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https://github.com/ParadiseSS13/Paradise.git
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tweaks
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@@ -10,7 +10,6 @@
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var/heal_brute = 0
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var/heal_burn = 0
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var/self_delay = 20
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var/stop_bleeding = 0 //does it stop bleeding or not?
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var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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@@ -77,7 +76,6 @@
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = "biotech=1"
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stop_bleeding = 1
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/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
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if(..())
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@@ -88,15 +86,19 @@
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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if(stop_bleeding)
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affecting.bandage()
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affecting.disinfect()
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user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
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var/bandaged = affecting.bandage()
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var/disinfected = affecting.disinfect()
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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if(!(bandaged || disinfected))
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to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been bandaged.</span>")
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return 1
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else
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user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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else
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to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
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@@ -106,8 +108,7 @@
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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 = 20
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stop_bleeding = 0 // Heals, but doesn't stop bleeding
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heal_brute = 25
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@@ -131,13 +132,15 @@
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open == 0)
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affecting.salve()
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user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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if(!affecting.salve())
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to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been salved.</span>")
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return 1
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else
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user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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else
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to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
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@@ -147,7 +150,7 @@
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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 = 20
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heal_burn = 25
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@@ -183,6 +186,7 @@
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singular_name = "medical splint"
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icon_state = "splint"
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unique_handling = 1
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self_delay = 100
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/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
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if(..())
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@@ -192,6 +196,9 @@
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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.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
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to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
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return
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if(affecting.status & ORGAN_SPLINTED)
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to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
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if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
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