mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-29 15:08:02 +01:00
+6
-4
@@ -500,6 +500,7 @@
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#include "code\game\machinery\hologram.dm"
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#include "code\game\machinery\hydroponics.dm"
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#include "code\game\machinery\igniter.dm"
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#include "code\game\machinery\iv_drip.dm"
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#include "code\game\machinery\lightswitch.dm"
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#include "code\game\machinery\machinery.dm"
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#include "code\game\machinery\magnet.dm"
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@@ -962,10 +963,10 @@
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#include "code\modules\critters\critter_defenses.dm"
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#include "code\modules\critters\critters.dm"
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#include "code\modules\critters\hivebots\hivebot.dm"
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#include "code\modules\DetectiveWork\detective_work.dm"
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#include "code\modules\DetectiveWork\evidence.dm"
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#include "code\modules\DetectiveWork\footprints_and_rag.dm"
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#include "code\modules\DetectiveWork\scanner.dm"
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#include "code\modules\detectivework\detective_work.dm"
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#include "code\modules\detectivework\evidence.dm"
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#include "code\modules\detectivework\footprints_and_rag.dm"
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#include "code\modules\detectivework\scanner.dm"
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#include "code\modules\flufftext\Dreaming.dm"
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#include "code\modules\flufftext\Hallucination.dm"
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#include "code\modules\flufftext\TextFilters.dm"
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@@ -1235,6 +1236,7 @@
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#include "code\modules\reagents\reagent_containers.dm"
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#include "code\modules\reagents\reagent_dispenser.dm"
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#include "code\modules\reagents\syringe_gun.dm"
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#include "code\modules\reagents\reagent_containers\blood_pack.dm"
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#include "code\modules\reagents\reagent_containers\borghydro.dm"
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#include "code\modules\reagents\reagent_containers\dropper.dm"
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#include "code\modules\reagents\reagent_containers\food.dm"
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@@ -1028,6 +1028,29 @@ obj/machinery/atmospherics/pipe/attackby(var/obj/item/weapon/W as obj, var/mob/u
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return ..()
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if (istype(src, /obj/machinery/atmospherics/pipe/vent))
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return ..()
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// ===== Handle paints =====
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if(istype(W, /obj/item/weapon/reagent_containers/glass/paint/red))
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src.color = "red"
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user << "\red You paint the pipe red."
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update_icon()
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return 1
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if(istype(W, /obj/item/weapon/reagent_containers/glass/paint/blue))
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src.color = "blue"
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user << "\red You paint the pipe blue."
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update_icon()
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return 1
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if(istype(W, /obj/item/weapon/reagent_containers/glass/paint/green))
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src.color = "green"
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user << "\red You paint the pipe green."
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update_icon()
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return 1
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if(istype(W, /obj/item/weapon/reagent_containers/glass/paint/yellow))
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src.color = "yellow"
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user << "\red You paint the pipe yellow."
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update_icon()
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return 1
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if (!istype(W, /obj/item/weapon/wrench))
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return ..()
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var/turf/T = src.loc
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@@ -1052,4 +1075,4 @@ obj/machinery/atmospherics/pipe/attackby(var/obj/item/weapon/W as obj, var/mob/u
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if (meter.target == src)
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new /obj/item/pipe_meter(T)
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del(meter)
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del(src)
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del(src)
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@@ -34,6 +34,10 @@
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// number of wounds of this type
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var/tmp/amount = 1
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// maximum stage at which bleeding should still happen, counted from the right rather than the left of the list
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// 1 means all stages except the last should bleed
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var/max_bleeding_stage = 1
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// helper lists
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var/tmp/list/desc_list = list()
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var/tmp/list/damage_list = list()
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@@ -55,6 +59,10 @@
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// this will ensure the size of the wound matches the damage
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src.heal_damage(0)
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// make the max_bleeding_stage count from the end of the list rather than the start
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// this is more robust to changes to the list
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max_bleeding_stage = src.desc_list.len - max_bleeding_stage
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// returns 1 if there's a next stage, 0 otherwise
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proc/next_stage()
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if(current_stage + 1 > src.desc_list.len)
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@@ -106,29 +114,35 @@
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src.min_damage = damage_list[current_stage]
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proc/bleeding()
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return (!bandaged && (damage_type == BRUISE && damage >= 20 || damage_type == CUT))
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return (!bandaged && (damage_type == BRUISE && damage >= 20 || damage_type == CUT) && current_stage <= max_bleeding_stage)
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/** CUTS **/
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/datum/wound/cut
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// link wound descriptions to amounts of damage
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max_bleeding_stage = 2
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stages = list("ugly ripped cut" = 20, "ripped cut" = 10, "cut" = 5, "healing cut" = 2, "small scab" = 0)
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/datum/wound/deep_cut
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max_bleeding_stage = 3
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stages = list("ugly deep ripped cut" = 25, "deep ripped cut" = 20, "deep cut" = 15, "clotted cut" = 8, "scab" = 2, "fresh skin" = 0)
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/datum/wound/flesh_wound
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max_bleeding_stage = 3
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stages = list("ugly ripped flesh wound" = 35, "ugly flesh wound" = 30, "flesh wound" = 25, "blood soaked clot" = 15, "large scab" = 5, "fresh skin" = 0)
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/datum/wound/gaping_wound
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max_bleeding_stage = 2
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stages = list("gaping wound" = 50, "large blood soaked clot" = 25, "large clot" = 15, "small angry scar" = 5, \
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"small straight scar" = 0)
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/datum/wound/big_gaping_wound
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max_bleeding_stage = 2
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stages = list("big gaping wound" = 60, "healing gaping wound" = 40, "large angry scar" = 10, "large straight scar" = 0)
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needs_treatment = 1 // this only heals when bandaged
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/datum/wound/massive_wound
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max_bleeding_stage = 2
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stages = list("massive wound" = 70, "massive healing wound" = 50, "massive angry scar" = 10, "massive jagged scar" = 0)
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needs_treatment = 1 // this only heals when bandaged
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@@ -0,0 +1,92 @@
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/obj/machinery/iv_drip
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name = "\improper IV drip"
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icon = 'icons/obj/iv_drip.dmi'
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anchored = 0
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density = 1
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/obj/machinery/iv_drip/var/mob/living/carbon/human/attached = null
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/obj/machinery/iv_drip/var/obj/item/weapon/reagent_containers/beaker = null
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/obj/machinery/iv_drip/update_icon()
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if(src.attached)
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icon_state = "hooked"
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else
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icon_state = ""
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overlays = null
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if(beaker)
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var/datum/reagents/reagents = beaker.reagents
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if(reagents.total_volume)
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var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent")
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var/percent = round((reagents.total_volume / beaker.volume) * 100)
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switch(percent)
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if(0 to 9) filling.icon_state = "reagent0"
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if(10 to 24) filling.icon_state = "reagent10"
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if(25 to 49) filling.icon_state = "reagent25"
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if(50 to 74) filling.icon_state = "reagent50"
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if(75 to 79) filling.icon_state = "reagent75"
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if(80 to 90) filling.icon_state = "reagent80"
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if(91 to INFINITY) filling.icon_state = "reagent100"
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
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/obj/machinery/iv_drip/MouseDrop(over_object, src_location, over_location)
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..()
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if(attached)
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visible_message("[src.attached] is detached from \the [src]")
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src.attached = null
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src.update_icon()
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return
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if(in_range(src, usr) && ishuman(over_object) && get_dist(over_object, src) <= 1)
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visible_message("[usr] attaches \the [src] to \the [over_object].")
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src.attached = over_object
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src.update_icon()
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/obj/machinery/iv_drip/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/reagent_containers))
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if(!isnull(src.beaker))
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user << "There is already a reagent container loaded!"
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return
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user.drop_item()
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W.loc = src
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src.beaker = W
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user << "You attach \the [W] to \the [src]."
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src.update_icon()
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return
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else
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return ..()
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/obj/machinery/iv_drip/process()
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set background = 1
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..()
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if(src.attached && src.beaker && src.beaker.volume > 0)
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if(!(get_dist(src, src.attached) <= 1))
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visible_message("The needle is ripped out of [src.attached], doesn't that hurt?")
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src.attached:apply_damage(3, BRUTE, pick("r_arm", "l_arm"))
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src.attached = null
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src.update_icon()
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return
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var/transfer_amount = REAGENTS_METABOLISM
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if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
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// speed up transfer on blood packs
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transfer_amount = 4
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src.beaker.reagents.trans_to(src.attached, transfer_amount)
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update_icon()
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/obj/machinery/iv_drip/attack_hand(mob/user as mob)
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if(src.beaker)
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src.beaker.loc = get_turf(src)
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src.beaker = null
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update_icon()
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else
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return ..()
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@@ -109,7 +109,7 @@ MASS SPECTROMETER
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user.show_message("\blue Localized Damage, Brute/Burn:",1)
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if(length(damaged)>0)
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for(var/datum/organ/external/org in damaged)
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user.show_message(text("\blue \t []: []\blue-[]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0),1)
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user.show_message(text("\blue \t []: []\blue-[][]",capitalize(org.getDisplayName()),(org.brute_dam > 0)?"\red [org.brute_dam]":0,(org.burn_dam > 0)?"\red [org.burn_dam]":0, (org.status & ORGAN_BLEEDING)?"\red (bleeding)":""),1)
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else
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user.show_message("\blue \t Limbs are OK.",1)
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@@ -190,7 +190,7 @@
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if(!(temp.status & ORGAN_BLEEDING) || temp.status & ORGAN_ROBOT)
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continue
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for(var/datum/wound/W in temp.wounds) if(W.bleeding())
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blood_max += W.damage / 2
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blood_max += W.damage / 4
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if(temp.status & ORGAN_DESTROYED && !(temp.status & ORGAN_GAUZED))
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blood_max += 20 //Yer missing a fucking limb.
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drip(blood_max)
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@@ -0,0 +1,36 @@
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/obj/item/weapon/reagent_containers/blood
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name = "BloodPack"
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desc = "Contains blood used for transfusion."
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icon = 'icons/obj/bloodpack.dmi'
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volume = 200
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var/blood_type = null
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New()
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..()
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if(blood_type != null)
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name = "BloodPack [blood_type]"
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reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
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/obj/item/weapon/reagent_containers/blood/APlus
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blood_type = "A+"
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/obj/item/weapon/reagent_containers/blood/AMinus
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blood_type = "A-"
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/obj/item/weapon/reagent_containers/blood/BPlus
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blood_type = "B+"
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/obj/item/weapon/reagent_containers/blood/BMinus
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blood_type = "B-"
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/obj/item/weapon/reagent_containers/blood/OPlus
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blood_type = "O+"
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/obj/item/weapon/reagent_containers/blood/OMinus
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blood_type = "O-"
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/obj/item/weapon/reagent_containers/blood/empty
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name = "Empty BloodPack"
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desc = "Seems pretty useless... Maybe if there were a way to fill it?"
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icon_state = "empty"
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@@ -26,7 +26,8 @@
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/obj/machinery/bot/medbot,
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/obj/machinery/computer/pandemic,
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/obj/item/weapon/secstorage/ssafe,
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/obj/machinery/disposal
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/obj/machinery/disposal,
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/obj/machinery/iv_drip
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)
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examine()
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@@ -222,4 +223,4 @@
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..()
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reagents.add_reagent("fluorosurfactant", 20)
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*/
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*/
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+1
-1
@@ -23,4 +23,4 @@ spaceman96 - Retired Admin
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strumpetplaya - Retired Admin
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tastyfish - Retired Admin
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uristqwerty - Game Master
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wrongnumber - Game Admin
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wrongnumber - Game Admin
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@@ -3,7 +3,6 @@
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asanadas
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botanistpower
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bowlsoldier
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chinsky
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cubejackal
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dakonic
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densane
|
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@@ -17,5 +16,6 @@ roaper
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searif
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sparklysheep
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themij
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chinsky
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; Why u no keep list in alphabetical order?! Lazies! Lazies! -Abi
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; Imma best alphabetiser - Erthilo
|
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; Imma best alphabetiser - Erthilo
|
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After Width: | Height: | Size: 881 B |
+10460
-10460
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