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* Migrate handheld defibrillator to the new attack chain. * Apply suggestions from CRUNCH review Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com> Signed-off-by: Alan <alfalfascout@users.noreply.github.com> --------- Signed-off-by: Alan <alfalfascout@users.noreply.github.com> Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
138 lines
4.8 KiB
Plaintext
138 lines
4.8 KiB
Plaintext
/obj/item/handheld_defibrillator
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name = "handheld defibrillator"
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desc = "Used to restart stopped hearts."
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icon = 'icons/obj/medical.dmi'
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icon_state = "defib-on"
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inhand_icon_state = "defib"
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belt_icon = "defib"
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materials = list(MAT_METAL = 200, MAT_GLASS = 200)
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var/icon_base = "defib"
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/// Can the defib shock yet?
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var/cooldown = FALSE
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/// How long will it take to recharge after a shock?
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var/charge_time = 10 SECONDS
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/// How long until we can attack the same person with any emagged handheld defib or baton again?
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var/attack_cooldown = 3.5 SECONDS
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/// How long does this knock the target down for?
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var/knockdown_duration = 10 SECONDS
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new_attack_chain = TRUE
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/obj/item/handheld_defibrillator/emag_act(mob/user)
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if(!emagged)
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emagged = TRUE
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desc += "The screen only shows the word 'KILL' flashing over and over."
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if(user)
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to_chat(user, SPAN_WARNING("You short out the safeties on [src]."))
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add_fingerprint(user)
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return TRUE
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emagged = FALSE
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desc = "Used to restart stopped hearts."
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if(user)
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to_chat(user, SPAN_WARNING("You restore the safeties on [src]."))
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add_fingerprint(user)
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return TRUE
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/obj/item/handheld_defibrillator/interact_with_atom(atom/target, mob/living/user, list/modifiers)
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if(!ishuman(target))
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return ITEM_INTERACT_COMPLETE
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if(cooldown)
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to_chat(user, SPAN_WARNING("[src] is still charging!"))
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return ITEM_INTERACT_COMPLETE
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if(emagged)
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return NONE
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var/mob/living/carbon/human/human_target = target
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if(human_target.health > HEALTH_THRESHOLD_CRIT && !human_target.undergoing_cardiac_arrest())
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to_chat(user, SPAN_NOTICE("[src]'s on board medical scanner indicates that no shock is required."))
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return ITEM_INTERACT_COMPLETE
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user.visible_message(
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SPAN_NOTICE("[user] shocks [human_target] with [src]."),
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SPAN_NOTICE("You shock [human_target] with [src]."),
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SPAN_HEAR("You hear a brief electric jolt!")
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)
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add_attack_logs(user, human_target, "defibrillated with [src]")
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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add_fingerprint(user)
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if(human_target.stat == DEAD)
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to_chat(user, SPAN_DANGER("[human_target] doesn't respond at all!"))
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cooldown = TRUE
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icon_state = "[icon_base]-shock"
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addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
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return ITEM_INTERACT_COMPLETE
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human_target.set_heartattack(FALSE)
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var/total_damage = human_target.getBruteLoss() + human_target.getFireLoss() + human_target.getToxLoss()
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if(human_target.health <= HEALTH_THRESHOLD_CRIT)
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if(total_damage >= 90)
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to_chat(user, SPAN_DANGER("[human_target] looks horribly injured. Resuscitation alone may not help revive them!"))
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if(prob(66))
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to_chat(user, SPAN_NOTICE("[human_target] inhales deeply!"))
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human_target.adjustOxyLoss(-50)
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else
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to_chat(user, SPAN_DANGER("[human_target] doesn't respond!"))
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human_target.AdjustParalysis(6 SECONDS)
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human_target.AdjustWeakened(10 SECONDS)
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human_target.AdjustStuttering(20 SECONDS)
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to_chat(human_target, SPAN_DANGER("You feel a powerful jolt!"))
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SEND_SIGNAL(human_target, COMSIG_LIVING_MINOR_SHOCK, 100)
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cooldown = TRUE
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icon_state = "[icon_base]-shock"
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addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
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return ITEM_INTERACT_COMPLETE
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/obj/item/handheld_defibrillator/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
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if(..())
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return FINISH_ATTACK
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if(!ishuman(target))
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return FINISH_ATTACK
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if(cooldown)
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to_chat(user, SPAN_WARNING("[src] is still charging!"))
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return FINISH_ATTACK
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if(!emagged)
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return FINISH_ATTACK
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var/user_UID = user.UID()
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if(HAS_TRAIT_FROM(target, TRAIT_WAS_BATONNED, user_UID)) // No following up with baton or dual wielding defibs for stunlock cheese purposes.
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return FINISH_ATTACK
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user.visible_message(
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SPAN_DANGER("[user] violently shocks [target] with [src]!"),
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SPAN_DANGER("You violently shock [target] with [src]!"),
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SPAN_HEAR("You hear a violent electric jolt!")
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)
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add_attack_logs(user, target, "emag-defibbed with [src]")
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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target.KnockDown(knockdown_duration)
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target.apply_damage(60, STAMINA)
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SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK, 100)
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ADD_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
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cooldown = TRUE
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icon_state = "[icon_base]-shock"
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addtimer(CALLBACK(src, PROC_REF(allowhit), target, user_UID), attack_cooldown)
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addtimer(CALLBACK(src, PROC_REF(short_charge)), 1 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(recharge)), charge_time)
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add_fingerprint(user)
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/obj/item/handheld_defibrillator/proc/allowhit(mob/living/target, user_UID)
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REMOVE_TRAIT(target, TRAIT_WAS_BATONNED, user_UID)
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/obj/item/handheld_defibrillator/proc/short_charge()
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icon_state = "[icon_base]-off"
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/obj/item/handheld_defibrillator/proc/recharge()
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cooldown = FALSE
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icon_state = "[icon_base]-on"
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playsound(loc, "sound/weapons/flash.ogg", 75, 1)
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