diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index bba03c4b07b..38a21f86b2c 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 +78,40 @@
"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) // Maxed with 0 since heal_damage let you pass in a negative value
+ var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
+ var/nrembrute = rembrute
+ var/nremburn = remburn
+ affecting.heal_damage(heal_brute, heal_burn)
+ var/list/achildlist = affecting.children.Copy()
+ var/parenthealed = FALSE
+ while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
+ var/obj/item/organ/external/E
+ if(achildlist.len)
+ E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
+ else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
+ E = affecting.parent
+ parenthealed = TRUE
+ else
+ break // If the organ have no child left and no parent / parent healed, break
+ if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
+ continue
+ else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
+ continue
+ nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
+ nremburn = max(0, 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
@@ -98,13 +133,12 @@
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)
- affecting.heal_damage(heal_brute, heal_burn)
+
+ heal(H, user)
+
H.UpdateDamageIcon()
use(1)
else
@@ -131,6 +165,7 @@
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
+ healverb = "salve"
/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
if(..())
@@ -143,9 +178,8 @@
if(affecting.open == 0)
affecting.germ_level = 0
- user.visible_message("[user] salves the wounds on [H]'s [affecting.name].", \
- "You salve the wounds on [H]'s [affecting.name]." )
- affecting.heal_damage(heal_brute, heal_burn)
+ heal(H, user)
+
H.UpdateDamageIcon()
use(1)
else