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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-21 12:04:48 +01:00
Trauma and Burn Kit Rework
This commit is contained in:
@@ -2,16 +2,19 @@
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/items.dmi'
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amount = 5
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max_amount = 5
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amount = 6
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max_amount = 6
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w_class = 1
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throw_speed = 3
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throw_range = 7
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var/heal_brute = 0
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var/heal_burn = 0
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var/self_delay = 20
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var/stop_bleeding = 0 //does it stop bleeding or not?
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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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/obj/item/stack/medical/attack(mob/living/carbon/M, mob/user)
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if(!istype(M))
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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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to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
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return 1
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@@ -20,13 +23,12 @@
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return 1
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if(istype(M, /mob/living/carbon/human))
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if(ishuman(M))
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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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if(isliving(M))
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if(!M.can_inject(user, 1))
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return 1
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if(!H.can_inject(user, 1))
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return 1
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if(!affecting)
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to_chat(user, "<span class='danger'>That limb is missing!</span>")
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@@ -36,16 +38,36 @@
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to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
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return 1
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if(M == user && !unique_handling)
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user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
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if(!do_mob(user, H, self_delay))
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return 1
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return
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H.UpdateDamageIcon()
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if(isanimal(M))
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var/mob/living/simple_animal/critter = M
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if(!(critter.healable))
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to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
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return
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else if (critter.health == critter.maxHealth)
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to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
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return
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else if(heal_brute < 1)
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to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
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return
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critter.heal_organ_damage(heal_brute, heal_burn)
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user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
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"<span class='green'>You apply [src] on [critter].</span>")
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else
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M.heal_organ_damage(heal_brute/2, heal_burn/2)
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user.visible_message("<span class='notice'>[M] has been applied with [src] by [user].</span>", \
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"<span class='notice'>You apply [src] to [M].</span>")
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use(1)
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M.updatehealth()
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else
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M.heal_organ_damage(heal_brute, heal_burn)
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M.updatehealth()
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user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
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"<span class='green'>You apply [src] on [M].</span>")
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use(1)
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//Bruise Packs//
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@@ -55,40 +77,28 @@
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = "biotech=1"
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stop_bleeding = 1
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/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M, mob/user)
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/obj/item/stack/medical/bruise_pack/attack(mob/living/M, mob/user)
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if(..())
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return 1
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if(istype(M, /mob/living/carbon/human))
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if(ishuman(M))
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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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if(affecting.open == 0)
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var/bandaged = affecting.bandage()
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var/disinfected = affecting.disinfect()
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if(stop_bleeding)
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affecting.bandage()
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affecting.disinfect()
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user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
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"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
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if(!(bandaged || disinfected))
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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else
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for(var/datum/wound/W in affecting.wounds)
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if(W.internal)
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continue
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if(W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<span class='notice'>[user] bandages \the [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You bandage \the [W.desc] on [M]'s [affecting.name].</span>" )
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else if(istype(W,/datum/wound/bruise))
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user.visible_message("<span class='notice'>[user] places a bruise patch over \the [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bruise patch over \the [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<span class='notice'>[user] places a bandaid over \the [W.desc] on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You place a bandaid over \the [W.desc] on [M]'s [affecting.name].</span>" )
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if(bandaged)
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affecting.heal_damage(heal_brute, heal_burn)
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use(1)
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affecting.heal_damage(heal_brute, heal_burn)
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H.UpdateDamageIcon()
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use(1)
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else
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to_chat(user, "<span class='notice'>[affecting] is cut open, you'll need more than a bandage!</span>")
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to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
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/obj/item/stack/medical/bruise_pack/advanced
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@@ -96,7 +106,8 @@
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singular_name = "advanced trauma kit"
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desc = "An advanced trauma kit for severe injuries."
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icon_state = "traumakit"
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heal_brute = 12
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heal_brute = 20
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stop_bleeding = 0 // Heals, but doesn't stop bleeding
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@@ -111,25 +122,24 @@
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icon_state = "ointment"
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origin_tech = "biotech=1"
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/obj/item/stack/medical/ointment/attack(mob/living/carbon/M, mob/user)
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/obj/item/stack/medical/ointment/attack(mob/living/M, mob/user)
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if(..())
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return 1
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if(istype(M, /mob/living/carbon/human))
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if(ishuman(M))
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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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if(affecting.open == 0)
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if(!affecting.salve())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
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return 1
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else
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user.visible_message("<span class='notice'>[user] salves the wounds on [M]'s [affecting.name].", \
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"<span class='notice'>You salve the wounds on [M]'s [affecting.name].</span>" )
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affecting.heal_damage(heal_brute, heal_burn)
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use(1)
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affecting.salve()
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user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
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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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H.UpdateDamageIcon()
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use(1)
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else
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to_chat(user, "<span class='notice'>[affecting] is cut open, you'll need more than some ointment!</span>")
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to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
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/obj/item/stack/medical/ointment/advanced
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@@ -137,7 +147,7 @@
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singular_name = "advanced burn kit"
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desc = "An advanced treatment kit for severe burns."
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icon_state = "burnkit"
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heal_burn = 12
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heal_burn = 20
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@@ -151,7 +161,7 @@
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icon = 'icons/obj/hydroponics_products.dmi'
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icon_state = "alien3-product"
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color = "#378C61"
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heal_brute = 7
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heal_brute = 12
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/obj/item/stack/medical/ointment/aloe
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@@ -161,7 +171,7 @@
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icon = 'icons/obj/hydroponics_products.dmi'
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icon_state = "ambrosia-product"
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color = "#4CC5C7"
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heal_burn = 7
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heal_burn = 12
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@@ -172,51 +182,32 @@
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name = "medical splints"
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singular_name = "medical splint"
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icon_state = "splint"
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amount = 5
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max_amount = 5
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unique_handling = 1
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/obj/item/stack/medical/splint/attack(mob/living/carbon/M, mob/user)
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/obj/item/stack/medical/splint/attack(mob/living/M, mob/user)
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if(..())
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return 1
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if(istype(M, /mob/living/carbon/human))
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if(ishuman(M))
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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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var/limb = affecting.name
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if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
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to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
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return
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if(affecting.status & ORGAN_SPLINTED)
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to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
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if(alert(user, "Would you like to remove the splint from [M]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
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to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
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if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
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affecting.status &= ~ORGAN_SPLINTED
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to_chat(user, "<span class='notice'>You remove the splint from [M]'s [limb].</span>")
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to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
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return
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if(M != user)
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user.visible_message("<span class='notice'>[user] starts to apply [src] to [M]'s [limb].</span>", \
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"<span class='notice'>You start to apply [src] to [M]'s [limb].</span>", \
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if(M == user)
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user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
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"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
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"<span class='notice'>You hear something being wrapped.</span>")
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else
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if((!user.hand && affecting.limb_name in list("r_arm", "r_hand")) || (user.hand && affecting.limb_name in list("l_arm", "l_hand")))
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to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
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if(!do_mob(user, H, self_delay))
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return
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user.visible_message("<span class='notice'>[user] starts to apply [src] to their [limb].</span>", \
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"<span class='notice'>You start to apply [src] to your [limb].</span>", \
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"<span class='notice'>You hear something being wrapped.</span>")
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if(do_after(user, 50, target = M))
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if(M != user)
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user.visible_message("<span class='notice'>[user] finishes applying [src] to [M]'s [limb].</span>", \
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"<span class='notice'>You finish applying [src] to [M]'s [limb].</span>", \
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"<span class='notice'>You hear something being wrapped.</span>")
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else
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if(prob(25))
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user.visible_message("<span class='notice'>[user] successfully applies [src] to their [limb].</span>", \
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"<span class='notice'>You successfully apply [src] to your [limb].</span>", \
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"<span class='notice'>You hear something being wrapped.</span>")
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else
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user.visible_message("<span class='warning'>[user] fumbles [src].</span>",
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"<span class='warning'>You fumble [src].</span>",
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"<span class='warning'>You hear something being wrapped.</span>")
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return
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affecting.status |= ORGAN_SPLINTED
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use(1)
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else
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user.visible_message("<span class='green'>[user] applies [src] to their [limb].</span>", \
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"<span class='green'>You apply [src] to your [limb].</span>", \
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"<span class='green'>You hear something being wrapped.</span>")
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affecting.status |= ORGAN_SPLINTED
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use(1)
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@@ -138,15 +138,15 @@
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/obj/item/weapon/storage/firstaid/adv/New()
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..()
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if(empty) return
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new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
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new /obj/item/stack/medical/bruise_pack/advanced(src)
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if(empty)
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return
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/bruise_pack/advanced(src)
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new /obj/item/stack/medical/bruise_pack/advanced(src)
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new /obj/item/stack/medical/ointment/advanced(src)
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new /obj/item/stack/medical/ointment/advanced(src)
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new /obj/item/stack/medical/splint(src)
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return
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new /obj/item/weapon/reagent_containers/hypospray/autoinjector(src)
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new /obj/item/device/healthanalyzer(src)
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/obj/item/weapon/storage/firstaid/adv/empty
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empty = 1
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