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https://github.com/ParadiseSS13/Paradise.git
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da1ebd039d
* Holy fuck there's so much shit I'm not even done * oh god there's so many * it is done * Update autolathe_designs.dm * Update circuitboard.dm
104 lines
3.7 KiB
Plaintext
104 lines
3.7 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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/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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return TRUE
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else
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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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return TRUE
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/obj/item/handheld_defibrillator/attack__legacy__attackchain(mob/living/carbon/human/H, mob/user)
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if(!istype(H))
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return ..()
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if(cooldown)
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to_chat(user, SPAN_WARNING("[src] is still charging!"))
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return
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if(emagged)
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var/user_UID = user.UID()
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if(HAS_TRAIT_FROM(H, TRAIT_WAS_BATONNED, user_UID)) // no following up with baton or dual wielding defibs for stunlock cheese purposes
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return
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user.visible_message(SPAN_DANGER("[user] violently shocks [H] with [src]!"), SPAN_DANGER("You violently shock [H] with [src]!"))
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add_attack_logs(user, H, "emag-defibbed with [src]")
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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H.KnockDown(knockdown_duration)
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H.apply_damage(60, STAMINA)
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SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK, 100)
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ADD_TRAIT(H, 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), H, 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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return
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if((H.health <= HEALTH_THRESHOLD_CRIT) || (H.undergoing_cardiac_arrest()))
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user.visible_message(SPAN_NOTICE("[user] shocks [H] with [src]."), SPAN_NOTICE("You shock [H] with [src]."))
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add_attack_logs(user, H, "defibrillated with [src]")
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playsound(user.loc, "sound/weapons/egloves.ogg", 75, 1)
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if(H.stat == DEAD)
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to_chat(user, SPAN_DANGER("[H] doesn't respond at all!"))
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else
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H.set_heartattack(FALSE)
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var/total_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss()
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if(H.health <= HEALTH_THRESHOLD_CRIT)
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if(total_damage >= 90)
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to_chat(user, SPAN_DANGER("[H] 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("[H] inhales deeply!"))
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H.adjustOxyLoss(-50)
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else
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to_chat(user, SPAN_DANGER("[H] doesn't respond!"))
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H.AdjustParalysis(6 SECONDS)
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H.AdjustWeakened(10 SECONDS)
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H.AdjustStuttering(20 SECONDS)
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to_chat(H, SPAN_DANGER("You feel a powerful jolt!"))
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SEND_SIGNAL(H, 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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else
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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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/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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