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Paradise/code/game/objects/items/stacks/medical.dm
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2016-07-28 17:20:52 -04:00

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/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = 1
throw_speed = 3
throw_range = 7
var/heal_brute = 0
var/heal_burn = 0
var/self_delay = 20
var/unique_handling = 0 //some things give a special prompt, do we want to bypass some checks in parent?
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(!iscarbon(M) && !isanimal(M))
to_chat(user, "<span class='danger'>[src] cannot be applied to [M]!</span>")
return 1
if(!user.IsAdvancedToolUser())
to_chat(user, "<span class='danger'>You don't have the dexterity to do this!</span>")
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
if(!H.can_inject(user, 1))
return 1
if(!affecting)
to_chat(user, "<span class='danger'>That limb is missing!</span>")
return 1
if(affecting.status & ORGAN_ROBOT)
to_chat(user, "<span class='danger'>This can't be used on a robotic limb.</span>")
return 1
if(M == user && !unique_handling)
user.visible_message("<span class='notice'>[user] starts to apply [src] on [H]...</span>")
if(!do_mob(user, H, self_delay))
return 1
return
if(isanimal(M))
var/mob/living/simple_animal/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)
M.updatehealth()
user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
"<span class='green'>You apply [src] on [M].</span>")
use(1)
//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_state = "gauze"
origin_tech = "biotech=1"
/obj/item/stack/medical/bruise_pack/attack(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_sel.selecting)
if(affecting.open == 0)
var/bandaged = affecting.bandage()
var/disinfected = affecting.disinfect()
if(!(bandaged || disinfected))
to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been bandaged.</span>")
return 1
else
user.visible_message("<span class='green'>[user] bandages the wounds on [H]'s [affecting.name].", \
"<span class='green'>You bandage the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
H.UpdateDamageIcon()
use(1)
else
to_chat(user, "<span class='warning'>[affecting] is cut open, you'll need more than a bandage!</span>")
/obj/item/stack/medical/bruise_pack/advanced
name = "advanced trauma kit"
singular_name = "advanced trauma kit"
desc = "An advanced trauma kit for severe injuries."
icon_state = "traumakit"
heal_brute = 25
//Ointment//
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
origin_tech = "biotech=1"
/obj/item/stack/medical/ointment/attack(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_sel.selecting)
if(affecting.open == 0)
if(!affecting.salve())
to_chat(user, "<span class='warning'>The wounds on [H]'s [affecting.name] have already been salved.</span>")
return 1
else
user.visible_message("<span class='green'>[user] salves the wounds on [H]'s [affecting.name].", \
"<span class='green'>You salve the wounds on [H]'s [affecting.name].</span>" )
affecting.heal_damage(heal_brute, heal_burn)
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/advanced
name = "advanced burn kit"
singular_name = "advanced burn kit"
desc = "An advanced treatment kit for severe burns."
icon_state = "burnkit"
heal_burn = 25
//Medical Herbs//
/obj/item/stack/medical/bruise_pack/comfrey
name = "\improper Comfrey leaf"
singular_name = "Comfrey leaf"
desc = "A soft leaf that is rubbed on bruises."
icon = 'icons/obj/hydroponics_products.dmi'
icon_state = "alien3-product"
color = "#378C61"
heal_brute = 12
/obj/item/stack/medical/ointment/aloe
name = "\improper Aloe Vera leaf"
singular_name = "Aloe Vera leaf"
desc = "A cold leaf that is rubbed on burns."
icon = 'icons/obj/hydroponics_products.dmi'
icon_state = "ambrosia-product"
color = "#4CC5C7"
heal_burn = 12
//Splits//
/obj/item/stack/medical/splint
name = "medical splints"
singular_name = "medical splint"
icon_state = "splint"
unique_handling = 1
self_delay = 100
/obj/item/stack/medical/splint/attack(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_sel.selecting)
var/limb = affecting.name
if(!(affecting.limb_name in list("l_arm", "r_arm", "l_hand", "r_hand", "l_leg", "r_leg", "l_foot", "r_foot")))
to_chat(user, "<span class='danger'>You can't apply a splint there!</span>")
return
if(affecting.status & ORGAN_SPLINTED)
to_chat(user, "<span class='danger'>[H]'s [limb] is already splinted!</span>")
if(alert(user, "Would you like to remove the splint from [H]'s [limb]?", "Removing.", "Yes", "No") == "Yes")
affecting.status &= ~ORGAN_SPLINTED
to_chat(user, "<span class='notice'>You remove the splint from [H]'s [limb].</span>")
return
if(M == user)
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(!do_mob(user, H, self_delay))
return
else
user.visible_message("<span class='green'>[user] applies [src] to their [limb].</span>", \
"<span class='green'>You apply [src] to your [limb].</span>", \
"<span class='green'>You hear something being wrapped.</span>")
affecting.status |= ORGAN_SPLINTED
use(1)