Files
Citadel-Station-13-RP/code/game/objects/items/stacks/medical.dm
2019-07-26 23:52:52 -07:00

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/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/stacks.dmi'
amount = 10
max_amount = 10
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 20
var/heal_brute = 0
var/heal_burn = 0
var/apply_sounds
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
if (!istype(M))
user << "<span class='warning'>\The [src] cannot be applied to [M]!</span>"
return 1
if ( ! (istype(user, /mob/living/carbon/human) || \
istype(user, /mob/living/silicon)) )
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(!affecting)
user << "<span class='warning'>No body part there to work on!</span>"
return 1
if(affecting.organ_tag == BP_HEAD)
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
user << "<span class='warning'>You can't apply [src] through [H.head]!</span>"
return 1
else
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
user << "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>"
return 1
if(affecting.robotic == ORGAN_ROBOT)
user << "<span class='warning'>This isn't useful at all on a robotic limb.</span>"
return 1
if(affecting.robotic >= ORGAN_LIFELIKE)
user << "<span class='warning'>You apply the [src], but it seems to have no effect...</span>"
use(1)
return 1
H.UpdateDamageIcon()
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
user.visible_message( \
"<span class='notice'>[M] has been applied with [src] by [user].</span>", \
"<span class='notice'>You apply \the [src] to [M].</span>" \
)
use(1)
M.updatehealth()
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "brutepack"
origin_tech = list(TECH_BIO = 1)
no_variants = FALSE
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
return
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
return 1
else
user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
continue
if(W.bandaged)
continue
if(used == amount)
break
if(!do_mob(user, M, W.damage/5))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
break
if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
return 1
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<span class='notice'>\The [user] bandages \a [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
//H.add_side_effect("Itch")
else if (W.damage_type == BRUISE)
user.visible_message("<span class='notice'>\The [user] places a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
else
user.visible_message("<span class='notice'>\The [user] places a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
W.bandage()
// W.disinfect() // VOREStation - Tech1 should not disinfect
playsound(src, pick(apply_sounds), 25)
used++
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
else
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
use(used)
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 1
origin_tech = list(TECH_BIO = 1)
no_variants = FALSE
apply_sounds = list('sound/effects/ointment.ogg')
/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
return
if(affecting.is_salved())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
return 1
else
user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
if(!do_mob(user, M, 10))
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
return 1
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
return 1
user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
use(1)
affecting.salve()
playsound(src, pick(apply_sounds), 25)
/obj/item/stack/medical/advanced/bruise_pack
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 7 //VOREStation Edit
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg','sound/effects/tape.ogg')
/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
return
if(affecting.is_bandaged() && affecting.is_disinfected())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>")
return 1
else
user.visible_message("<span class='notice'>\The [user] starts treating [M]'s [affecting.name].</span>", \
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
var/used = 0
for (var/datum/wound/W in affecting.wounds)
if (W.internal)
continue
if (W.bandaged && W.disinfected)
continue
//if(used == amount) //VOREStation Edit
// break //VOREStation Edit
if(!do_mob(user, M, W.damage/5))
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
break
if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
return 1
if (W.current_stage <= W.max_bleeding_stage)
user.visible_message("<span class='notice'>\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.</span>", \
"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
else if (W.damage_type == BRUISE)
user.visible_message("<span class='notice'>\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
else
user.visible_message("<span class='notice'>\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>", \
"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
W.bandage()
W.disinfect()
W.heal_damage(heal_brute)
playsound(src, pick(apply_sounds), 25)
used = 1 //VOREStation Edit
update_icon() // Citadel Change
affecting.update_damages()
if(used == amount)
if(affecting.is_bandaged())
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
else
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
use(used)
/obj/item/stack/medical/advanced/ointment
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 7 //VOREStation Edit
origin_tech = list(TECH_BIO = 1)
apply_sounds = list('sound/effects/ointment.ogg')
/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(affecting.open)
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
if(affecting.is_salved())
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
return 1
else
user.visible_message("<span class='notice'>\The [user] starts salving wounds on [M]'s [affecting.name].</span>", \
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
if(!do_mob(user, M, 10))
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
return 1
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
return 1
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
affecting.heal_damage(0,heal_burn)
use(1)
affecting.salve()
playsound(src, pick(apply_sounds), 25)
update_icon() // Citadel Change
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
desc = "Modular splints capable of supporting and immobilizing bones in both limbs and appendages."
icon_state = "splint"
amount = 5
max_amount = 5
var/list/splintable_organs = list(BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT) //List of organs you can splint, natch.
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
if(..())
return 1
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
var/limb = affecting.name
if(!(affecting.organ_tag in splintable_organs))
to_chat(user, "<span class='danger'>You can't use \the [src] to apply a splint there!</span>")
return
if(affecting.splinted)
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
return
if (M != user)
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You start to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
else
if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \
user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) ))
to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
return
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
if(do_after(user, 50, M))
if(affecting.splinted)
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
return
if(M == user && prob(75))
user.visible_message("<span class='danger'>\The [user] fumbles [src].</span>", "<span class='danger'>You fumble [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
return
if(ishuman(user))
var/obj/item/stack/medical/splint/S = split(1)
if(S)
if(affecting.apply_splint(S))
S.forceMove(affecting)
if (M != user)
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
else
user.visible_message("<span class='danger'>\The [user] successfully applies [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
B.use(1)
return
user.visible_message("<span class='danger'>\The [user] fails to apply [src].</span>", "<span class='danger'>You fail to apply [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
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)
// Begin Citadel Changes - New advanced kit sprites
/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"
// End Citadel Changes