mirror of
https://github.com/VOREStation/VOREStation.git
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Whitespace Standardization [MDB IGNORE] (#15748)
* Update settings * Whitespace changes * Comment out merger hooks in gitattributes Corrupt maps would have to be resolved in repo before hooks could be updated * Revert "Whitespace changes" This reverts commitafbdd1d844. * Whitespace again minus example * Gitignore example changelog * Restore changelog merge setting * Keep older dmi hook attribute until hooks can be updated * update vscode settings too * Renormalize remaining * Revert "Gitignore example changelog" This reverts commitde22ad375d. * Attempt to normalize example.yml (and another file I guess) * Try again
This commit is contained in:
@@ -1,452 +1,452 @@
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/obj/item/stack/medical
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name = "medical pack"
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singular_name = "medical pack"
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icon = 'icons/obj/stacks.dmi'
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amount = 10
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max_amount = 10
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 20
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var/heal_brute = 0
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var/heal_burn = 0
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var/apply_sounds
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drop_sound = 'sound/items/drop/cardboardbox.ogg'
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pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
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var/upgrade_to // The type path this stack can be upgraded to.
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/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
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if (!istype(M))
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to_chat(user, "<span class='warning'>\The [src] cannot be applied to [M]!</span>")
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return 1
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return 1
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var/available = get_amount()
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if(!available)
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to_chat(user, "<span class='warning'>There's not enough [uses_charge ? "charge" : "items"] left to use that!</span>")
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(!affecting)
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to_chat(user, "<span class='warning'>No body part there to work on!</span>")
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return 1
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if(affecting.organ_tag == BP_HEAD)
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if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
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to_chat(user, "<span class='warning'>You can't apply [src] through [H.head]!</span>")
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return 1
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else
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if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
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to_chat(user, "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>")
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return 1
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if(affecting.robotic == ORGAN_ROBOT)
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to_chat(user, "<span class='warning'>This isn't useful at all on a robotic limb.</span>")
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return 1
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if(affecting.robotic >= ORGAN_LIFELIKE)
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to_chat(user, "<span class='warning'>You apply the [src], but it seems to have no effect...</span>")
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use(1)
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return 1
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H.UpdateDamageIcon()
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else
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M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
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user.visible_message( \
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"<span class='notice'>[M] has been applied with [src] by [user].</span>", \
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"<span class='notice'>You apply \the [src] to [M].</span>" \
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)
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use(1)
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M.updatehealth()
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/obj/item/stack/medical/proc/upgrade_stack(var/upgrade_amount)
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. = FALSE
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var/turf/T = get_turf(src)
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if(ispath(upgrade_to) && use(upgrade_amount))
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var/obj/item/stack/medical/M = new upgrade_to(T, upgrade_amount)
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return M
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return .
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/obj/item/stack/medical/crude_pack
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name = "crude bandage"
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singular_name = "crude bandage length"
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desc = "Some bandages to wrap around bloody stumps."
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icon_state = "gauze"
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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upgrade_to = /obj/item/stack/medical/bruise_pack
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/obj/item/stack/medical/crude_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
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return
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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else
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var/available = get_amount()
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user.visible_message("<b>\The [user]</b> starts bandaging [M]'s [affecting.name].", \
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"<span class='notice'>You start bandaging [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if(W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/3, exclusive = TRUE))
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to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
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break
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if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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if(used >= available)
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to_chat(user, "<span class='warning'>You run out of [src]!</span>")
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<b>\The [user]</b> places a bandage over \a [W.desc] on [M]'s [affecting.name].", \
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"<span class='notice'>You place a bandage over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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playsound(src, pick(apply_sounds), 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
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else
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to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
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use(used)
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/obj/item/stack/medical/bruise_pack
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name = "roll of gauze"
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singular_name = "gauze length"
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desc = "Some sterile gauze to wrap around bloody stumps."
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icon_state = "brutepack"
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
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drop_sound = 'sound/items/drop/gloves.ogg'
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pickup_sound = 'sound/items/pickup/gloves.ogg'
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upgrade_to = /obj/item/stack/medical/advanced/bruise_pack
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/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
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return
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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else
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var/available = get_amount()
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user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
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if (W.internal)
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continue
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if(W.bandaged)
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continue
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if(used == amount)
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break
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if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
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to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
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break
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if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
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if(used >= available)
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to_chat(user, "<span class='warning'>You run out of [src]!</span>")
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break
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
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"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
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//H.add_side_effect("Itch")
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else if (W.damage_type == BRUISE)
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user.visible_message("<b>\The [user]</b> places a bruise patch over \a [W.desc] on [M]'s [affecting.name].", \
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"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
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else
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user.visible_message("<b>\The [user]</b> places a bandaid over \a [W.desc] on [M]'s [affecting.name].", \
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"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
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// W.disinfect() // VOREStation - Tech1 should not disinfect
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playsound(src, pick(apply_sounds), 25)
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used++
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affecting.update_damages()
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if(used == amount)
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if(affecting.is_bandaged())
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to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
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else
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to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
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use(used)
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/obj/item/stack/medical/ointment
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name = "ointment"
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desc = "Used to treat those nasty burns."
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gender = PLURAL
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singular_name = "ointment"
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icon_state = "ointment"
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heal_burn = 1
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origin_tech = list(TECH_BIO = 1)
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no_variants = FALSE
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apply_sounds = list('sound/effects/ointment.ogg')
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drop_sound = 'sound/items/drop/herb.ogg'
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pickup_sound = 'sound/items/pickup/herb.ogg'
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/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
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return
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if(affecting.is_salved())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
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return 1
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else
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user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
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"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
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if(!do_mob(user, M, 10, exclusive = TRUE))
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to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
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return 1
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if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
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return 1
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user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
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"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
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use(1)
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affecting.salve()
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playsound(src, pick(apply_sounds), 25)
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/obj/item/stack/medical/ointment/simple
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name = "ointment paste"
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desc = "A simple thick paste used to salve burns."
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singular_name = "old-ointment"
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icon_state = "old-ointment"
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/obj/item/stack/medical/advanced/bruise_pack
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name = "advanced trauma kit"
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singular_name = "advanced trauma kit"
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desc = "An advanced trauma kit for severe injuries."
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icon_state = "traumakit"
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heal_brute = 7 //VOREStation Edit
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg','sound/effects/tape.ogg')
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/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(..())
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return 1
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if (istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
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if(affecting.open)
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
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return
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if(affecting.is_bandaged() && affecting.is_disinfected())
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>")
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return 1
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else
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var/available = get_amount()
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user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
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"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
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var/used = 0
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for (var/datum/wound/W in affecting.wounds)
|
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if (W.internal)
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continue
|
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if (W.bandaged && W.disinfected)
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continue
|
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//if(used == amount) //VOREStation Edit
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// break //VOREStation Edit
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if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
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to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
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break
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if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check.
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to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
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return 1
|
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|
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if(used >= available)
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to_chat(user, "<span class='warning'>You run out of [src]!</span>")
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break
|
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|
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if (W.current_stage <= W.max_bleeding_stage)
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user.visible_message("<b>\The [user]</b> cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
|
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"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
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else if (W.damage_type == BRUISE)
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user.visible_message("<b>\The [user]</b> places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
|
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"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
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else
|
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user.visible_message("<b>\The [user]</b> smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
|
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"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
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W.bandage()
|
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W.disinfect()
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W.heal_damage(heal_brute)
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playsound(src, pick(apply_sounds), 25)
|
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used = 1 //VOREStation Edit
|
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update_icon() // VOREStation Edit - Support for stack icons
|
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affecting.update_damages()
|
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if(used == amount)
|
||||
if(affecting.is_bandaged())
|
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to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
|
||||
else
|
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to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
|
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use(used)
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/obj/item/stack/medical/advanced/ointment
|
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name = "advanced burn kit"
|
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singular_name = "advanced burn kit"
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desc = "An advanced treatment kit for severe burns."
|
||||
icon_state = "burnkit"
|
||||
heal_burn = 7 //VOREStation Edit
|
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origin_tech = list(TECH_BIO = 1)
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apply_sounds = list('sound/effects/ointment.ogg')
|
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|
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/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
|
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if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
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|
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if(affecting.open)
|
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to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
|
||||
if(affecting.is_salved())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
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return 1
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
|
||||
if(!do_mob(user, M, 10, exclusive = TRUE))
|
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to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
|
||||
return 1
|
||||
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
||||
return 1
|
||||
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
|
||||
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
|
||||
affecting.heal_damage(0,heal_burn)
|
||||
use(1)
|
||||
affecting.salve()
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
update_icon() // VOREStation Edit - Support for stack icons
|
||||
|
||||
/obj/item/stack/medical/splint
|
||||
name = "medical splints"
|
||||
singular_name = "medical splint"
|
||||
desc = "Modular splints capable of supporting and immobilizing bones in all areas of the body."
|
||||
icon_state = "splint"
|
||||
amount = 5
|
||||
max_amount = 5
|
||||
drop_sound = 'sound/items/drop/hat.ogg'
|
||||
pickup_sound = 'sound/items/pickup/hat.ogg'
|
||||
|
||||
var/list/splintable_organs = list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO) //List of organs you can splint, natch.
|
||||
|
||||
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
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.organ_tag in splintable_organs))
|
||||
to_chat(user, "<span class='danger'>You can't use \the [src] to apply a splint there!</span>")
|
||||
return
|
||||
if(affecting.splinted)
|
||||
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
|
||||
return
|
||||
if (M != user)
|
||||
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You start to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
else
|
||||
if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \
|
||||
user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) ))
|
||||
to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
|
||||
return
|
||||
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
if(do_after(user, 50, M, exclusive = TASK_USER_EXCLUSIVE))
|
||||
if(affecting.splinted)
|
||||
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
|
||||
return
|
||||
if(M == user && prob(75))
|
||||
user.visible_message("<span class='danger'>\The [user] fumbles [src].</span>", "<span class='danger'>You fumble [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/obj/item/stack/medical/splint/S = split(1)
|
||||
if(S)
|
||||
if(affecting.apply_splint(S))
|
||||
S.forceMove(affecting)
|
||||
if (M != user)
|
||||
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
else
|
||||
user.visible_message("<span class='danger'>\The [user] successfully applies [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
S.dropInto(src.loc) //didn't get applied, so just drop it
|
||||
if(isrobot(user))
|
||||
var/obj/item/stack/medical/splint/B = src
|
||||
if(B)
|
||||
if(affecting.apply_splint(B))
|
||||
B.forceMove(affecting)
|
||||
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
B.use(1)
|
||||
return
|
||||
user.visible_message("<span class='danger'>\The [user] fails to apply [src].</span>", "<span class='danger'>You fail to apply [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
|
||||
|
||||
/obj/item/stack/medical/splint/ghetto
|
||||
name = "makeshift splints"
|
||||
singular_name = "makeshift splint"
|
||||
desc = "For holding your limbs in place with duct tape and scrap metal."
|
||||
icon_state = "tape-splint"
|
||||
amount = 1
|
||||
splintable_organs = list(BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
|
||||
/obj/item/stack/medical
|
||||
name = "medical pack"
|
||||
singular_name = "medical pack"
|
||||
icon = 'icons/obj/stacks.dmi'
|
||||
amount = 10
|
||||
max_amount = 10
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 4
|
||||
throw_range = 20
|
||||
var/heal_brute = 0
|
||||
var/heal_burn = 0
|
||||
var/apply_sounds
|
||||
drop_sound = 'sound/items/drop/cardboardbox.ogg'
|
||||
pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
|
||||
|
||||
var/upgrade_to // The type path this stack can be upgraded to.
|
||||
|
||||
/obj/item/stack/medical/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if (!istype(M))
|
||||
to_chat(user, "<span class='warning'>\The [src] cannot be applied to [M]!</span>")
|
||||
return 1
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
||||
return 1
|
||||
|
||||
var/available = get_amount()
|
||||
if(!available)
|
||||
to_chat(user, "<span class='warning'>There's not enough [uses_charge ? "charge" : "items"] left to use that!</span>")
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(!affecting)
|
||||
to_chat(user, "<span class='warning'>No body part there to work on!</span>")
|
||||
return 1
|
||||
|
||||
if(affecting.organ_tag == BP_HEAD)
|
||||
if(H.head && istype(H.head,/obj/item/clothing/head/helmet/space))
|
||||
to_chat(user, "<span class='warning'>You can't apply [src] through [H.head]!</span>")
|
||||
return 1
|
||||
else
|
||||
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
|
||||
to_chat(user, "<span class='warning'>You can't apply [src] through [H.wear_suit]!</span>")
|
||||
return 1
|
||||
|
||||
if(affecting.robotic == ORGAN_ROBOT)
|
||||
to_chat(user, "<span class='warning'>This isn't useful at all on a robotic limb.</span>")
|
||||
return 1
|
||||
|
||||
if(affecting.robotic >= ORGAN_LIFELIKE)
|
||||
to_chat(user, "<span class='warning'>You apply the [src], but it seems to have no effect...</span>")
|
||||
use(1)
|
||||
return 1
|
||||
|
||||
H.UpdateDamageIcon()
|
||||
|
||||
else
|
||||
|
||||
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
|
||||
user.visible_message( \
|
||||
"<span class='notice'>[M] has been applied with [src] by [user].</span>", \
|
||||
"<span class='notice'>You apply \the [src] to [M].</span>" \
|
||||
)
|
||||
use(1)
|
||||
|
||||
M.updatehealth()
|
||||
|
||||
/obj/item/stack/medical/proc/upgrade_stack(var/upgrade_amount)
|
||||
. = FALSE
|
||||
|
||||
var/turf/T = get_turf(src)
|
||||
|
||||
if(ispath(upgrade_to) && use(upgrade_amount))
|
||||
var/obj/item/stack/medical/M = new upgrade_to(T, upgrade_amount)
|
||||
return M
|
||||
|
||||
return .
|
||||
|
||||
/obj/item/stack/medical/crude_pack
|
||||
name = "crude bandage"
|
||||
singular_name = "crude bandage length"
|
||||
desc = "Some bandages to wrap around bloody stumps."
|
||||
icon_state = "gauze"
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
no_variants = FALSE
|
||||
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
|
||||
|
||||
upgrade_to = /obj/item/stack/medical/bruise_pack
|
||||
|
||||
/obj/item/stack/medical/crude_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open)
|
||||
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
return
|
||||
|
||||
if(affecting.is_bandaged())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
|
||||
return 1
|
||||
else
|
||||
var/available = get_amount()
|
||||
user.visible_message("<b>\The [user]</b> starts bandaging [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start bandaging [M]'s [affecting.name].</span>" )
|
||||
var/used = 0
|
||||
for (var/datum/wound/W in affecting.wounds)
|
||||
if(W.internal)
|
||||
continue
|
||||
if(W.bandaged)
|
||||
continue
|
||||
if(used == amount)
|
||||
break
|
||||
if(!do_mob(user, M, W.damage/3, exclusive = TRUE))
|
||||
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
|
||||
break
|
||||
|
||||
if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
|
||||
return 1
|
||||
|
||||
if(used >= available)
|
||||
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
|
||||
break
|
||||
|
||||
if (W.current_stage <= W.max_bleeding_stage)
|
||||
user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> places a bandage over \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You place a bandage over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
W.bandage()
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
used++
|
||||
affecting.update_damages()
|
||||
if(used == amount)
|
||||
if(affecting.is_bandaged())
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
|
||||
use(used)
|
||||
|
||||
/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 = "brutepack"
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
no_variants = FALSE
|
||||
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg')
|
||||
drop_sound = 'sound/items/drop/gloves.ogg'
|
||||
pickup_sound = 'sound/items/pickup/gloves.ogg'
|
||||
|
||||
upgrade_to = /obj/item/stack/medical/advanced/bruise_pack
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open)
|
||||
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
return
|
||||
|
||||
if(affecting.is_bandaged())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
|
||||
return 1
|
||||
else
|
||||
var/available = get_amount()
|
||||
user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
|
||||
var/used = 0
|
||||
for (var/datum/wound/W in affecting.wounds)
|
||||
if (W.internal)
|
||||
continue
|
||||
if(W.bandaged)
|
||||
continue
|
||||
if(used == amount)
|
||||
break
|
||||
if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
|
||||
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
|
||||
break
|
||||
|
||||
if(affecting.is_bandaged()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
|
||||
return 1
|
||||
|
||||
if(used >= available)
|
||||
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
|
||||
break
|
||||
|
||||
if (W.current_stage <= W.max_bleeding_stage)
|
||||
user.visible_message("<b>\The [user]</b> bandages \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You bandage \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
//H.add_side_effect("Itch")
|
||||
else if (W.damage_type == BRUISE)
|
||||
user.visible_message("<b>\The [user]</b> places a bruise patch over \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You place a bruise patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> places a bandaid over \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You place a bandaid over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
W.bandage()
|
||||
// W.disinfect() // VOREStation - Tech1 should not disinfect
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
used++
|
||||
affecting.update_damages()
|
||||
if(used == amount)
|
||||
if(affecting.is_bandaged())
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
|
||||
use(used)
|
||||
|
||||
/obj/item/stack/medical/ointment
|
||||
name = "ointment"
|
||||
desc = "Used to treat those nasty burns."
|
||||
gender = PLURAL
|
||||
singular_name = "ointment"
|
||||
icon_state = "ointment"
|
||||
heal_burn = 1
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
no_variants = FALSE
|
||||
apply_sounds = list('sound/effects/ointment.ogg')
|
||||
drop_sound = 'sound/items/drop/herb.ogg'
|
||||
pickup_sound = 'sound/items/pickup/herb.ogg'
|
||||
|
||||
/obj/item/stack/medical/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open)
|
||||
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
return
|
||||
|
||||
if(affecting.is_salved())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
||||
return 1
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
|
||||
if(!do_mob(user, M, 10, exclusive = TRUE))
|
||||
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
|
||||
return 1
|
||||
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
||||
return 1
|
||||
user.visible_message("<span class='notice'>[user] salved wounds on [M]'s [affecting.name].</span>", \
|
||||
"<span class='notice'>You salved wounds on [M]'s [affecting.name].</span>" )
|
||||
use(1)
|
||||
affecting.salve()
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
|
||||
/obj/item/stack/medical/ointment/simple
|
||||
name = "ointment paste"
|
||||
desc = "A simple thick paste used to salve burns."
|
||||
singular_name = "old-ointment"
|
||||
icon_state = "old-ointment"
|
||||
|
||||
/obj/item/stack/medical/advanced/bruise_pack
|
||||
name = "advanced trauma kit"
|
||||
singular_name = "advanced trauma kit"
|
||||
desc = "An advanced trauma kit for severe injuries."
|
||||
icon_state = "traumakit"
|
||||
heal_brute = 7 //VOREStation Edit
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
apply_sounds = list('sound/effects/rip1.ogg','sound/effects/rip2.ogg','sound/effects/tape.ogg')
|
||||
|
||||
/obj/item/stack/medical/advanced/bruise_pack/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open)
|
||||
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
return
|
||||
|
||||
if(affecting.is_bandaged() && affecting.is_disinfected())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been treated.</span>")
|
||||
return 1
|
||||
else
|
||||
var/available = get_amount()
|
||||
user.visible_message("<b>\The [user]</b> starts treating [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start treating [M]'s [affecting.name].</span>" )
|
||||
var/used = 0
|
||||
for (var/datum/wound/W in affecting.wounds)
|
||||
if (W.internal)
|
||||
continue
|
||||
if (W.bandaged && W.disinfected)
|
||||
continue
|
||||
//if(used == amount) //VOREStation Edit
|
||||
// break //VOREStation Edit
|
||||
if(!do_mob(user, M, W.damage/5, exclusive = TRUE))
|
||||
to_chat(user, "<span class='notice'>You must stand still to bandage wounds.</span>")
|
||||
break
|
||||
if(affecting.is_bandaged() && affecting.is_disinfected()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been bandaged.</span>")
|
||||
return 1
|
||||
|
||||
if(used >= available)
|
||||
to_chat(user, "<span class='warning'>You run out of [src]!</span>")
|
||||
break
|
||||
|
||||
if (W.current_stage <= W.max_bleeding_stage)
|
||||
user.visible_message("<b>\The [user]</b> cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
|
||||
"<span class='notice'>You clean and seal \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else if (W.damage_type == BRUISE)
|
||||
user.visible_message("<b>\The [user]</b> places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You place a medical patch over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You smear some bioglue over \a [W.desc] on [M]'s [affecting.name].</span>" )
|
||||
W.bandage()
|
||||
W.disinfect()
|
||||
W.heal_damage(heal_brute)
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
used = 1 //VOREStation Edit
|
||||
update_icon() // VOREStation Edit - Support for stack icons
|
||||
affecting.update_damages()
|
||||
if(used == amount)
|
||||
if(affecting.is_bandaged())
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] is used up, but there are more wounds to treat on \the [affecting.name].</span>")
|
||||
use(used)
|
||||
|
||||
/obj/item/stack/medical/advanced/ointment
|
||||
name = "advanced burn kit"
|
||||
singular_name = "advanced burn kit"
|
||||
desc = "An advanced treatment kit for severe burns."
|
||||
icon_state = "burnkit"
|
||||
heal_burn = 7 //VOREStation Edit
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
apply_sounds = list('sound/effects/ointment.ogg')
|
||||
|
||||
/obj/item/stack/medical/advanced/ointment/attack(mob/living/carbon/M as mob, mob/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = M
|
||||
var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting)
|
||||
|
||||
if(affecting.open)
|
||||
to_chat(user, "<span class='notice'>The [affecting.name] is cut open, you'll need more than a bandage!</span>")
|
||||
|
||||
if(affecting.is_salved())
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
||||
return 1
|
||||
else
|
||||
user.visible_message("<b>\The [user]</b> starts salving wounds on [M]'s [affecting.name].", \
|
||||
"<span class='notice'>You start salving the wounds on [M]'s [affecting.name].</span>" )
|
||||
if(!do_mob(user, M, 10, exclusive = TRUE))
|
||||
to_chat(user, "<span class='notice'>You must stand still to salve wounds.</span>")
|
||||
return 1
|
||||
if(affecting.is_salved()) // We do a second check after the delay, in case it was bandaged after the first check.
|
||||
to_chat(user, "<span class='warning'>The wounds on [M]'s [affecting.name] have already been salved.</span>")
|
||||
return 1
|
||||
user.visible_message( "<span class='notice'>[user] covers wounds on [M]'s [affecting.name] with regenerative membrane.</span>", \
|
||||
"<span class='notice'>You cover wounds on [M]'s [affecting.name] with regenerative membrane.</span>" )
|
||||
affecting.heal_damage(0,heal_burn)
|
||||
use(1)
|
||||
affecting.salve()
|
||||
playsound(src, pick(apply_sounds), 25)
|
||||
update_icon() // VOREStation Edit - Support for stack icons
|
||||
|
||||
/obj/item/stack/medical/splint
|
||||
name = "medical splints"
|
||||
singular_name = "medical splint"
|
||||
desc = "Modular splints capable of supporting and immobilizing bones in all areas of the body."
|
||||
icon_state = "splint"
|
||||
amount = 5
|
||||
max_amount = 5
|
||||
drop_sound = 'sound/items/drop/hat.ogg'
|
||||
pickup_sound = 'sound/items/pickup/hat.ogg'
|
||||
|
||||
var/list/splintable_organs = list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO) //List of organs you can splint, natch.
|
||||
|
||||
/obj/item/stack/medical/splint/attack(mob/living/carbon/M as mob, mob/living/user as mob)
|
||||
if(..())
|
||||
return 1
|
||||
|
||||
if (istype(M, /mob/living/carbon/human))
|
||||
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.organ_tag in splintable_organs))
|
||||
to_chat(user, "<span class='danger'>You can't use \the [src] to apply a splint there!</span>")
|
||||
return
|
||||
if(affecting.splinted)
|
||||
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
|
||||
return
|
||||
if (M != user)
|
||||
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You start to apply \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
else
|
||||
if(( !user.hand && (affecting.organ_tag in list(BP_R_ARM, BP_R_HAND)) || \
|
||||
user.hand && (affecting.organ_tag in list(BP_L_ARM, BP_L_HAND)) ))
|
||||
to_chat(user, "<span class='danger'>You can't apply a splint to the arm you're using!</span>")
|
||||
return
|
||||
user.visible_message("<span class='danger'>[user] starts to apply \the [src] to their [limb].</span>", "<span class='danger'>You start to apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
if(do_after(user, 50, M, exclusive = TASK_USER_EXCLUSIVE))
|
||||
if(affecting.splinted)
|
||||
to_chat(user, "<span class='danger'>[M]'s [limb] is already splinted!</span>")
|
||||
return
|
||||
if(M == user && prob(75))
|
||||
user.visible_message("<span class='danger'>\The [user] fumbles [src].</span>", "<span class='danger'>You fumble [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
if(ishuman(user))
|
||||
var/obj/item/stack/medical/splint/S = split(1)
|
||||
if(S)
|
||||
if(affecting.apply_splint(S))
|
||||
S.forceMove(affecting)
|
||||
if (M != user)
|
||||
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
else
|
||||
user.visible_message("<span class='danger'>\The [user] successfully applies [src] to their [limb].</span>", "<span class='danger'>You successfully apply \the [src] to your [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
S.dropInto(src.loc) //didn't get applied, so just drop it
|
||||
if(isrobot(user))
|
||||
var/obj/item/stack/medical/splint/B = src
|
||||
if(B)
|
||||
if(affecting.apply_splint(B))
|
||||
B.forceMove(affecting)
|
||||
user.visible_message("<span class='danger'>\The [user] finishes applying [src] to [M]'s [limb].</span>", "<span class='danger'>You finish applying \the [src] to [M]'s [limb].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
B.use(1)
|
||||
return
|
||||
user.visible_message("<span class='danger'>\The [user] fails to apply [src].</span>", "<span class='danger'>You fail to apply [src].</span>", "<span class='danger'>You hear something being wrapped.</span>")
|
||||
return
|
||||
|
||||
|
||||
/obj/item/stack/medical/splint/ghetto
|
||||
name = "makeshift splints"
|
||||
singular_name = "makeshift splint"
|
||||
desc = "For holding your limbs in place with duct tape and scrap metal."
|
||||
icon_state = "tape-splint"
|
||||
amount = 1
|
||||
splintable_organs = list(BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG)
|
||||
|
||||
@@ -1,373 +1,373 @@
|
||||
/* Diffrent misc types of tiles
|
||||
* Contains:
|
||||
* Prototype
|
||||
* Grass
|
||||
* Wood
|
||||
* Carpet
|
||||
* Blue Carpet
|
||||
* Linoleum
|
||||
*
|
||||
* Put your stuff in fifty_stacks_tiles.dm as well.
|
||||
*/
|
||||
|
||||
/obj/item/stack/tile
|
||||
name = "tile"
|
||||
singular_name = "tile"
|
||||
desc = "A non-descript floor tile"
|
||||
randpixel = 7
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_amount = 60
|
||||
drop_sound = 'sound/items/drop/axe.ogg'
|
||||
pickup_sound = 'sound/items/pickup/axe.ogg'
|
||||
|
||||
//crafting / welding vars
|
||||
var/datum/material/material //*sigh* i guess this is how we're doing this.
|
||||
var/craftable = FALSE //set to TRUE for tiles you can craft stuff from directly, like grass
|
||||
var/can_weld = FALSE //set to TRUE for tiles you can reforge into their components via welding, like metal
|
||||
var/welds_into = /obj/item/stack/material/steel //what you get from the welding. defaults to steel.
|
||||
var/default_type = DEFAULT_WALL_MATERIAL
|
||||
|
||||
|
||||
|
||||
/obj/item/stack/tile/Initialize()
|
||||
. = ..()
|
||||
randpixel_xy()
|
||||
if(craftable)
|
||||
material = get_material_by_name("[default_type]")
|
||||
if(!material)
|
||||
return INITIALIZE_HINT_QDEL
|
||||
if(material) //sanity check
|
||||
recipes = material.get_recipes()
|
||||
stacktype = material.stack_type
|
||||
|
||||
/obj/item/stack/tile/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (W.has_tool_quality(TOOL_WELDER))
|
||||
var/obj/item/weapon/weldingtool/WT = W.get_welder()
|
||||
|
||||
if(can_weld == FALSE)
|
||||
to_chat("You can't reform these into their original components.")
|
||||
return
|
||||
|
||||
if(get_amount() < 4)
|
||||
to_chat(user, "<span class='warning'>You need at least four tiles to do this.</span>")
|
||||
return
|
||||
|
||||
if(WT.remove_fuel(0,user))
|
||||
new welds_into(usr.loc)
|
||||
usr.update_icon()
|
||||
visible_message("<span class='notice'>\The [src] is shaped by [user.name] with the welding tool.</span>","You hear welding.")
|
||||
var/obj/item/stack/tile/T = src
|
||||
src = null
|
||||
var/replace = (user.get_inactive_hand()==T)
|
||||
T.use(4)
|
||||
if (!T && replace)
|
||||
user.put_in_hands(welds_into)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
/*
|
||||
* Grass
|
||||
*/
|
||||
/obj/item/stack/tile/grass
|
||||
name = "grass tile"
|
||||
singular_name = "grass floor tile"
|
||||
desc = "A patch of grass like they often use on golf courses."
|
||||
icon_state = "tile_grass"
|
||||
default_type = "grass"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/herb.ogg'
|
||||
pickup_sound = 'sound/items/pickup/herb.ogg'
|
||||
craftable = TRUE
|
||||
|
||||
/*
|
||||
* Wood
|
||||
*/
|
||||
/obj/item/stack/tile/wood
|
||||
name = "wood floor tile"
|
||||
singular_name = "wood floor tile"
|
||||
desc = "An easy to fit wooden floor tile."
|
||||
icon_state = "tile-wood"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/wooden.ogg'
|
||||
pickup_sound = 'sound/items/pickup/wooden.ogg'
|
||||
|
||||
/obj/item/stack/tile/wood/sif
|
||||
name = "alien wood tile"
|
||||
singular_name = "alien wood tile"
|
||||
desc = "An easy to fit wooden floor tile. It's blue!"
|
||||
icon_state = "tile-sifwood"
|
||||
|
||||
/obj/item/stack/tile/wood/alt
|
||||
name = "wood floor tile"
|
||||
singular_name = "wood floor tile"
|
||||
icon_state = "tile-wood_tile"
|
||||
|
||||
/obj/item/stack/tile/wood/parquet
|
||||
name = "parquet wood floor tile"
|
||||
singular_name = "parquet wood floor tile"
|
||||
icon_state = "tile-wood_parquet"
|
||||
|
||||
/obj/item/stack/tile/wood/panel
|
||||
name = "large wood floor tile"
|
||||
singular_name = "large wood floor tile"
|
||||
icon_state = "tile-wood_large"
|
||||
|
||||
/obj/item/stack/tile/wood/tile
|
||||
name = "tiled wood floor tile"
|
||||
singular_name = "tiled wood floor tile"
|
||||
icon_state = "tile-wood_tile"
|
||||
|
||||
/obj/item/stack/tile/wood/cyborg
|
||||
name = "wood floor tile synthesizer"
|
||||
desc = "A device that makes wood floor tiles."
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/wood
|
||||
build_type = /obj/item/stack/tile/wood
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Carpets
|
||||
*/
|
||||
/obj/item/stack/tile/carpet
|
||||
name = "carpet"
|
||||
singular_name = "carpet"
|
||||
desc = "A piece of carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-carpet"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/cloth.ogg'
|
||||
pickup_sound = 'sound/items/pickup/cloth.ogg'
|
||||
|
||||
/obj/item/stack/tile/carpet/teal
|
||||
desc = "A piece of teal carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-tealcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/turcarpet
|
||||
desc = "A piece of turqoise carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-turcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/bcarpet
|
||||
desc = "A piece of black diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-bcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/blucarpet
|
||||
desc = "A piece of blue diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-blucarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/sblucarpet
|
||||
desc = "A piece of silver-blue diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-sblucarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/gaycarpet
|
||||
desc = "A piece of pink diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-gaycarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/purcarpet
|
||||
desc = "A piece of purple diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-purcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/oracarpet
|
||||
desc = "A piece of orange diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-oracarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/brncarpet
|
||||
desc = "A piece of brown ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-brncarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/blucarpet2
|
||||
desc = "A piece of blue ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-blucarpet2"
|
||||
|
||||
/obj/item/stack/tile/carpet/greencarpet
|
||||
desc = "A piece of green ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-greencarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/purplecarpet
|
||||
desc = "A piece of purple ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-purplecarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/geo
|
||||
icon_state = "tile-carpet-deco"
|
||||
desc = "A piece of carpet with a gnarly geometric design. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/retro
|
||||
icon_state = "tile-carpet-retro"
|
||||
desc = "A piece of carpet with totally wicked blue space patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/retro_red
|
||||
icon_state = "tile-carpet-retro-red"
|
||||
desc = "A piece of carpet with red-ical space patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/happy
|
||||
icon_state = "tile-carpet-happy"
|
||||
desc = "A piece of carpet with happy patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/floor
|
||||
name = "floor tile"
|
||||
singular_name = "floor tile"
|
||||
desc = "A metal tile fit for covering a section of floor."
|
||||
icon_state = "tile"
|
||||
force = 6.0
|
||||
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
|
||||
/obj/item/stack/tile/floor/red
|
||||
name = "red floor tile"
|
||||
singular_name = "red floor tile"
|
||||
color = COLOR_RED_GRAY
|
||||
icon_state = "tile_white"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techgrey
|
||||
name = "grey techfloor tile"
|
||||
singular_name = "grey techfloor tile"
|
||||
icon_state = "techtile_grey"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techgrid
|
||||
name = "grid techfloor tile"
|
||||
singular_name = "grid techfloor tile"
|
||||
icon_state = "techtile_grid"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techmaint
|
||||
name = "maint techfloor tile"
|
||||
singular_name = "maint techfloor tile"
|
||||
icon_state = "techtile_maint"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/steel_dirty
|
||||
name = "steel floor tile"
|
||||
singular_name = "steel floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/steel
|
||||
name = "steel floor tile"
|
||||
singular_name = "steel floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/white
|
||||
name = "white floor tile"
|
||||
singular_name = "white floor tile"
|
||||
icon_state = "tile_white"
|
||||
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plastic
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/yellow
|
||||
name = "yellow floor tile"
|
||||
singular_name = "yellow floor tile"
|
||||
color = COLOR_BROWN
|
||||
icon_state = "tile_white"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/dark
|
||||
name = "dark floor tile"
|
||||
singular_name = "dark floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/freezer
|
||||
name = "freezer floor tile"
|
||||
singular_name = "freezer floor tile"
|
||||
icon_state = "tile_freezer"
|
||||
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plastic
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/cyborg
|
||||
name = "floor tile synthesizer"
|
||||
desc = "A device that makes floor tiles."
|
||||
gender = NEUTER
|
||||
matter = null
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/floor
|
||||
build_type = /obj/item/stack/tile/floor
|
||||
can_weld = FALSE //we're not going there
|
||||
|
||||
/obj/item/stack/tile/linoleum
|
||||
name = "linoleum"
|
||||
singular_name = "linoleum"
|
||||
desc = "A piece of linoleum. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-linoleum"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = FALSE
|
||||
|
||||
/obj/item/stack/tile/wmarble
|
||||
name = "light marble tile"
|
||||
singular_name = "light marble tile"
|
||||
desc = "Some white marble tiles used for flooring."
|
||||
icon_state = "tile-wmarble"
|
||||
force = 6.0
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
welds_into = /obj/item/stack/material/marble
|
||||
|
||||
/obj/item/stack/tile/bmarble
|
||||
name = "dark marble tile"
|
||||
singular_name = "dark marble tile"
|
||||
desc = "Some black marble tiles used for flooring."
|
||||
icon_state = "tile-bmarble"
|
||||
force = 6.0
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
welds_into = /obj/item/stack/material/marble
|
||||
|
||||
/obj/item/stack/tile/roofing
|
||||
name = "roofing"
|
||||
singular_name = "roofing"
|
||||
desc = "A section of roofing material. You can use it to repair the ceiling, or expand it."
|
||||
icon_state = "techtile_grid"
|
||||
can_weld = FALSE //roofing can also be made from wood, so let's not open that can of worms today
|
||||
|
||||
/obj/item/stack/tile/roofing/cyborg
|
||||
name = "roofing synthesizer"
|
||||
desc = "A device that makes roofing tiles."
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/roofing
|
||||
build_type = /obj/item/stack/tile/roofing
|
||||
can_weld = FALSE
|
||||
/* Diffrent misc types of tiles
|
||||
* Contains:
|
||||
* Prototype
|
||||
* Grass
|
||||
* Wood
|
||||
* Carpet
|
||||
* Blue Carpet
|
||||
* Linoleum
|
||||
*
|
||||
* Put your stuff in fifty_stacks_tiles.dm as well.
|
||||
*/
|
||||
|
||||
/obj/item/stack/tile
|
||||
name = "tile"
|
||||
singular_name = "tile"
|
||||
desc = "A non-descript floor tile"
|
||||
randpixel = 7
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
max_amount = 60
|
||||
drop_sound = 'sound/items/drop/axe.ogg'
|
||||
pickup_sound = 'sound/items/pickup/axe.ogg'
|
||||
|
||||
//crafting / welding vars
|
||||
var/datum/material/material //*sigh* i guess this is how we're doing this.
|
||||
var/craftable = FALSE //set to TRUE for tiles you can craft stuff from directly, like grass
|
||||
var/can_weld = FALSE //set to TRUE for tiles you can reforge into their components via welding, like metal
|
||||
var/welds_into = /obj/item/stack/material/steel //what you get from the welding. defaults to steel.
|
||||
var/default_type = DEFAULT_WALL_MATERIAL
|
||||
|
||||
|
||||
|
||||
/obj/item/stack/tile/Initialize()
|
||||
. = ..()
|
||||
randpixel_xy()
|
||||
if(craftable)
|
||||
material = get_material_by_name("[default_type]")
|
||||
if(!material)
|
||||
return INITIALIZE_HINT_QDEL
|
||||
if(material) //sanity check
|
||||
recipes = material.get_recipes()
|
||||
stacktype = material.stack_type
|
||||
|
||||
/obj/item/stack/tile/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (W.has_tool_quality(TOOL_WELDER))
|
||||
var/obj/item/weapon/weldingtool/WT = W.get_welder()
|
||||
|
||||
if(can_weld == FALSE)
|
||||
to_chat("You can't reform these into their original components.")
|
||||
return
|
||||
|
||||
if(get_amount() < 4)
|
||||
to_chat(user, "<span class='warning'>You need at least four tiles to do this.</span>")
|
||||
return
|
||||
|
||||
if(WT.remove_fuel(0,user))
|
||||
new welds_into(usr.loc)
|
||||
usr.update_icon()
|
||||
visible_message("<span class='notice'>\The [src] is shaped by [user.name] with the welding tool.</span>","You hear welding.")
|
||||
var/obj/item/stack/tile/T = src
|
||||
src = null
|
||||
var/replace = (user.get_inactive_hand()==T)
|
||||
T.use(4)
|
||||
if (!T && replace)
|
||||
user.put_in_hands(welds_into)
|
||||
return TRUE
|
||||
return ..()
|
||||
|
||||
/*
|
||||
* Grass
|
||||
*/
|
||||
/obj/item/stack/tile/grass
|
||||
name = "grass tile"
|
||||
singular_name = "grass floor tile"
|
||||
desc = "A patch of grass like they often use on golf courses."
|
||||
icon_state = "tile_grass"
|
||||
default_type = "grass"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
origin_tech = list(TECH_BIO = 1)
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/herb.ogg'
|
||||
pickup_sound = 'sound/items/pickup/herb.ogg'
|
||||
craftable = TRUE
|
||||
|
||||
/*
|
||||
* Wood
|
||||
*/
|
||||
/obj/item/stack/tile/wood
|
||||
name = "wood floor tile"
|
||||
singular_name = "wood floor tile"
|
||||
desc = "An easy to fit wooden floor tile."
|
||||
icon_state = "tile-wood"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/wooden.ogg'
|
||||
pickup_sound = 'sound/items/pickup/wooden.ogg'
|
||||
|
||||
/obj/item/stack/tile/wood/sif
|
||||
name = "alien wood tile"
|
||||
singular_name = "alien wood tile"
|
||||
desc = "An easy to fit wooden floor tile. It's blue!"
|
||||
icon_state = "tile-sifwood"
|
||||
|
||||
/obj/item/stack/tile/wood/alt
|
||||
name = "wood floor tile"
|
||||
singular_name = "wood floor tile"
|
||||
icon_state = "tile-wood_tile"
|
||||
|
||||
/obj/item/stack/tile/wood/parquet
|
||||
name = "parquet wood floor tile"
|
||||
singular_name = "parquet wood floor tile"
|
||||
icon_state = "tile-wood_parquet"
|
||||
|
||||
/obj/item/stack/tile/wood/panel
|
||||
name = "large wood floor tile"
|
||||
singular_name = "large wood floor tile"
|
||||
icon_state = "tile-wood_large"
|
||||
|
||||
/obj/item/stack/tile/wood/tile
|
||||
name = "tiled wood floor tile"
|
||||
singular_name = "tiled wood floor tile"
|
||||
icon_state = "tile-wood_tile"
|
||||
|
||||
/obj/item/stack/tile/wood/cyborg
|
||||
name = "wood floor tile synthesizer"
|
||||
desc = "A device that makes wood floor tiles."
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/wood
|
||||
build_type = /obj/item/stack/tile/wood
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Carpets
|
||||
*/
|
||||
/obj/item/stack/tile/carpet
|
||||
name = "carpet"
|
||||
singular_name = "carpet"
|
||||
desc = "A piece of carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-carpet"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
drop_sound = 'sound/items/drop/cloth.ogg'
|
||||
pickup_sound = 'sound/items/pickup/cloth.ogg'
|
||||
|
||||
/obj/item/stack/tile/carpet/teal
|
||||
desc = "A piece of teal carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-tealcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/turcarpet
|
||||
desc = "A piece of turqoise carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-turcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/bcarpet
|
||||
desc = "A piece of black diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-bcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/blucarpet
|
||||
desc = "A piece of blue diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-blucarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/sblucarpet
|
||||
desc = "A piece of silver-blue diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-sblucarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/gaycarpet
|
||||
desc = "A piece of pink diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-gaycarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/purcarpet
|
||||
desc = "A piece of purple diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-purcarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/oracarpet
|
||||
desc = "A piece of orange diamond-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-oracarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/brncarpet
|
||||
desc = "A piece of brown ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-brncarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/blucarpet2
|
||||
desc = "A piece of blue ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-blucarpet2"
|
||||
|
||||
/obj/item/stack/tile/carpet/greencarpet
|
||||
desc = "A piece of green ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-greencarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/purplecarpet
|
||||
desc = "A piece of purple ornate-pattern carpet. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-purplecarpet"
|
||||
|
||||
/obj/item/stack/tile/carpet/geo
|
||||
icon_state = "tile-carpet-deco"
|
||||
desc = "A piece of carpet with a gnarly geometric design. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/retro
|
||||
icon_state = "tile-carpet-retro"
|
||||
desc = "A piece of carpet with totally wicked blue space patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/retro_red
|
||||
icon_state = "tile-carpet-retro-red"
|
||||
desc = "A piece of carpet with red-ical space patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/carpet/happy
|
||||
icon_state = "tile-carpet-happy"
|
||||
desc = "A piece of carpet with happy patterns. It is the same size as a normal floor tile!"
|
||||
|
||||
/obj/item/stack/tile/floor
|
||||
name = "floor tile"
|
||||
singular_name = "floor tile"
|
||||
desc = "A metal tile fit for covering a section of floor."
|
||||
icon_state = "tile"
|
||||
force = 6.0
|
||||
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
|
||||
/obj/item/stack/tile/floor/red
|
||||
name = "red floor tile"
|
||||
singular_name = "red floor tile"
|
||||
color = COLOR_RED_GRAY
|
||||
icon_state = "tile_white"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techgrey
|
||||
name = "grey techfloor tile"
|
||||
singular_name = "grey techfloor tile"
|
||||
icon_state = "techtile_grey"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techgrid
|
||||
name = "grid techfloor tile"
|
||||
singular_name = "grid techfloor tile"
|
||||
icon_state = "techtile_grid"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/techmaint
|
||||
name = "maint techfloor tile"
|
||||
singular_name = "maint techfloor tile"
|
||||
icon_state = "techtile_maint"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/steel_dirty
|
||||
name = "steel floor tile"
|
||||
singular_name = "steel floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/steel
|
||||
name = "steel floor tile"
|
||||
singular_name = "steel floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/white
|
||||
name = "white floor tile"
|
||||
singular_name = "white floor tile"
|
||||
icon_state = "tile_white"
|
||||
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plastic
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/yellow
|
||||
name = "yellow floor tile"
|
||||
singular_name = "yellow floor tile"
|
||||
color = COLOR_BROWN
|
||||
icon_state = "tile_white"
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/dark
|
||||
name = "dark floor tile"
|
||||
singular_name = "dark floor tile"
|
||||
icon_state = "tile_steel"
|
||||
matter = list(MAT_PLASTEEL = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plasteel
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/freezer
|
||||
name = "freezer floor tile"
|
||||
singular_name = "freezer floor tile"
|
||||
icon_state = "tile_freezer"
|
||||
matter = list(MAT_PLASTIC = SHEET_MATERIAL_AMOUNT / 4)
|
||||
welds_into = /obj/item/stack/material/plastic
|
||||
no_variants = FALSE
|
||||
|
||||
/obj/item/stack/tile/floor/cyborg
|
||||
name = "floor tile synthesizer"
|
||||
desc = "A device that makes floor tiles."
|
||||
gender = NEUTER
|
||||
matter = null
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/floor
|
||||
build_type = /obj/item/stack/tile/floor
|
||||
can_weld = FALSE //we're not going there
|
||||
|
||||
/obj/item/stack/tile/linoleum
|
||||
name = "linoleum"
|
||||
singular_name = "linoleum"
|
||||
desc = "A piece of linoleum. It is the same size as a normal floor tile!"
|
||||
icon_state = "tile-linoleum"
|
||||
force = 1.0
|
||||
throwforce = 1.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = FALSE
|
||||
|
||||
/obj/item/stack/tile/wmarble
|
||||
name = "light marble tile"
|
||||
singular_name = "light marble tile"
|
||||
desc = "Some white marble tiles used for flooring."
|
||||
icon_state = "tile-wmarble"
|
||||
force = 6.0
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
welds_into = /obj/item/stack/material/marble
|
||||
|
||||
/obj/item/stack/tile/bmarble
|
||||
name = "dark marble tile"
|
||||
singular_name = "dark marble tile"
|
||||
desc = "Some black marble tiles used for flooring."
|
||||
icon_state = "tile-bmarble"
|
||||
force = 6.0
|
||||
throwforce = 15.0
|
||||
throw_speed = 5
|
||||
throw_range = 20
|
||||
flags = 0
|
||||
no_variants = FALSE
|
||||
can_weld = TRUE
|
||||
welds_into = /obj/item/stack/material/marble
|
||||
|
||||
/obj/item/stack/tile/roofing
|
||||
name = "roofing"
|
||||
singular_name = "roofing"
|
||||
desc = "A section of roofing material. You can use it to repair the ceiling, or expand it."
|
||||
icon_state = "techtile_grid"
|
||||
can_weld = FALSE //roofing can also be made from wood, so let's not open that can of worms today
|
||||
|
||||
/obj/item/stack/tile/roofing/cyborg
|
||||
name = "roofing synthesizer"
|
||||
desc = "A device that makes roofing tiles."
|
||||
uses_charge = 1
|
||||
charge_costs = list(250)
|
||||
stacktype = /obj/item/stack/tile/roofing
|
||||
build_type = /obj/item/stack/tile/roofing
|
||||
can_weld = FALSE
|
||||
|
||||
Reference in New Issue
Block a user