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Paradise/code/game/machinery/iv_drip.dm
kyunkyunkyunandGitHub b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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#define IV_TAKING 0
#define IV_INJECTING 1
/obj/machinery/iv_drip
name = "\improper IV drip"
desc = "Simply attach a bloodbag and puncture the patient with a needle, they'll have more blood in no time."
icon = 'icons/goonstation/objects/iv.dmi'
icon_state = "stand"
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/obj/item/reagent_containers/iv_bag/bag = null
/obj/machinery/iv_drip/Initialize(mapload)
. = ..()
if(!mapload || bag) // bag just in case anyone in the future ever adds IV drip subtypes with bags attached
return
return INITIALIZE_HINT_LATELOAD
/obj/machinery/iv_drip/LateInitialize()
var/obj/item/reagent_containers/iv_bag/IV = locate(/obj/item/reagent_containers/iv_bag) in loc
if(IV)
IV.forceMove(src)
bag = IV
START_PROCESSING(SSmachines, src)
update_icon(UPDATE_OVERLAYS)
/obj/machinery/iv_drip/process()
if(istype(bag) && bag.injection_target)
update_icon(UPDATE_OVERLAYS)
return
return PROCESS_KILL
/obj/machinery/iv_drip/update_overlays()
. = ..()
if(bag)
. += "hangingbag"
if(bag.reagents.total_volume)
var/image/filling = image('icons/goonstation/objects/iv.dmi', src, "hangingbag-fluid")
filling.icon += mix_color_from_reagents(bag.reagents.reagent_list)
. += filling
/obj/machinery/iv_drip/MouseDrop(mob/living/target)
drag_drop_onto(target, usr)
/obj/machinery/iv_drip/proc/drag_drop_onto(mob/living/target, mob/user)
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
return
if(!ishuman(user))
return
if(Adjacent(target) && user.Adjacent(target))
if(!bag)
to_chat(user, SPAN_WARNING("There's no IV bag connected to [src]!"))
return
bag.mob_act(target, user)
START_PROCESSING(SSmachines, src)
/obj/machinery/iv_drip/attack_hand(mob/user)
if(bag)
user.put_in_hands(bag)
bag.update_icon(UPDATE_OVERLAYS)
bag.update_iv_type()
bag = null
update_icon(UPDATE_OVERLAYS)
/obj/machinery/iv_drip/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(istype(used, /obj/item/reagent_containers/iv_bag))
if(bag)
to_chat(user, SPAN_WARNING("[src] already has an IV bag!"))
return ITEM_INTERACT_COMPLETE
if(!user.drop_item())
return ITEM_INTERACT_COMPLETE
used.forceMove(src)
bag = used
bag.update_iv_type()
to_chat(user, SPAN_NOTICE("You attach [used] to [src]."))
update_icon(UPDATE_OVERLAYS)
START_PROCESSING(SSmachines, src)
return ITEM_INTERACT_COMPLETE
else if(bag && istype(used, /obj/item/reagent_containers))
var/obj/item/reagent_containers/container = used
container.normal_act(bag, user)
update_icon(UPDATE_OVERLAYS)
return ITEM_INTERACT_COMPLETE
return ..()
/obj/machinery/iv_drip/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/metal(loc)
qdel(src)
/obj/machinery/iv_drip/examine(mob/user)
. = ..()
if(bag)
. += bag.examine(user)
/obj/machinery/iv_drip/Move(NewLoc, direct)
var/oldloc = loc
. = ..()
if(oldloc == loc) // ..() will return 0 if we didn't actually move anywhere, except for some diagonal cases.
return
playsound(loc, pick('sound/items/cartwheel1.ogg', 'sound/items/cartwheel2.ogg'), 75, TRUE, ignore_walls = FALSE)
#undef IV_TAKING
#undef IV_INJECTING