Files
CHOMPStation2/code/game/objects/items/devices/defib.dm
CHOMPStation2StaffMirrorBot a6dcc16233 [MIRROR] Various Surgery & Medical fixes, QoL, and adjustments (#11949)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-11-08 23:23:20 -05:00

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#define DEFIB_TIME_LIMIT (10 MINUTES) //past this many seconds, defib is useless.
#define DEFIB_TIME_LOSS (2 MINUTES) //past this many seconds, brain damage occurs.
//backpack item
/obj/item/defib_kit
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/defibrillator.dmi'
icon_state = "defibunit"
item_state = "defibunit"
slot_flags = SLOT_BACK
force = 5
throwforce = 6
preserve_item = 1
w_class = ITEMSIZE_LARGE
unacidable = TRUE
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
var/obj/item/shockpaddles/linked/paddle_path = /obj/item/shockpaddles/linked
var/obj/item/cell/bcell = null
pickup_sound = 'sound/items/pickup/device.ogg'
drop_sound = 'sound/items/drop/device.ogg'
/obj/item/defib_kit/get_cell()
return bcell
/obj/item/defib_kit/Initialize(mapload) //starts without a cell for rnd
AddComponent(/datum/component/tethered_item, paddle_path)
. = ..()
if(ispath(bcell))
bcell = new bcell(src)
update_icon()
/obj/item/defib_kit/Destroy()
. = ..()
QDEL_NULL(bcell)
/obj/item/defib_kit/loaded //starts with a cell
bcell = /obj/item/cell/apc
/obj/item/defib_kit/proc/get_paddles()
var/datum/component/tethered_item/TI = GetComponent(/datum/component/tethered_item)
return TI.get_handheld()
/obj/item/defib_kit/update_icon()
cut_overlays()
var/obj/item/shockpaddles/linked/paddles = get_paddles()
if(paddles && paddles.loc == src)
add_overlay("[initial(icon_state)]-paddles")
if(bcell && paddles)
if(bcell.check_charge(paddles.chargecost))
if(paddles.combat)
add_overlay("[initial(icon_state)]-combat")
else if(!paddles.safety)
add_overlay("[initial(icon_state)]-emagged")
else
add_overlay("[initial(icon_state)]-powered")
var/ratio = CEILING(bcell.percent()/25, 1) * 25
add_overlay("[initial(icon_state)]-charge[ratio]")
else
add_overlay("[initial(icon_state)]-nocell")
/obj/item/defib_kit/attack_hand(mob/living/user)
// See important note in tethered_item.dm
if(SEND_SIGNAL(src,COMSIG_ITEM_ATTACK_SELF,user) & COMPONENT_NO_INTERACT)
return TRUE
. = ..()
/obj/item/defib_kit/MouseDrop()
if(ismob(src.loc))
if(!CanMouseDrop(src))
return
var/mob/M = src.loc
if(!M.unEquip(src))
return
src.add_fingerprint(usr)
M.put_in_any_hand_if_possible(src)
/obj/item/defib_kit/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/cell))
if(bcell)
to_chat(user, span_notice("\The [src] already has a cell."))
else
if(!user.unEquip(W))
return
W.forceMove(src)
bcell = W
to_chat(user, span_notice("You install a cell in \the [src]."))
update_icon()
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(bcell)
bcell.update_icon()
bcell.forceMove(get_turf(src.loc))
user.put_in_any_hand_if_possible(bcell)
bcell = null
to_chat(user, span_notice("You remove the cell from \the [src]."))
update_icon()
else
return ..()
/obj/item/defib_kit/emag_act(var/remaining_charges, var/mob/user)
var/obj/item/shockpaddles/linked/paddles = get_paddles()
if(paddles)
. = paddles.emag_act(user)
update_icon()
return
//checks that the base unit is in the correct slot to be used
/obj/item/defib_kit/proc/slot_check()
var/mob/M = loc
if(!istype(M))
return 0 //not equipped
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src)
return 1
if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src)
return 1
if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_s_store) == src)
return 1
if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_s_store) == src)
return 1
return 0
/*
Base Unit Subtypes
*/
/obj/item/defib_kit/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
w_class = ITEMSIZE_NORMAL
slot_flags = SLOT_BELT
origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
/obj/item/defib_kit/compact/loaded
bcell = /obj/item/cell/high
/obj/item/defib_kit/compact/combat
name = "combat defibrillator"
desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
paddle_path = /obj/item/shockpaddles/linked/combat
/obj/item/defib_kit/compact/combat/loaded
bcell = /obj/item/cell/high
/obj/item/shockpaddles/linked/combat
combat = 1
safety = 0
chargetime = (1 SECONDS)
//paddles
/obj/item/shockpaddles
name = "defibrillator paddles"
desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
icon = 'icons/obj/defibrillator.dmi'
icon_state = "defibpaddles"
item_state = "defibpaddles"
gender = PLURAL
force = 2
throwforce = 6
w_class = ITEMSIZE_LARGE
item_flags = NOSTRIP
var/safety = 1 //if you can zap people with the paddles on harm mode
var/combat = 0 //If it can be used to revive people wearing thick clothing (e.g. spacesuits)
var/cooldowntime = (6 SECONDS) // How long in deciseconds until the defib is ready again after use.
var/chargetime = (2 SECONDS)
var/chargecost = 1250 //units of charge per zap //With the default APC level cell, this allows 4 shocks
var/burn_damage_amt = 5
var/use_on_synthetic = 0 //If 1, this is only useful on FBPs, if 0, this is only useful on fleshies
var/wielded = 0
var/cooldown = 0
var/busy = 0
/obj/item/shockpaddles/proc/set_cooldown(var/delay)
cooldown = 1
update_icon()
spawn(delay)
if(cooldown)
cooldown = 0
update_icon()
make_announcement("beeps, \"Unit is re-energized.\"", "notice")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
/obj/item/shockpaddles/update_held_icon()
var/mob/living/M = loc
if(istype(M) && M.item_is_in_hands(src) && !M.hands_are_full())
wielded = 1
name = "[initial(name)] (wielded)"
else
wielded = 0
name = initial(name)
update_icon()
..()
/obj/item/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
/obj/item/shockpaddles/proc/can_use(mob/user, mob/M)
if(busy)
return 0
if(!check_charge(chargecost))
to_chat(user, span_warning("\The [src] doesn't have enough charge left to do that."))
return 0
if(!wielded && !isrobot(user))
to_chat(user, span_warning("You need to wield the paddles with both hands before you can use them on someone!"))
return 0
if(cooldown)
to_chat(user, span_warning("\The [src] are re-energizing!"))
return 0
return 1
//Checks for various conditions to see if the mob is revivable
/obj/item/shockpaddles/proc/can_defib(mob/living/carbon/human/H) //This is checked before doing the defib operation
if((H.species.flags & NO_DEFIB))
return "buzzes, \"Incompatible physiology. Operation aborted.\""
else if(H.isSynthetic() && !use_on_synthetic)
return "buzzes, \"Synthetic Body. Operation aborted.\""
else if(!H.isSynthetic() && use_on_synthetic)
return "buzzes, \"Organic Body. Operation aborted.\""
if(H.stat != DEAD)
return "buzzes, \"Patient is not in a valid state. Operation aborted.\""
if(!check_contact(H))
return "buzzes, \"Patient's chest is obstructed. Operation aborted.\""
return null
/obj/item/shockpaddles/proc/can_revive(mob/living/carbon/human/H) //This is checked right before attempting to revive
var/obj/item/organ/internal/brain/brain = H.internal_organs_by_name[O_BRAIN]
if(H.should_have_organ(O_BRAIN))
if(!brain)
return "buzzes, \"Resuscitation failed - Patient lacks a brain. Further attempts futile without replacement.\""
else if(istype(brain, /obj/item/organ/internal/brain)) //Some species have weird 'brains' that aren't technically brains. Those don't have defib timers.
if(brain.defib_timer <= 0)
return "buzzes, \"Resuscitation failed - Patient's brain has naturally degraded past a recoverable state. Further attempts futile.\""
H.updatehealth()
if(H.isSynthetic())
if(H.health + H.getOxyLoss() + H.getToxLoss() <= -(H.getMaxHealth()))
return "buzzes, \"Resuscitation failed - Severe damage detected. Begin damage restoration before further attempts.\""
else if(H.health + H.getOxyLoss() <= -(H.getMaxHealth())) //They need to be healed first.
return "buzzes, \"Resuscitation failed - Severe tissue damage detected. Repair of anatomical damage required.\""
else if(HUSK in H.mutations) //Husked! Need to fix their husk status first.
return "buzzes, \"Resuscitation failed - Anatomical structure malformation detected. 'De-Husk' surgery required.\""
else if(!H.can_defib) //We can frankensurgery them! Let's tell the user.
return "buzzes, \"Resuscitation failed - Severe neurological deformation detected. Brain-stem reattachment surgery required.\""
var/bad_vital_organ = H.check_vital_organs() //CONTRARY to what you may think, your HEART AND LUNGS ARE NOT VITAL. Only the brain is. This is here in case a species has a special vital organ they need to survive in addiition to their brain.
if(bad_vital_organ)
return "buzzes, \"Resuscitation failed - Patient's ([bad_vital_organ]) is missing / suffering extensive damage. Further attempts futile without surgical intervention.\""
//this needs to be last since if any of the 'other conditions are met their messages take precedence
//if(!H.client && !H.teleop)
// return "buzzes, \"Resuscitation failed - Mental interface error. Further attempts may be successful.\""// CHOMPEdit, removing this check to allow revival through bad internet connections.
return null
/obj/item/shockpaddles/proc/check_contact(mob/living/carbon/human/H)
if(!combat)
for(var/obj/item/clothing/cloth in list(H.wear_suit, H.w_uniform))
if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & THICKMATERIAL))
return FALSE
return TRUE
/obj/item/shockpaddles/proc/check_vital_organs(mob/living/carbon/human/H)
var/bad_vital = H.check_vital_organs()
if(!bad_vital) //All organs are A-OK. Let's go!
return null
//Otherwise, we have a bad vital organ, return a message to the user
return "buzzes, \"Resuscitation failed - Patient is vital organ ([bad_vital]) is missing / suffering extensive damage. Further attempts futile without surgical intervention.\""
/obj/item/shockpaddles/proc/check_blood_level(mob/living/carbon/human/H)
if(!H.should_have_organ(O_HEART))
return FALSE
var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[O_HEART]
if(!heart)
return TRUE
var/blood_volume = H.vessel.get_reagent_amount(REAGENT_ID_BLOOD)
if(!heart || heart.is_broken())
blood_volume *= 0.3
else if(heart.is_bruised())
blood_volume *= 0.7
else if(heart.damage > 5) //CHOMPedit, so ONE heart damage isnt 20% of blood missing, now its 5
blood_volume *= 0.9 //chompedit, 90% instead of 80%
return blood_volume < H.species.blood_volume*H.species.blood_level_fatal
/obj/item/shockpaddles/proc/check_charge(var/charge_amt)
return 0
/obj/item/shockpaddles/proc/checked_use(var/charge_amt)
return 0
/obj/item/shockpaddles/attack(mob/living/M, mob/living/user, var/target_zone)
var/mob/living/carbon/human/H = M
if(!istype(H) || user.a_intent == I_HURT)
return ..() //Do a regular attack. Harm intent shocking happens as a hit effect
if(can_use(user, H))
busy = 1
update_icon()
do_revive(H, user)
busy = 0
update_icon()
return 1
//Since harm-intent now skips the delay for deliberate placement, you have to be able to hit them in combat in order to shock people.
/obj/item/shockpaddles/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(ishuman(target) && can_use(user, target))
busy = 1
update_icon()
do_electrocute(target, user, hit_zone)
busy = 0
update_icon()
return 1
return ..()
// This proc is used so that we can return out of the revive process while ensuring that busy and update_icon() are handled
/obj/item/shockpaddles/proc/do_revive(mob/living/carbon/human/H, mob/user)
var/mob/observer/dead/ghost = H.get_ghost()
if(ghost)
ghost.notify_revive("Someone is trying to resuscitate you. Re-enter your body if you want to be revived!", 'sound/effects/genetics.ogg', source = src)
//beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
user.visible_message(span_warning("\The [user] begins to place [src] on [H]'s chest."), span_warning("You begin to place [src] on [H]'s chest..."))
if(!do_after(user, 3 SECONDS, target = H))
return
user.visible_message(span_infoplain(span_bold("\The [user]") + " places [src] on [H]'s chest."), span_warning("You place [src] on [H]'s chest."))
playsound(src, 'sound/machines/defib_charge.ogg', 50, 0)
var/error = can_defib(H)
if(error)
make_announcement(error, "warning")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
if(check_blood_level(H))
make_announcement("buzzes, \"Warning - Patient is in hypovolemic shock.\"", "warning") //also includes heart damage
//placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
if(!do_after(user, chargetime, target = H))
return
//deduct charge here, in case the base unit was EMPed or something during the delay time
if(!checked_use(chargecost))
make_announcement("buzzes, \"Insufficient charge.\"", "warning")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
H.visible_message(span_warning("\The [H]'s body convulses a bit."))
playsound(src, "bodyfall", 50, 1)
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
set_cooldown(cooldowntime)
error = can_revive(H)
if(error)
make_announcement(error, "warning")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
H.apply_damage(burn_damage_amt, BURN, BP_TORSO)
if(HAS_TRAIT(H, TRAIT_UNLUCKY) && prob(5))
make_announcement("buzzes, \"Unknown error occurred. Please try again.\"", "warning")
playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
return
//set oxyloss so that the patient is just barely in crit, if possible
var/barely_in_crit = -(H.get_crit_point() - 1) //Assume get_crit_point will return -50, so we take the inverse of it.
var/adjust_health = barely_in_crit - H.health //need to increase health by this much
if(adjust_health < 0) //We got a negative value. Safety in case of weird fuckery.
adjust_health *= -1
H.adjustOxyLoss(-adjust_health)
if(H.isSynthetic())
H.adjustToxLoss(-H.getToxLoss())
make_announcement("pings, \"Resuscitation successful.\"", "notice")
playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
make_alive(H)
log_and_message_admins("used \a [src] to revive [key_name(H)].")
/obj/item/shockpaddles/proc/do_electrocute(mob/living/carbon/human/H, mob/user, var/target_zone)
var/obj/item/organ/external/affecting = H.get_organ(target_zone)
if(!affecting)
to_chat(user, span_warning("They are missing that body part!"))
return
//no need to spend time carefully placing the paddles, we're just trying to shock them
user.visible_message(span_danger("\The [user] slaps [src] onto [H]'s [affecting.name]."), span_danger("You overcharge [src] and slap them onto [H]'s [affecting.name]."))
//Just stop at awkwardly slapping electrodes on people if the safety is enabled
if(safety)
to_chat(user, span_warning("You can't do that while the safety is enabled."))
return
playsound(src, 'sound/machines/defib_charge.ogg', 50, 0)
audible_message(span_warning("\The [src] lets out a steadily rising hum..."), runemessage = "whines")
if(!do_after(user, chargetime, target = H))
return
//deduct charge here, in case the base unit was EMPed or something during the delay time
if(!checked_use(chargecost))
make_announcement("buzzes, \"Insufficient charge.\"", "warning")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
user.visible_message(span_danger(span_italics("\The [user] shocks [H] with \the [src]!")), span_warning("You shock [H] with \the [src]!"))
playsound(src, 'sound/machines/defib_zap.ogg', 100, 1, -1)
playsound(src, 'sound/weapons/egloves.ogg', 100, 1, -1)
set_cooldown(cooldowntime)
H.stun_effect_act(2, 120, target_zone, electric = TRUE)
var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone)
if(burn_damage > 15 && H.can_feel_pain())
H.emote("scream")
add_attack_logs(user,H,"Shocked using [name]")
/obj/item/shockpaddles/proc/make_alive(mob/living/carbon/human/M) //This revives the mob
GLOB.dead_mob_list.Remove(M)
if((M in GLOB.living_mob_list) || (M in GLOB.dead_mob_list))
WARNING("Mob [M] was defibbed but already in the living or dead list still!")
GLOB.living_mob_list += M
M.timeofdeath = 0
M.set_stat(UNCONSCIOUS) //Life() can bring them back to consciousness if it needs to.
M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
M.reload_fullscreen()
M.emote("gasp")
M.Weaken(rand(10,25))
M.updatehealth()
apply_brain_damage(M)
M.adjustHalLoss(40) // CHOMPEdit: Moderate amount of halloss for EVERYONE being defibbed. Defibs feel like being kicked in the chest by a mule. Shit hurts if you're awake.
// VOREStation Edits Start: Defib pain
var/datum/component/xenochimera/xc = M.get_xenochimera_component()
if(xc) // Only do the following to Xenochimera. Handwave this however you want, this is to balance defibs on an alien race.
M.adjustHalLoss(220) // This hurts a LOT, stacks on top of the previous halloss.
xc.feral += 100 // If they somehow weren't already feral, force them feral by increasing ferality var directly, to avoid any messy checks. handle_feralness() will immediately set our feral properly according to halloss anyhow.
// VOREStation Edits End
// SSgame_master.adjust_danger(-20) // VOREStation Edit - We don't use SSgame_master yet.
/obj/item/shockpaddles/proc/apply_brain_damage(mob/living/carbon/human/H)
if(!H.should_have_organ(O_BRAIN))
return // No brain.
var/obj/item/organ/internal/brain/brain = H.internal_organs_by_name[O_BRAIN]
if(!brain)
return // Still no brain.
// If the brain'd `defib_timer` var gets below this number, brain damage will happen at a linear rate.
// This is measures in `Life()` ticks. E.g. 10 minute defib timer = 6000 world.time units = 3000 `Life()` ticks.
var/brain_damage_timer = ((CONFIG_GET(number/defib_timer) MINUTES) / 2) - ((CONFIG_GET(number/defib_braindamage_timer) MINUTES) / 2) // CHOMPEdit
if(brain.defib_timer > brain_damage_timer)
return // They got revived before brain damage got a chance to set in.
// As the brain decays, this will be between 0 and 1, with 1 being the most fresh.
var/brain_death_scale = brain.defib_timer / brain_damage_timer
// This is backwards from what you might expect, since 1 = fresh and 0 = rip.
var/damage_calc = LERP(brain.max_damage, H.getBrainLoss(), brain_death_scale)
// A bit of sanity.
var/brain_damage = between(H.getBrainLoss(), damage_calc, brain.max_damage)
H.setBrainLoss(brain_damage)
/obj/item/shockpaddles/proc/make_announcement(var/message, var/msg_class)
audible_message(span_bold(span_info("\The [src]") + " [message]"), span_info("\The [src] vibrates slightly."), runemessage = "buzz")
/obj/item/shockpaddles/emag_act(mob/user)
if(safety)
safety = 0
to_chat(user, span_warning("You silently disable \the [src]'s safety protocols with the cryptographic sequencer."))
update_icon()
return 1
else
safety = 1
to_chat(user, span_notice("You silently enable \the [src]'s safety protocols with the cryptographic sequencer."))
update_icon()
return 1
/obj/item/shockpaddles/emp_act(severity, recursive)
var/new_safety = rand(0, 1)
if(safety != new_safety)
safety = new_safety
if(safety)
make_announcement("beeps, \"Safety protocols enabled!\"", "notice")
playsound(src, 'sound/machines/defib_safetyon.ogg', 50, 0)
else
make_announcement("beeps, \"Safety protocols disabled!\"", "warning")
playsound(src, 'sound/machines/defib_safetyoff.ogg', 50, 0)
update_icon()
..()
/obj/item/shockpaddles/robot
name = "defibrillator paddles"
desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing."
chargecost = 50
combat = 1
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
cooldowntime = (3 SECONDS)
/obj/item/shockpaddles/robot/check_charge(var/charge_amt)
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
return (R.cell && R.cell.check_charge(charge_amt))
/obj/item/shockpaddles/robot/checked_use(var/charge_amt)
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
return (R.cell && R.cell.checked_use(charge_amt))
/obj/item/shockpaddles/robot/combat
name = "combat defibrillator paddles"
desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing. This version \
appears to be optimized for combat situations, foregoing the safety inhabitors in favor of a faster charging time."
safety = 0
chargetime = (1 SECONDS)
/*
Shockpaddles that are linked to a base unit
*/
/obj/item/shockpaddles/linked/check_charge(var/charge_amt)
var/obj/item/defib_kit/base_unit = tethered_host_item
return (base_unit.bcell && base_unit.bcell.check_charge(charge_amt))
/obj/item/shockpaddles/linked/checked_use(var/charge_amt)
var/obj/item/defib_kit/base_unit = tethered_host_item
return (base_unit.bcell && base_unit.bcell.checked_use(charge_amt))
/obj/item/shockpaddles/linked/make_announcement(var/message, var/msg_class)
var/obj/item/defib_kit/base_unit = tethered_host_item
base_unit.audible_message(span_infoplain(span_bold("\The [base_unit]") + " [message]"), span_info("\The [base_unit] vibrates slightly."))
/*
Standalone Shockpaddles
*/
/obj/item/shockpaddles/standalone
desc = "A pair of shockpaddles powered by an experimental miniaturized reactor" //Inspired by the advanced e-gun
var/fail_counter = 0
/obj/item/shockpaddles/standalone/Destroy()
. = ..()
if(fail_counter)
STOP_PROCESSING(SSobj, src)
/obj/item/shockpaddles/standalone/check_charge(var/charge_amt)
return 1
/obj/item/shockpaddles/standalone/checked_use(var/charge_amt)
SSradiation.radiate(src, charge_amt/12) //just a little bit of radiation. It's the price you pay for being powered by magic I guess
return 1
/obj/item/shockpaddles/standalone/process()
if(fail_counter > 0)
SSradiation.radiate(src, fail_counter--)
else
STOP_PROCESSING(SSobj, src)
/obj/item/shockpaddles/standalone/emp_act(severity, recursive)
..()
var/new_fail = 0
switch(severity)
if(1)
new_fail = max(fail_counter, 20)
visible_message("\The [src]'s reactor overloads!")
if(2)
new_fail = max(fail_counter, 8)
if(ismob(loc))
to_chat(loc, span_warning("\The [src] feel pleasantly warm."))
if(new_fail && !fail_counter)
START_PROCESSING(SSobj, src)
fail_counter = new_fail
/* From the Bay port, this doesn't seem to have a sprite.
/obj/item/shockpaddles/standalone/traitor
name = "defibrillator paddles"
desc = "A pair of unusual looking paddles powered by an experimental miniaturized reactor. It possesses both the ability to penetrate armor and to deliver powerful shocks."
icon = 'icons/obj/weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
combat = 1
safety = 0
chargetime = (1 SECONDS)
*/
//FBP Defibs
/obj/item/defib_kit/jumper_kit
name = "jumper cable kit"
desc = "A device that delivers powerful shocks to detachable jumper cables that are capable of reviving full body prosthetics."
icon_state = "jumperunit"
item_state = "defibunit"
// item_state = "jumperunit"
paddle_path = /obj/item/shockpaddles/linked/jumper
/obj/item/defib_kit/jumper_kit/loaded
bcell = /obj/item/cell/high
/obj/item/shockpaddles/linked/jumper
name = "jumper cables"
icon_state = "jumperpaddles"
item_state = "jumperpaddles"
use_on_synthetic = 1
/obj/item/shockpaddles/robot/jumper
name = "jumper cables"
desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing."
icon_state = "jumperpaddles0"
item_state = "jumperpaddles0"
use_on_synthetic = 1
#undef DEFIB_TIME_LIMIT
#undef DEFIB_TIME_LOSS