diff --git a/code/game/objects/items/devices/defib.dm b/code/game/objects/items/devices/defib.dm
index bd4b159c506..60435a97d67 100644
--- a/code/game/objects/items/devices/defib.dm
+++ b/code/game/objects/items/devices/defib.dm
@@ -1,16 +1,16 @@
//The case the paddles are kept in.
/obj/item/device/defib_kit
- name = "defibrilator kit"
+ name = "defibrillator kit"
desc = "This KHI-branded defib kit is a semi-automated model. Remove pads, slap on chest, wait."
icon = 'icons/obj/device.dmi'
icon_state = "defib_kit"
w_class = ITEMSIZE_LARGE
var/state //0 off, 1 open, 2 working, 3 dead
- var/uses = 3 //Calculates initial uses based on starting cell size
+ var/uses = 2 //Calculates initial uses based on starting cell size
+ var/chance = 75 //Percent chance of working
var/charge_cost //Set in New() based on uses
var/obj/item/weapon/cell/cell //The size is mostly irrelevant, see 'uses'
- var/obj/item/clothing/under/defib_paddles/paddles //Reference to connected paddles
var/mob/living/carbon/human/patient //The person the paddles are on
/obj/item/device/defib_kit/New()
@@ -18,32 +18,32 @@
//Create cell and determine uses (futureproofing against cell size changes)
cell = new(src)
charge_cost = cell.maxcharge / uses
-
- //Create paddles and associate them with the kit
- paddles = new(src)
- paddles.kit = src
-
statechange(0)
-/obj/item/device/defib_kit/attack_hand(mob/user as mob)
- if(user.get_inactive_hand() == src)
- get_paddles(user)
- else
- return ..()
+/obj/item/device/defib_kit/attack_self(mob/user as mob)
+ ..()
+ if(patient)
+ patient = null
+ user.visible_message("[user] returns the pads to \the [src] and closes it.",
+ "You return the pads to \the [src] and close it.")
+ statechange(0)
/obj/item/device/defib_kit/MouseDrop(var/mob/living/carbon/human/onto)
- if(istype(onto) && usr == onto && Adjacent(usr) && !usr.restrained() && !usr.stat)
- get_paddles(onto)
- else
- return ..()
+ if(istype(onto) && Adjacent(usr) && !usr.restrained() && !usr.stat)
+ var/mob/living/carbon/human/user = usr
+ //<--Feel free to code clothing checks right here
+ user.visible_message("[user] begins applying defib pads to [onto].",
+ "You begin applying defib pads to [onto].")
+ if(do_after(user, 100, onto))
+ patient = onto
+ statechange(1,patient)
+ user.visible_message("[user] applies defib pads to [onto].",
+ "You finish applying defib pads to [onto].")
/obj/item/device/defib_kit/attackby(var/obj/item/A as obj, mob/living/user as mob)
..()
- if(istype(A,/obj/item/clothing/under/defib_paddles))
- put_paddles(A, user)
-
- else if(!cell && istype(A,/obj/item/weapon/cell))
+ if(!cell && istype(A,/obj/item/weapon/cell))
if(!user.unEquip(A)) return
user << "You jack \the [A] into \the [src]'s battery mount."
A.forceMove(src)
@@ -57,36 +57,11 @@
else
cell.forceMove(user.put_in_hands(cell))
cell = null
+ playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
else
user << "The power source has already been removed!"
-
-/obj/item/device/defib_kit/proc/get_paddles(mob/user)
- if(paddles && state == 0)
- if(paddles.grabbed(src, user))
- statechange(1)
- processing_objects |= src
- playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
- else if(paddles && state > 0)
- user << "The paddles have already been removed and are on/in [paddles.loc]."
- else if(!paddles)
- user << "The paddles are missing!"
-
-/obj/item/device/defib_kit/proc/put_paddles(var/obj/item/clothing/under/defib_paddles/P, mob/user)
- if(state == 0) //Weird case, shouldn't happen unless you're being weird with more than one defib kit.
- user << "This defib kit doesn't need more paddles!"
- return
-
- if(state > 0 && !paddles) //Reconnecting paddles
- if(P.reconnected(src, user))
- playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
-
- else if(P == paddles)//Returning paddles
- if(P.replaced(src, user))
- playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
- statechange(0)
-
-/obj/item/device/defib_kit/proc/statechange(var/new_state)
+/obj/item/device/defib_kit/proc/statechange(var/new_state, var/pat)
if(state == new_state) return //Let's just save ourselves some time
state = new_state
icon_state = "[initial(icon_state)][state]"
@@ -95,8 +70,10 @@
switch(state)
if(0)
state_words = "It is currently closed."
+ processing_objects -= src
if(1)
state_words = "A green light is lit; it has charge."
+ processing_objects |= src
if(2)
state_words = "A yellow light is flashing: it's in the process of reviving a patient."
T.visible_message("A yellow light starts flashing on \the [src].")
@@ -106,7 +83,7 @@
T.visible_message("A red light starts flashing on \the [src].")
playsound(T, 'sound/machines/buzz-sigh.ogg', 50, 0)
- desc = "[initial(desc)] [state_words]"
+ desc = "[initial(desc)] [state_words][pat ? " The pads are attached to [pat]." : ""]"
update_icon()
/obj/item/device/defib_kit/process()
@@ -115,20 +92,16 @@
processing_objects -= src
return
- //Battery died
- if(!cell || cell.charge < charge_cost)
- statechange(3)
+ //Patient moved too far
+ if(patient && !(get_dist(src,patient) <= 1)) //You separated the kit and pads too far
+ audible_message("There's a clatter as the defib pads are yanked off of [patient].")
+ statechange(0)
+ patient = null
return
- //Everything below here requires paddles
- if(!paddles) return
-
- //Paddles moved too far
- if(!(get_dist(src,paddles) <= 1)) //You separated the kit and pads too far
- audible_message("There's a clatter as \the [paddles] connector cables are yanked out of \the [src].")
- paddles.kit = null
- paddles = null
- patient = null
+ //Battery died
+ if(!cell || cell.charge < charge_cost)
+ statechange(3,patient)
return
//A patient isn't being worked on, but we have one, so start
@@ -136,9 +109,9 @@
statechange(2)
if(attempt_shock()) //Try to shock them, has timer and such
patient.visible_message("[patient] convulses!")
- playsound(src.loc, 'sound/effects/sparks2.ogg', 50, 1)
+ playsound(src.loc, 'sound/effects/sparks2.ogg', 75, 1)
//Actual rezzing code
- if(prob(75) && !((world.time - patient.tod) > (10 MINUTES))) //Can only revive within a few minutes
+ if(prob(chance) && !((world.time - patient.tod) > (10 MINUTES))) //Can only revive within a few minutes
if(!patient.client && patient.mind) //Don't force the dead person to come back if they don't want to.
for(var/mob/observer/dead/ghost in player_list)
if(ghost.mind == patient.mind)
@@ -158,12 +131,12 @@
log_and_message_admins("[patient] was revived.")
cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
sleep(20) //Wait 2 seconds before next attempt
- statechange(1) //Back to ready
+ statechange(1,patient) //Back to ready
/obj/item/device/defib_kit/proc/attempt_shock()
- if(!paddles || !patient || cell.charge < charge_cost) return
+ if(!patient || cell.charge < charge_cost) return
- var/zap_time = world.time + (5 SECONDS)
+ var/zap_time = world.time + (7 SECONDS)
var/o_patient_loc = patient.loc
. = 1
@@ -171,73 +144,13 @@
sleep(1)
//Failed: We lost something important
- if(!paddles || !patient || !cell || cell.charge < charge_cost)
+ if(!patient || !cell || cell.charge < charge_cost)
. = 0
break
//Failed: The locations aren't right
- if((o_patient_loc != patient.loc) || !(get_dist(src,paddles) <= 1))
- . = 0
- break
-
- //Failed: The paddles aren't on the patient
- if(patient.w_uniform != paddles)
- patient = null
+ if((o_patient_loc != patient.loc) || !(get_dist(src,patient) <= 1))
. = 0
break
return
-
-
-// --------------------------------------
-//The paddles themselves. ZAP.
-/obj/item/clothing/under/defib_paddles
- name = "defibrilator pads"
- desc = "Adhesive! Apply to dead person."
- icon = 'icons/obj/device.dmi'
- icon_override = 'icons/obj/device.dmi'
- icon_state = "defib_pads"
-
- var/obj/item/device/defib_kit/kit
- has_sensor = 0 //Naaah.
-
-/obj/item/clothing/under/defib_paddles/proc/replaced(var/obj/item/device/defib_kit/K, var/mob/user)
- if(!kit) //Sanity: should not fire due to logic in kit
- return
-
- if(kit && K != kit)
- user << "The pads are connected to a different kit!"
- return
-
- user.visible_message("[user] returns \the [src] and closes \the [kit].", "You return \the [src] and close \the [kit].")
- user.remove_from_mob(src)
- src.forceMove(K)
- layer = initial(layer)
- return 1
-
-/obj/item/clothing/under/defib_paddles/proc/reconnected(var/obj/item/device/defib_kit/K, var/mob/user)
- if(kit && K != kit)
- user << "The pads are connected to a different kit!"
- return
-
- user.visible_message("[user] reconnects \the [src] to \the [K].", "You reconnect \the [src] to \the [K].")
- kit = K
- kit.paddles = src
- return 1
-
-/obj/item/clothing/under/defib_paddles/proc/grabbed(var/obj/item/device/defib_kit/K, var/mob/user)
- if(K != kit && istype(K)) //Mostly for sanity
- K.paddles = null //Stop talking to me!
- return
-
- user.visible_message("[user] removes \the [src] from \the [kit].", "You remove \the [src] from \the [kit].")
- if(!user.put_in_hands(src))
- src.forceMove(get_turf(src))
- return 1
-
-/obj/item/clothing/under/defib_paddles/equipped(var/mob/living/carbon/human/user, var/slot)
- . = ..()
- if(kit && istype(user) && slot == slot_w_uniform)
- kit.patient = user
- if(kit.patient.stat == DEAD)
- kit.patient.dir = 2 //Looks better this way