Migrate handheld defibrillator to the new attack chain. (#32247)

* Migrate handheld defibrillator to the new attack chain.

* Apply suggestions from CRUNCH review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
This commit is contained in:
Alan
2026-07-24 19:42:29 +00:00
committed by GitHub
co-authored by CRUNCH
parent cce2323f7c
commit 77189acae1
@@ -8,88 +8,122 @@
materials = list(MAT_METAL = 200, MAT_GLASS = 200)
var/icon_base = "defib"
///Can the defib shock yet?
/// Can the defib shock yet?
var/cooldown = FALSE
///How long will it take to recharge after a shock?
/// How long will it take to recharge after a shock?
var/charge_time = 10 SECONDS
///How long until we can attack the same person with any emagged handheld defib or baton again?
/// How long until we can attack the same person with any emagged handheld defib or baton again?
var/attack_cooldown = 3.5 SECONDS
///How long does this knock the target down for?
/// How long does this knock the target down for?
var/knockdown_duration = 10 SECONDS
new_attack_chain = TRUE
/obj/item/handheld_defibrillator/emag_act(mob/user)
if(!emagged)
emagged = TRUE
desc += " The screen only shows the word KILL flashing over and over."
desc += "The screen only shows the word 'KILL' flashing over and over."
if(user)
to_chat(user, SPAN_WARNING("you short out the safeties on [src]"))
return TRUE
else
emagged = FALSE
desc = "Used to restart stopped hearts."
if(user)
to_chat(user, SPAN_WARNING("You restore the safeties on [src]"))
to_chat(user, SPAN_WARNING("You short out the safeties on [src]."))
add_fingerprint(user)
return TRUE
/obj/item/handheld_defibrillator/attack__legacy__attackchain(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
emagged = FALSE
desc = "Used to restart stopped hearts."
if(user)
to_chat(user, SPAN_WARNING("You restore the safeties on [src]."))
add_fingerprint(user)
return TRUE
/obj/item/handheld_defibrillator/interact_with_atom(atom/target, mob/living/user, list/modifiers)
if(!ishuman(target))
return ITEM_INTERACT_COMPLETE
if(cooldown)
to_chat(user, SPAN_WARNING("[src] is still charging!"))
return
return ITEM_INTERACT_COMPLETE
if(emagged)
var/user_UID = user.UID()
if(HAS_TRAIT_FROM(H, TRAIT_WAS_BATONNED, user_UID)) // no following up with baton or dual wielding defibs for stunlock cheese purposes
return
return NONE
user.visible_message(SPAN_DANGER("[user] violently shocks [H] with [src]!"), SPAN_DANGER("You violently shock [H] with [src]!"))
add_attack_logs(user, H, "emag-defibbed with [src]")
playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
H.KnockDown(knockdown_duration)
H.apply_damage(60, STAMINA)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
ADD_TRAIT(H, TRAIT_WAS_BATONNED, user_UID)
cooldown = TRUE
icon_state = "[icon_base]-shock"
addtimer(CALLBACK(src, PROC_REF(allowhit), H, user_UID), attack_cooldown)
addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
return
if((H.health <= HEALTH_THRESHOLD_CRIT) || (H.undergoing_cardiac_arrest()))
user.visible_message(SPAN_NOTICE("[user] shocks [H] with [src]."), SPAN_NOTICE("You shock [H] with [src]."))
add_attack_logs(user, H, "defibrillated with [src]")
playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
if(H.stat == DEAD)
to_chat(user, SPAN_DANGER("[H] doesn't respond at all!"))
else
H.set_heartattack(FALSE)
var/total_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss()
if(H.health <= HEALTH_THRESHOLD_CRIT)
if(total_damage >= 90)
to_chat(user, SPAN_DANGER("[H] looks horribly injured. Resuscitation alone may not help revive them."))
if(prob(66))
to_chat(user, SPAN_NOTICE("[H] inhales deeply!"))
H.adjustOxyLoss(-50)
else
to_chat(user, SPAN_DANGER("[H] doesn't respond!"))
H.AdjustParalysis(6 SECONDS)
H.AdjustWeakened(10 SECONDS)
H.AdjustStuttering(20 SECONDS)
to_chat(H, SPAN_DANGER("You feel a powerful jolt!"))
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
cooldown = TRUE
icon_state = "[icon_base]-shock"
addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
else
var/mob/living/carbon/human/human_target = target
if(human_target.health > HEALTH_THRESHOLD_CRIT && !human_target.undergoing_cardiac_arrest())
to_chat(user, SPAN_NOTICE("[src]'s on board medical scanner indicates that no shock is required."))
return ITEM_INTERACT_COMPLETE
user.visible_message(
SPAN_NOTICE("[user] shocks [human_target] with [src]."),
SPAN_NOTICE("You shock [human_target] with [src]."),
SPAN_HEAR("You hear a brief electric jolt!")
)
add_attack_logs(user, human_target, "defibrillated with [src]")
playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
add_fingerprint(user)
if(human_target.stat == DEAD)
to_chat(user, SPAN_DANGER("[human_target] doesn't respond at all!"))
cooldown = TRUE
icon_state = "[icon_base]-shock"
addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
return ITEM_INTERACT_COMPLETE
human_target.set_heartattack(FALSE)
var/total_damage = human_target.getBruteLoss() + human_target.getFireLoss() + human_target.getToxLoss()
if(human_target.health <= HEALTH_THRESHOLD_CRIT)
if(total_damage >= 90)
to_chat(user, SPAN_DANGER("[human_target] looks horribly injured. Resuscitation alone may not help revive them!"))
if(prob(66))
to_chat(user, SPAN_NOTICE("[human_target] inhales deeply!"))
human_target.adjustOxyLoss(-50)
else
to_chat(user, SPAN_DANGER("[human_target] doesn't respond!"))
human_target.AdjustParalysis(6 SECONDS)
human_target.AdjustWeakened(10 SECONDS)
human_target.AdjustStuttering(20 SECONDS)
to_chat(human_target, SPAN_DANGER("You feel a powerful jolt!"))
SEND_SIGNAL(human_target, COMSIG_LIVING_MINOR_SHOCK, 100)
cooldown = TRUE
icon_state = "[icon_base]-shock"
addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
return ITEM_INTERACT_COMPLETE
/obj/item/handheld_defibrillator/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(..())
return FINISH_ATTACK
if(!ishuman(target))
return FINISH_ATTACK
if(cooldown)
to_chat(user, SPAN_WARNING("[src] is still charging!"))
return FINISH_ATTACK
if(!emagged)
return FINISH_ATTACK
var/user_UID = user.UID()
if(HAS_TRAIT_FROM(target, TRAIT_WAS_BATONNED, user_UID)) // No following up with baton or dual wielding defibs for stunlock cheese purposes.
return FINISH_ATTACK
user.visible_message(
SPAN_DANGER("[user] violently shocks [target] with [src]!"),
SPAN_DANGER("You violently shock [target] with [src]!"),
SPAN_HEAR("You hear a violent electric jolt!")
)
add_attack_logs(user, target, "emag-defibbed with [src]")
playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
target.KnockDown(knockdown_duration)
target.apply_damage(60, STAMINA)
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100)
ADD_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
cooldown = TRUE
icon_state = "[icon_base]-shock"
addtimer(CALLBACK(src, PROC_REF(allowhit), target, user_UID), attack_cooldown)
addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
add_fingerprint(user)
/obj/item/handheld_defibrillator/proc/allowhit(mob/living/target, user_UID)
REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)