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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Bug fixes
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@@ -12,13 +12,11 @@
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/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
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if (!istype(M))
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user << "\red \The [src] cannot be applied to [M]!"
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user << "<span class='danger'>\The [src] cannot be applied to [M]!</span>"
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return 1
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if ( ! (istype(user, /mob/living/carbon/human) || \
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istype(user, /mob/living/silicon) || \
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istype(user, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") )
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user << "\red You don't have the dexterity to do this!"
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if (!(istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon) || istype(user, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey"))
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user << "<span class='danger'>You don't have the dexterity to do this!</span>"
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return 1
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if (istype(M, /mob/living/carbon/human))
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@@ -27,33 +25,30 @@
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if(affecting.display_name == "head")
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if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
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user << "\red You can't apply [src] through [H.head]!"
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user << "<span class='danger'>You can't apply [src] through [H.head]!</span>"
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return 1
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else
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if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
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user << "\red You can't apply [src] through [H.wear_suit]!"
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user << "<span class='danger'>You can't apply [src] through [H.wear_suit]!</span>"
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return 1
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if(affecting.status & ORGAN_ROBOT)
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user << "\red This isn't useful at all on a robotic limb.."
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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(affecting.status & ORGAN_PEG)
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user << "\red This isn't useful at all on a peg limb. It's fucking wood."
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user << "<span class='danger'>This can't be used on a peg limb.</span>"
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return 1
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H.UpdateDamageIcon()
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else
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.visible_message( \
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"\blue [M] has been applied with [src] by [user].", \
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"\blue You apply \the [src] to [M]." \
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)
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user.visible_message("<span class='notice'>[M] has been applied with [src] by [user].</span>","<span class='notice'>You apply \the [src] to [M].</span>")
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use(1)
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M.updatehealth()
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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@@ -80,21 +75,19 @@
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message( "\blue [user] bandages \the [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You bandage \the [W.desc] on [M]'s [affecting.display_name]." )
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//H.add_side_effect("Itch")
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else if (istype(W,/datum/wound/bruise))
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user.visible_message( "\blue [user] places a bruise patch over \the [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You place a bruise patch over \the [W.desc] on [M]'s [affecting.display_name]." )
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else
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user.visible_message( "\blue [user] places a bandaid over \the [W.desc] on [M]'s [affecting.display_name].", \
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"\blue You place a bandaid over \the [W.desc] on [M]'s [affecting.display_name]." )
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use(1)
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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if (do_surgery(H,user,src))
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return
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else
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user << "<span class='notice'>The [affecting.display_name] is cut open, you'll need more than a bandage!</span>"
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affecting.heal_damage(src.heal_brute, src.heal_burn, 0)
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use(1)
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else
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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use(1)
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Used to treat those nasty burns."
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@@ -119,6 +112,7 @@
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else
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user.visible_message( "\blue [user] salves the wounds on [M]'s [affecting.display_name].", \
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"\blue You salve the wounds on [M]'s [affecting.display_name]." )
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affecting.heal_damage(src.heal_brute, src.heal_burn, 0)
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use(1)
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else
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if (can_operate(H)) //Checks if mob is lying down on table for surgery
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