diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index d7ef2969bf6..00388d7e40b 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -12,6 +12,7 @@
var/self_delay = 20
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
+ var/healverb = "bandage"
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
@@ -77,6 +78,33 @@
"You apply [src] on [M].")
use(1)
+/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
+ var/mob/living/carbon/human/H = M
+ var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
+ user.visible_message("[user] [healverb]s the wounds on [H]'s [affecting.name].", \
+ "You [healverb] the wounds on [H]'s [affecting.name]." )
+
+ var/rembrute = max(0, heal_brute - affecting.brute_dam)
+ var/remburn = max(0, heal_burn - affecting.burn_dam)
+ var/nrembrute = rembrute
+ var/nremburn = remburn
+ affecting.heal_damage(heal_brute, heal_burn)
+ if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
+ for(var/obj/item/organ/external/E in affecting.children)
+ if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
+ break
+ else if(E.status && ORGAN_ROBOT || E.open) // Ignore robotic or open limb
+ continue
+ else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
+ continue
+ nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
+ nremburn = remburn - E.burn_dam
+ E.heal_damage(rembrute, remburn)
+ rembrute = nrembrute
+ remburn = nremburn
+ user.visible_message("[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.", \
+ "You [healverb] the wounds on [H]'s [E.name] with the remaining medication." )
+
//Bruise Packs//
/obj/item/stack/medical/bruise_pack
@@ -98,33 +126,12 @@
if(affecting.open == 0)
affecting.germ_level = 0
- user.visible_message("[user] bandages the wounds on [H]'s [affecting.name].", \
- "You bandage the wounds on [H]'s [affecting.name]." )
-
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
- var/rembrute = max(0, heal_brute - affecting.brute_dam)
- var/remburn = max(0, heal_burn - affecting.burn_dam)
- var/nrembrute = rembrute
- var/nremburn = remburn
- affecting.heal_damage(heal_brute, heal_burn)
- if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
- for(var/obj/item/organ/external/E in affecting.children)
- if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
- break
- else if(E.status && ORGAN_ROBOT || E.open == 1) // Ignore robotic or open limb
- continue
- else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
- continue
- nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
- nremburn = remburn - E.burn_dam
- E.heal_damage(rembrute, remburn)
- rembrute = nrembrute
- remburn = nremburn
- user.visible_message("[user] bandages the wounds on [H]'s [E.name] with the remaining bandages.", \
- "You bandages the wounds on [H]'s [E.name] with the remaining bandages." )
+ heal(H, user)
+
H.UpdateDamageIcon()
use(1)
else
@@ -151,6 +158,7 @@
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
+ healverb = "salve"
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
@@ -163,29 +171,8 @@
if(affecting.open == 0)
affecting.germ_level = 0
- user.visible_message("[user] salves the wounds on [H]'s [affecting.name].", \
- "You salves the wounds on [H]'s [affecting.name]." )
+ heal(H, user)
- var/rembrute = max(0, heal_brute - affecting.brute_dam)
- var/remburn = max(0, heal_burn - affecting.burn_dam)
- var/nrembrute = rembrute
- var/nremburn = remburn
- affecting.heal_damage(heal_brute, heal_burn)
- if(affecting.body_part in list(ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT, UPPER_TORSO, LOWER_TORSO))
- for(var/obj/item/organ/external/E in affecting.children)
- if(rembrute <= 0 && remburn <= 0) // Make sure there's actually overheal left and the organ is damaged before bothering
- break
- else if(E.status && ORGAN_ROBOT || E.open == 1) // Ignore robotic or open limb
- continue
- else if(E.brute_dam == 0 && E.burn_dam == 0) // Ignore undamaged limb
- continue
- nrembrute = rembrute - E.brute_dam // Deduct the healed damage from the remain
- nremburn = remburn - E.burn_dam
- E.heal_damage(rembrute, remburn)
- rembrute = nrembrute
- remburn = nremburn
- user.visible_message("[user] salves the wounds on [H]'s [E.name] with the remaining ointment.", \
- "You salve the wounds on [H]'s [E.name] with the remaining ointment." )
H.UpdateDamageIcon()
use(1)
else