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4cf6595d12
* Makes all playsounds use `TRUE` for vary * Same but for `FALSE`
101 lines
2.8 KiB
Plaintext
101 lines
2.8 KiB
Plaintext
#define IV_TAKING 0
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#define IV_INJECTING 1
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/obj/machinery/iv_drip
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name = "\improper IV drip"
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desc = "Simply attach a bloodbag and puncture the patient with a needle, they'll have more blood in no time."
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icon = 'icons/goonstation/objects/iv.dmi'
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icon_state = "stand"
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anchored = FALSE
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/obj/item/reagent_containers/iv_bag/bag = null
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/obj/machinery/iv_drip/Initialize(mapload)
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. = ..()
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if(!mapload || bag) // bag just in case anyone in the future ever adds IV drip subtypes with bags attached
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return
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return INITIALIZE_HINT_LATELOAD
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/obj/machinery/iv_drip/LateInitialize()
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var/obj/item/reagent_containers/iv_bag/IV = locate(/obj/item/reagent_containers/iv_bag) in loc
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if(IV)
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IV.forceMove(src)
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bag = IV
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START_PROCESSING(SSmachines, src)
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/iv_drip/process()
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if(istype(bag) && bag.injection_target)
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update_icon(UPDATE_OVERLAYS)
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return
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return PROCESS_KILL
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/obj/machinery/iv_drip/update_overlays()
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. = ..()
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if(bag)
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. += "hangingbag"
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if(bag.reagents.total_volume)
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var/image/filling = image('icons/goonstation/objects/iv.dmi', src, "hangingbag-fluid")
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filling.icon += mix_color_from_reagents(bag.reagents.reagent_list)
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. += filling
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/obj/machinery/iv_drip/MouseDrop(mob/living/target)
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var/mob/user = usr
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if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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return
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if(!ishuman(user))
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return
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if(Adjacent(target) && user.Adjacent(target))
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if(!bag)
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to_chat(user, "<span class='warning'>There's no IV bag connected to [src]!</span>")
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return
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bag.afterattack(target, usr, TRUE)
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START_PROCESSING(SSmachines, src)
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/obj/machinery/iv_drip/attack_hand(mob/user)
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if(bag)
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user.put_in_hands(bag)
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bag.update_icon(UPDATE_OVERLAYS)
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bag = null
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update_icon(UPDATE_OVERLAYS)
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/obj/machinery/iv_drip/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/reagent_containers/iv_bag))
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if(bag)
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to_chat(user, "<span class='warning'>[src] already has an IV bag!</span>")
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return
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if(!user.drop_item())
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return
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I.forceMove(src)
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bag = I
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to_chat(user, "<span class='notice'>You attach [I] to [src].</span>")
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update_icon(UPDATE_OVERLAYS)
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START_PROCESSING(SSmachines, src)
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else if(bag && istype(I, /obj/item/reagent_containers))
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bag.attackby(I)
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I.afterattack(bag, usr, TRUE)
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update_icon(UPDATE_OVERLAYS)
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else
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return ..()
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/obj/machinery/iv_drip/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc)
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qdel(src)
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/obj/machinery/iv_drip/examine(mob/user)
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. = ..()
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if(bag)
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. += bag.examine(user)
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/obj/machinery/iv_drip/Move(NewLoc, direct)
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. = ..()
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if(!.) // ..() will return 0 if we didn't actually move anywhere.
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return
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playsound(loc, pick('sound/items/cartwheel1.ogg', 'sound/items/cartwheel2.ogg'), 100, TRUE, ignore_walls = FALSE)
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#undef IV_TAKING
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#undef IV_INJECTING
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