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Merge pull request #9045 from Anasari/AdvancedKit
Medical kit now uses overheal on eligible attached limbs
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@@ -12,6 +12,7 @@
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var/self_delay = 20
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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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var/stop_bleeding = 0
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var/healverb = "bandage"
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/obj/item/stack/medical/attack(mob/living/M, mob/user)
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if(!iscarbon(M) && !isanimal(M))
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@@ -77,6 +78,40 @@
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"<span class='green'>You apply [src] on [M].</span>")
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use(1)
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/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
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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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user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
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"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
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var/rembrute = max(0, heal_brute - affecting.brute_dam) // Maxed with 0 since heal_damage let you pass in a negative value
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var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
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var/nrembrute = rembrute
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var/nremburn = remburn
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affecting.heal_damage(heal_brute, heal_burn)
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var/list/achildlist = affecting.children.Copy()
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var/parenthealed = FALSE
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while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
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var/obj/item/organ/external/E
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if(achildlist.len)
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E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
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else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
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E = affecting.parent
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parenthealed = TRUE
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else
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break // If the organ have no child left and no parent / parent healed, break
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if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
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continue
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else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
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continue
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nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
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nremburn = max(0, remburn - E.burn_dam)
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E.heal_damage(rembrute, remburn)
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rembrute = nrembrute
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remburn = nremburn
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user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
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"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
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//Bruise Packs//
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/obj/item/stack/medical/bruise_pack
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@@ -98,13 +133,12 @@
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if(affecting.open == 0)
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affecting.germ_level = 0
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user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].</span>", \
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"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
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if(stop_bleeding)
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if(!H.bleedsuppress) //so you can't stack bleed suppression
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H.suppress_bloodloss(stop_bleeding)
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affecting.heal_damage(heal_brute, heal_burn)
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heal(H, user)
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H.UpdateDamageIcon()
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use(1)
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else
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@@ -131,6 +165,7 @@
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singular_name = "ointment"
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icon_state = "ointment"
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origin_tech = "biotech=2"
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healverb = "salve"
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/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
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if(..())
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@@ -143,9 +178,8 @@
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if(affecting.open == 0)
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affecting.germ_level = 0
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user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].</span>", \
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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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heal(H, user)
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H.UpdateDamageIcon()
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use(1)
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else
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