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https://github.com/ParadiseSS13/Paradise.git
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cdce533eb7
* Remove old+bugged ways to put people on optables * Remove doubled hulk attack interaction * Fix optable patient updates using old resting-based code * Reorganize procs * Clean up `check_table()` * Move sanity checks to generic proc * Remove double feedback, unnecessary inventory close, double fingerprint * Simplify out `is_occupied()` * This is not a lazy list * Update and simplify `optable/process()` * Fix reagent injection feedback message for non-patient mobs * Fix optable patients always facing operating computer * Init runtimes hiding other runtimes my beloathed
110 lines
3.1 KiB
Plaintext
110 lines
3.1 KiB
Plaintext
/obj/machinery/optable
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name = "operating table"
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desc = "Used for advanced medical procedures."
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icon = 'icons/obj/surgery.dmi'
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icon_state = "table2-idle"
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density = TRUE
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anchored = TRUE
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interact_offline = TRUE
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idle_power_consumption = 1
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active_power_consumption = 5
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can_buckle = TRUE // you can buckle someone if they have cuffs
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buckle_lying = TRUE
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var/mob/living/carbon/patient
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var/obj/machinery/computer/operating/computer
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var/no_icon_updates = FALSE //set this to TRUE if you don't want the icons ever changing
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var/list/injected_reagents = list()
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var/reagent_target_amount = 1
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var/inject_amount = 1
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/obj/machinery/optable/Initialize(mapload)
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. = ..()
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for(var/direction in list(NORTH,EAST,SOUTH,WEST))
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computer = locate(/obj/machinery/computer/operating, get_step(src, direction))
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if(computer)
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computer.table = src
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break
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/obj/machinery/optable/Destroy()
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if(computer)
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computer.table = null
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computer = null
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patient = null
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return ..()
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/obj/machinery/optable/examine(mob/user)
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. = ..()
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. += "<span class='notice'><b>Click-drag</b> someone to the table to place them on top of the table.</span>"
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/obj/machinery/optable/CanPass(atom/movable/mover, turf/target, height=0)
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if(height == 0)
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return TRUE
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return TRUE
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if(isliving(mover))
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var/mob/living/our_mover = mover
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if(IS_HORIZONTAL(our_mover) && HAS_TRAIT(our_mover, TRAIT_CONTORTED_BODY))
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return TRUE
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else
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return FALSE
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/obj/machinery/optable/MouseDrop_T(atom/movable/O, mob/user)
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return take_patient(O, user)
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/// Updates `patient` to be a carbon mob occupying the table, and returns it
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/obj/machinery/optable/proc/update_patient()
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if(patient in buckled_mobs)
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return patient // Current patient is still here, no need to look
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patient = null
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if(length(buckled_mobs))
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for(var/mob/living/carbon/C in buckled_mobs)
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patient = C
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if(length(injected_reagents))
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to_chat(C, "<span class='danger'>You feel a series of tiny pricks!</span>")
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break
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if(!no_icon_updates)
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if(patient && patient.pulse)
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icon_state = "table2-active"
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else
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icon_state = "table2-idle"
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return patient
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/obj/machinery/optable/proc/take_patient(mob/living/carbon/new_patient, mob/living/carbon/user)
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if((!ishuman(user) && !isrobot(user)) || !istype(new_patient))
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return
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if(update_patient())
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to_chat(usr, "<span class='notice'>The table is already occupied!</span>")
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return
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// Attempt to settle the patient in
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if(!user_buckle_mob(new_patient, user, check_loc = FALSE))
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return // User is incapacitated, patient is already buckled to something else, etc.
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update_patient()
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return TRUE
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/obj/machinery/optable/process()
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update_patient()
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if(!length(injected_reagents) || !patient || patient.stat == DEAD)
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return
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for(var/chemical in injected_reagents)
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patient.reagents.check_and_add(chemical, reagent_target_amount, inject_amount)
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/obj/machinery/optable/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_start_check(src, user, 0))
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return
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if(I.use_tool(src, user, 20, volume = I.tool_volume))
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to_chat(user, "<span class='notice'>You deconstruct the table.</span>")
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new /obj/item/stack/sheet/plasteel(loc, 5)
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qdel(src)
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