
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if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check.
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balloon_alert(user, "[M]'s [affecting.name] is already bandaged.")
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return 1
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if(used >= available)
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balloon_alert(user, "you run out of [src]!")
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.balloon_alert_visible("\the [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
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"cleaning and sealing \a [W.desc] on [M]'s [affecting.name]." )
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else if (W.damage_type == BRUISE)
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user.balloon_alert_visible("\the [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
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"placed medical patch over \a [W.desc] on [M]'s [affecting.name]." )
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else
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user.balloon_alert_visible("\the [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
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"smeared bioglue over \a [W.desc] on [M]'s [affecting.name]." )
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W.bandage()
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W.disinfect()
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W.heal_damage(heal_brute)
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playsound(src, pick(apply_sounds), 25)
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used = 1
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update_icon()
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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balloon_alert(user, "\the [src] is used up.")
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else
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balloon_alert(user, "\the [src] is used up, but there are more wounds to treat on \the [affecting.name].")
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use(used)
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/obj/item/stack/medical/advanced/ointment
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name = "advanced burn kit"
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singular_name = "advanced burn kit"
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desc = "An advanced treatment kit for severe burns."
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icon_state = "burnkit"
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heal_burn = 7
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = list('sound/effects/ointment.ogg')
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/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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balloon_alert(user, "the [affecting.name] is cut open!")
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if(affecting.is_salved())
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balloon_alert(user, "[M]'s [affecting.name] has already been salved.")
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return 1
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else
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user.balloon_alert_visible("\the [user] starts salving wounds on [M]'s [affecting.name].", \
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"salving the wounds on [M]'s [affecting.name]." )
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if(!do_after(user, 1 SECOND, affecting))
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balloon_alert(user, "stand still to salve wounds.")
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return 1
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if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
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balloon_alert(user, "[M]'s [affecting.name] have already been salved.")
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return 1
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user.balloon_alert_visible("[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.", \
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"covered wounds on [M]'s [affecting.name] with regenerative membrane." )
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affecting.heal_damage(0,heal_burn)
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use(1)
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affecting.salve()
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playsound(src, pick(apply_sounds), 25)
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update_icon()
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/obj/item/stack/medical/splint
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name = "medical splints"
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singular_name = "medical splint"
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desc = "Modular splints capable of supporting and immobilizing bones in all areas of the body."
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icon_state = "splint"
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amount = 5
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max_amount = 5
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drop_sound = 'sound/items/drop/hat.ogg'
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pickup_sound = 'sound/items/pickup/hat.ogg'
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var/list/splintable_organs = list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO) //List of organs you can splint, natch.
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/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
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if(..())
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return 1
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if (ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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var/limb = affecting.name
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if(!(affecting.organ_tag in splintable_organs))
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balloon_alert(user, "you can't use \the [src] to apply a splint there!")
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return
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if(affecting.splinted)
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balloon_alert(user, "[M]'s [limb] is already splinted!")
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return
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if (M != user)
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user.balloon_alert_visible("[user] starts to apply \the [src] to [M]'s [limb].", "applying \the [src] to [M]'s [limb].", "You hear something being wrapped.")
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else
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if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \
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user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) ))
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balloon_alert(user, "you can't apply a splint to the arm you're using!")
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return
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user.balloon_alert_visible("[user] starts to apply \the [src] to their [limb].", "applying \the [src] to your [limb].", "You hear something being wrapped.")
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if(do_after(user, 5 SECONDS, affecting))
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if(affecting.splinted)
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balloon_alert(user, "[M]'s [limb] is already splinted!")
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return
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if(M == user && prob(75))
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user.balloon_alert_visible("\the [user] fumbles [src].", "fumbling [src].", "You hear something being wrapped.")
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return
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if(ishuman(user))
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var/obj/item/stack/medical/splint/S = split(1)
|
|
if(S)
|
|
if(affecting.apply_splint(S))
|
|
S.forceMove(affecting)
|
|
if (M != user)
|
|
user.balloon_alert_visible("\the [user] finishes applying [src] to [M]'s [limb].", "finished applying \the [src] to [M]'s [limb].", "You hear something being wrapped.")
|
|
else
|
|
user.balloon_alert_visible("\the [user] successfully applies [src] to their [limb].", "successfully applied \the [src] to your [limb].", "You hear something being wrapped.")
|
|
return
|
|
S.dropInto(src.loc) //didn't get applied, so just drop it
|
|
if(isrobot(user))
|
|
var/obj/item/stack/medical/splint/B = src
|
|
if(B)
|
|
if(affecting.apply_splint(B))
|
|
B.forceMove(affecting)
|
|
user.balloon_alert_visible("\the [user] finishes applying [src] to [M]'s [limb].", "finish applying \the [src] to [M]'s [limb].", "You hear something being wrapped.")
|
|
B.use(1)
|
|
return
|
|
user.balloon_alert_visible("\the [user] fails to apply [src].", "failed to apply [src].", "You hear something being wrapped.")
|
|
return
|
|
|
|
|
|
/obj/item/stack/medical/splint/ghetto
|
|
name = "makeshift splints"
|
|
singular_name = "makeshift splint"
|
|
desc = "For holding your limbs in place with duct tape and scrap metal."
|
|
icon_state = "tape-splint"
|
|
amount = 1
|
|
splintable_organs = list(BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
|