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Paradise/code/game/objects/items/stacks/medical_packs.dm
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ContrabangandGitHub b4724b63fa More Suture Changes (#30164)
* more suture changes

* grammar
2025-08-28 23:10:32 +00:00

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/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/medical.dmi'
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
resistance_flags = FLAMMABLE
max_integrity = 40
parent_stack = TRUE
var/heal_brute = 0
var/heal_burn = 0
var/delay = 20
var/unique_handling = FALSE //some things give a special prompt, do we want to bypass some checks in parent?
var/stop_bleeding = 0
var/healverb = "bandage"
/obj/item/stack/medical/proc/apply(mob/living/M, mob/user)
if(get_amount() <= 0)
if(is_cyborg)
to_chat(user, "<span class='warning'>You don't have enough energy to dispense more [singular_name]\s!</span>")
return TRUE
if(!iscarbon(M) && !isanimal_or_basicmob(M))
to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
return TRUE
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(!H.can_inject(user, TRUE))
return TRUE
if(!affecting)
to_chat(user, "<span class='danger'>That limb is missing!</span>")
return TRUE
if(affecting.is_robotic())
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return TRUE
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, delay))
return TRUE
return
if(isanimal_or_basicmob(M))
var/mob/living/critter = M
if(!(critter.healable))
to_chat(user, "<span class='notice'>You cannot use [src] on [critter]!</span>")
return
else if(critter.health == critter.maxHealth)
to_chat(user, "<span class='notice'>[critter] is at full health.</span>")
return
else if(heal_brute < 1)
to_chat(user, "<span class='notice'>[src] won't help [critter] at all.</span>")
return
critter.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [critter].</span>", \
"<span class='green'>You apply [src] on [critter].</span>")
use(1)
else
M.heal_organ_damage(heal_brute, heal_burn)
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
"<span class='green'>You apply [src] on [M].</span>")
use(1)
/obj/item/stack/medical/attack__legacy__attackchain(mob/living/M, mob/user)
return apply(M, user)
/obj/item/stack/medical/attack_self__legacy__attackchain(mob/user)
return apply(user, user)
/obj/item/stack/medical/proc/heal(mob/living/M, mob/user)
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [affecting.name].</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [affecting.name].</span>" )
var/rembrute = max(0, heal_brute - affecting.brute_dam) // Maxed with 0 since heal_damage let you pass in a negative value
var/remburn = max(0, heal_burn - affecting.burn_dam) // And deduct it from their health (aka deal damage)
var/nrembrute = rembrute
var/nremburn = remburn
affecting.heal_damage(heal_brute, heal_burn)
var/list/achildlist
if(!isnull(affecting.children))
achildlist = affecting.children.Copy()
var/parenthealed = FALSE
while(rembrute + remburn > 0) // Don't bother if there's not enough leftover heal
var/obj/item/organ/external/E
if(LAZYLEN(achildlist))
E = pick_n_take(achildlist) // Pick a random children and then remove it from the list
else if(affecting.parent && !parenthealed) // If there's a parent and no healing attempt was made on it
E = affecting.parent
parenthealed = TRUE
else
break // If the organ have no child left and no parent / parent healed, break
if(E.status & ORGAN_ROBOT || E.open) // Ignore robotic or open limb
continue
else if(!E.brute_dam && !E.burn_dam) // Ignore undamaged limb
continue
nrembrute = max(0, rembrute - E.brute_dam) // Deduct the healed damage from the remain
nremburn = max(0, remburn - E.burn_dam)
E.heal_damage(rembrute, remburn)
rembrute = nrembrute
remburn = nremburn
user.visible_message("<span class='green'>[user] [healverb]s the wounds on [H]'s [E.name] with the remaining medication.</span>", \
"<span class='green'>You [healverb] the wounds on [H]'s [E.name] with the remaining medication.</span>" )
return affecting
//Bruise Packs//
/obj/item/stack/medical/bruise_pack
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon = 'icons/obj/stacks/miscellaneous.dmi'
icon_state = "gauze"
origin_tech = "biotech=2"
merge_type = /obj/item/stack/medical/bruise_pack
max_amount = 12
heal_brute = 10
stop_bleeding = 1800
dynamic_icon_state = TRUE
/obj/item/stack/medical/bruise_pack/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(I.sharp)
if(get_amount() < 2)
to_chat(user, "<span class='warning'>You need at least two gauzes to do this!</span>")
return
new /obj/item/stack/sheet/cloth(user.drop_location())
user.visible_message("[user] cuts [src] into pieces of cloth with [I].", \
"<span class='notice'>You cut [src] into pieces of cloth with [I].</span>", \
"<span class='italics'>You hear cutting.</span>")
use(2)
else
return ..()
/obj/item/stack/medical/bruise_pack/apply(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
for(var/obj/item/organ/external/E in H.bodyparts)
if(E.open >= ORGAN_ORGANIC_OPEN)
to_chat(user, "<span class='warning'>[E] is cut open, you'll need more than a bandage!</span>")
return
affecting.germ_level = 0
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
heal(H, user)
H.UpdateDamageIcon()
use(1)
/obj/item/stack/medical/bruise_pack/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
merge_type = /obj/item/stack/medical/bruise_pack/improvised
heal_brute = 0
stop_bleeding = 900
/obj/item/stack/medical/bruise_pack/advanced
name = "advanced trauma kit"
icon = 'icons/obj/medical.dmi'
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
belt_icon = "traumakit"
merge_type = /obj/item/stack/medical/bruise_pack/advanced
max_amount = 6
heal_brute = 25
stop_bleeding = 0
dynamic_icon_state = FALSE
/obj/item/stack/medical/bruise_pack/advanced/cyborg
energy_type = /datum/robot_storage/energy/medical/adv_brute_kit
is_cyborg = TRUE
/obj/item/stack/medical/bruise_pack/advanced/cyborg/syndicate
energy_type = /datum/robot_storage/energy/medical/adv_brute_kit/syndicate
//Ointment//
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
icon = 'icons/obj/stacks/miscellaneous.dmi'
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=2"
healverb = "salve"
heal_burn = 10
dynamic_icon_state = TRUE
merge_type = /obj/item/stack/medical/ointment
/obj/item/stack/medical/ointment/apply(mob/living/M, mob/user)
if(..())
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
if(affecting.open == ORGAN_CLOSED)
affecting.germ_level = 0
heal(H, user)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than some ointment!</span>")
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
var/obj/item/organ/external/affecting = ..()
if((affecting.status & ORGAN_BURNT) && !(affecting.status & ORGAN_SALVED))
to_chat(affecting.owner, "<span class='notice'>As [src] is applied to your burn wound, you feel a soothing cold and relax.</span>")
affecting.status |= ORGAN_SALVED
addtimer(CALLBACK(affecting, TYPE_PROC_REF(/obj/item/organ/external, remove_ointment), heal_burn), 3 MINUTES)
/obj/item/organ/external/proc/remove_ointment(heal_amount) //de-ointmenterized D:
status &= ~ORGAN_SALVED
perma_injury = max(perma_injury - heal_amount, 0)
if(owner)
owner.updatehealth("permanent injury removal")
if(!perma_injury)
fix_burn_wound(update_health = FALSE)
to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has fully healed, and the rest of the salve absorbs into it.</span>")
else
to_chat(owner, "<span class='notice'>You feel your [src.name]'s burn wound has healed a little, but the applied salve has already vanished.</span>")
/obj/item/stack/medical/ointment/advanced
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon = 'icons/obj/medical.dmi'
icon_state = "burnkit"
belt_icon = "burnkit"
heal_burn = 25
dynamic_icon_state = FALSE
merge_type = /obj/item/stack/medical/ointment/advanced
/obj/item/stack/medical/ointment/advanced/cyborg
energy_type = /datum/robot_storage/energy/medical/adv_burn_kit
is_cyborg = TRUE
/obj/item/stack/medical/ointment/advanced/cyborg/syndicate
energy_type = /datum/robot_storage/energy/medical/adv_burn_kit/syndicate
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey poultice"
singular_name = "Comfrey poultice"
desc = "A medical poultice for treating brute injuries, made from crushed comfrey leaves. The effectiveness of the poultice depends on the potency of the comfrey it was made from."
icon = 'icons/obj/medical.dmi'
icon_state = "traumapoultice"
max_amount = 6
stop_bleeding = 0
heal_brute = 12
drop_sound = 'sound/misc/moist_impact.ogg'
mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
hitsound = 'sound/misc/moist_impact.ogg'
dynamic_icon_state = FALSE
/obj/item/stack/medical/bruise_pack/comfrey/heal(mob/living/M, mob/user)
playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
return ..()
/obj/item/stack/medical/ointment/aloe
name = "\improper Aloe Vera poultice"
singular_name = "Aloe Vera poultice"
desc = "A medical poultice for treating burns, made from crushed aloe vera leaves. The effectiveness of the poultice depends on the potency of the aloe it was made from."
icon = 'icons/obj/medical.dmi'
icon_state = "burnpoultice"
heal_burn = 12
drop_sound = 'sound/misc/moist_impact.ogg'
mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
hitsound = 'sound/misc/moist_impact.ogg'
dynamic_icon_state = FALSE
/obj/item/stack/medical/ointment/aloe/heal(mob/living/M, mob/user)
playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
return ..()
// Splints
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = TRUE
delay = 100
merge_type = /obj/item/stack/medical/splint
var/other_delay = 0
/obj/item/stack/medical/splint/apply(mob/living/M, mob/user)
if(..())
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_selected)
var/limb = affecting.name
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(tgui_alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Splint removal", list("Yes", "No")) == "Yes")
affecting.status &= ~ORGAN_SPLINTED
H.handle_splints()
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return TRUE
if((M == user && delay > 0) || (M != user && other_delay > 0))
user.visible_message("<span class='notice'>[user] starts to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You start to apply [src] to [H]'s [limb].</span>", \
"<span class='notice'>You hear something being wrapped.</span>")
if(M == user && !do_mob(user, H, delay))
return TRUE
else if(!do_mob(user, H, other_delay))
return TRUE
user.visible_message("<span class='notice'>[user] applies [src] to [H]'s [limb].</span>", \
"<span class='notice'>You apply [src] to [H]'s [limb].</span>")
affecting.status |= ORGAN_SPLINTED
affecting.splinted_count = H.step_count
H.handle_splints()
use(1)
/obj/item/stack/medical/splint/cyborg
energy_type = /datum/robot_storage/energy/medical/splint
is_cyborg = TRUE
/obj/item/stack/medical/splint/cyborg/syndicate
energy_type = /datum/robot_storage/energy/medical/splint/syndicate
/obj/item/stack/medical/splint/tribal
name = "tribal splints"
icon_state = "tribal_splint"
other_delay = 50
// Sutures and burn meshes
/obj/item/stack/medical/suture
name = "sutures"
singular_name = "suture"
desc = "A bundle of sterilized sutures used for sealing up minor cuts and lacerations."
icon_state = "suture"
gender = PLURAL
merge_type = /obj/item/stack/medical/suture
amount = 10
max_amount = 10
heal_brute = 10
stop_bleeding = 1200
dynamic_icon_state = TRUE
delay = 1 SECONDS
healverb = "suturing"
var/healverb_past = "sutured"
var/self_delay = 3 SECONDS
var/mob/current_target
/obj/item/stack/medical/suture/apply(mob/living/carbon/human/target, mob/user)
. = TRUE
if(current_target)
if(current_target != target)
to_chat(user, "<span class='warning'>You're already suturing [current_target].</span>")
return
// Allow for cancelling of the target by clicking again
interrupt_do_after_once(user, current_target)
to_chat(user, "<span class='warning'>You stop [healverb] [target.i_yourself(user)].</span>")
return
if(!ishuman(target) || !target.can_inject(user, TRUE))
return
var/heal_type = (heal_brute ? BRUTE : BURN)
var/heal_display = (heal_brute ? BRUTE : "burn")
if(!target.get_damage_amount(heal_type))
to_chat(user, "<span class='warning'>[target.i_you(user, TRUE)] [target.i_do(user)]n't have any [heal_display] damage.</span>")
return
var/obj/item/organ/external/current_limb = target.get_organ(user.zone_selected)
if(!current_limb)
to_chat(user, "<span class='warning'>That limb is missing!</span>")
return
if(current_limb.is_robotic())
to_chat(user, "<span class='warning'>This can't be used on a robotic limb.</span>")
return
// Swap to another limb if the current one has no damage.
if(!most_damaged_limb(target))
to_chat(user, "<span class='warning'>[target.i_you(user, TRUE)] [target.i_do(user)]n't have any [heal_display] damage that could be [healverb_past].</span>")
return
var/mend_time = delay
if(target == user)
mend_time = self_delay
user.visible_message("<span class='notice'>[user] begins [healverb] [target.e_themselves(user)] with [src].</span>", "<span class='notice'>You begin [healverb] [target.i_your(user)] [current_limb.name] with [src].</span>")
current_limb = try_swap_to_most_damaged_limb(target, user, current_limb)
if(!current_limb)
return
var/last_targetted_zone = user.zone_selected
current_target = target
while(do_after_once(user, mend_time, target = target))
if(!target.can_inject(user, TRUE, current_limb.limb_name))
break
var/cut_open = FALSE
if(stop_bleeding)
for(var/obj/item/organ/external/E in target.bodyparts)
if(E.open >= ORGAN_ORGANIC_OPEN)
cut_open = TRUE
to_chat(user, "<span class='warning'>[target]'s [E.name] is cut open, you'll need more than some [name] to stop [target.i_your(user)] bleeding.</span>")
break
if(!apply_to(target, user, current_limb, !cut_open))
break
if(is_zero_amount(TRUE))
break
if(!target.get_damage_amount(heal_type))
user.visible_message("<span class='warning'>[user] finishes [healverb] [target.e_themselves(user)] with [src].</span>", "<span class='notice'>You finish [healverb] [target.i_yourself(user)] with [src].</span>")
break
var/skip_swap = FALSE
if(last_targetted_zone != user.zone_selected)
last_targetted_zone = user.zone_selected
var/new_limb = on_target_zone_change(target, user)
if(new_limb && current_limb != new_limb)
current_limb = new_limb
skip_swap = TRUE
to_chat(user, "<span class='notice'>You switch to [healverb] [target.i_your(user)] <b>[current_limb.name]</b>.</span>")
if(!skip_swap)
current_limb = try_swap_to_most_damaged_limb(target, user, current_limb)
if(!current_limb)
user.visible_message("<span class='warning'>[user] finishes [healverb] [target.e_themselves(user)] with [src].</span>", "<span class='notice'>You finish [healverb] [target.i_yourself(user)] with [src].</span>")
break
if(!target.can_inject(user, TRUE, current_limb.limb_name))
break
current_target = null
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/stack/medical/suture/proc/apply_to(mob/living/carbon/human/target, mob/user, obj/item/organ/external/current_limb, allow_stop_bleeding = TRUE)
if(!use(1))
return FALSE
current_limb.heal_damage(heal_brute, heal_burn, FALSE, FALSE, updating_health = TRUE)
target.UpdateDamageIcon()
if(stop_bleeding && !target.bleedsuppress && allow_stop_bleeding)
target.suppress_bloodloss(stop_bleeding)
return TRUE
/obj/item/stack/medical/suture/proc/most_damaged_limb(mob/living/carbon/human/target)
var/obj/item/organ/external/most_damaged
var/most_damaged_amount = 0
var/focus_brute = (heal_brute > 0)
for(var/obj/item/organ/external/E in target.bodyparts)
if(QDELETED(E))
continue
if(E.is_robotic())
continue
if(focus_brute)
if(E.brute_dam > most_damaged_amount)
most_damaged = E
most_damaged_amount = E.brute_dam
else if(E.burn_dam > most_damaged_amount)
most_damaged = E
most_damaged_amount = E.burn_dam
return most_damaged
/obj/item/stack/medical/suture/proc/try_swap_to_most_damaged_limb(mob/living/carbon/human/target, mob/user, obj/item/organ/external/current_limb)
if(heal_brute && current_limb.brute_dam)
return current_limb
if(heal_burn && current_limb.burn_dam)
return current_limb
var/obj/item/organ/external/new_limb = most_damaged_limb(target)
if(!new_limb)
return
if(current_limb != new_limb)
to_chat(user, "<span class='notice'>You begin [healverb] [target.i_your(user)] <b>[new_limb.name]</b>.</span>")
if(!do_after(user, delay / 2, target = target))
return
return new_limb
/obj/item/stack/medical/suture/proc/on_target_zone_change(mob/living/carbon/human/target, mob/user)
var/obj/item/organ/external/new_limb = target.get_organ(user.zone_selected)
if(!new_limb)
to_chat(user, "<span class='warning'>That limb is missing!</span>")
return FALSE
if(new_limb.is_robotic())
to_chat(user, "<span class='warning'>This can't be used on a robotic limb.</span>")
return FALSE
if(heal_brute && new_limb.brute_dam)
return new_limb
if(heal_burn && new_limb.burn_dam)
return new_limb
return FALSE
/obj/item/stack/medical/suture/emergency
name = "emergency sutures"
singular_name = "emergency suture"
desc = "A small bundle of cheap sutures. They're not pretty, but still quite effective at keeping the blood inside your body."
icon_state = "suture_emer"
merge_type = /obj/item/stack/medical/suture/emergency
heal_brute = 5
/obj/item/stack/medical/suture/medicated
name = "medicated sutures"
singular_name = "medicated suture"
desc = "A bundle of sterilized sutures used for sealing up minor cuts and lacerations. These have been treated with potent healing chemicals, dramatically improving their wound-sealing capability."
icon_state = "suture_medicated"
merge_type = /obj/item/stack/medical/suture/medicated
heal_brute = 15
stop_bleeding = 2000
/obj/item/stack/medical/suture/regen_mesh
name = "regenerative mesh"
desc = "A sheet of bacteriostatic mesh used to graft minor burns, housed in a sterile packet."
singular_name = "mesh piece"
icon_state = "regen_mesh"
merge_type = /obj/item/stack/medical/suture/regen_mesh
healverb = "grafting"
healverb_past = "grafted"
heal_brute = 0
heal_burn = 10
/// This var determines if the sterile packaging of the mesh has been opened.
var/is_open = TRUE
/obj/item/stack/medical/suture/regen_mesh/Initialize(mapload, new_amount, merge)
. = ..()
if(amount == max_amount) // only seal full mesh packs
is_open = FALSE
update_appearance()
/obj/item/stack/medical/suture/regen_mesh/update_icon_state()
if(is_open)
return ..()
icon_state = "[initial(icon_state)]_closed"
/obj/item/stack/medical/suture/regen_mesh/apply(mob/living/carbon/human/target, mob/user)
open_mesh()
. = ..()
/obj/item/stack/medical/suture/regen_mesh/change_stack(mob/user, amount)
open_mesh()
. = ..()
/obj/item/stack/medical/suture/regen_mesh/proc/open_mesh()
if(!is_open)
is_open = TRUE
update_icon(UPDATE_ICON_STATE)
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
/obj/item/stack/medical/suture/regen_mesh/advanced
name = "advanced regenerative mesh"
desc = "A sheet of medically-treated bacteriostatic mesh used to graft moderate burns, housed in a sterile packet."
icon_state = "advanced_mesh"
merge_type = /obj/item/stack/medical/suture/regen_mesh/advanced
heal_burn = 15