/obj/item/handheld_defibrillator name = "handheld defibrillator" desc = "Used to restart stopped hearts." icon = 'icons/obj/medical.dmi' icon_state = "defib-on" inhand_icon_state = "defib" belt_icon = "defib" materials = list(MAT_METAL = 200, MAT_GLASS = 200) var/icon_base = "defib" ///Can the defib shock yet? var/cooldown = FALSE ///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? var/attack_cooldown = 3.5 SECONDS ///How long does this knock the target down for? var/knockdown_duration = 10 SECONDS /obj/item/handheld_defibrillator/emag_act(mob/user) if(!emagged) emagged = TRUE 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]")) return TRUE /obj/item/handheld_defibrillator/attack__legacy__attackchain(mob/living/carbon/human/H, mob/user) if(!istype(H)) return ..() if(cooldown) to_chat(user, SPAN_WARNING("[src] is still charging!")) return 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 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 to_chat(user, SPAN_NOTICE("[src]'s on board medical scanner indicates that no shock is required.")) /obj/item/handheld_defibrillator/proc/allowhit(mob/living/target, user_UID) REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID) /obj/item/handheld_defibrillator/proc/short_charge() icon_state = "[icon_base]-off" /obj/item/handheld_defibrillator/proc/recharge() cooldown = FALSE icon_state = "[icon_base]-on" playsound(loc, "sound/weapons/flash.ogg", 75, 1)