Files
CRUNCH da1ebd039d Adds Materials to Every Autolathe and Protolathe Item (except for ammo boxes, IK mags, and Dart Boxes) (#31445)
* 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
2026-01-30 21:25:40 +00:00

104 lines
3.7 KiB
Plaintext

/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)