diff --git a/code/datums/supplypacks/medical.dm b/code/datums/supplypacks/medical.dm
index dc49b380dc2..1b7207069e9 100644
--- a/code/datums/supplypacks/medical.dm
+++ b/code/datums/supplypacks/medical.dm
@@ -331,7 +331,7 @@
/datum/supply_packs/med/defib
name = "Defibrilator crate"
- contains = list(/obj/item/device/defib_kit = 4)
+ contains = list(/obj/item/device/defib_kit = 2)
cost = 30
containertype = /obj/structure/closet/crate/medical
containername = "Defibrilator crate"
\ No newline at end of file
diff --git a/code/datums/supplypacks/robotics.dm b/code/datums/supplypacks/robotics.dm
index 0f1a0c3b66e..8f0ed6d4522 100644
--- a/code/datums/supplypacks/robotics.dm
+++ b/code/datums/supplypacks/robotics.dm
@@ -159,7 +159,7 @@
/obj/item/device/kit/paint/gygax/recitence
)
name = "Random Gygax exosuit modkit"
-
+/*
/datum/supply_packs/robotics/jumper_cables
name = "Jumper kit crate"
contains = list(
@@ -168,4 +168,5 @@
cost = 30
containertype = /obj/structure/closet/crate/secure/science
containername = "Jumper kit crate"
- access = access_robotics
\ No newline at end of file
+ access = access_robotics
+*/
\ No newline at end of file
diff --git a/code/game/objects/items/devices/defib.dm b/code/game/objects/items/devices/defib.dm
index 8b048a035e0..dc00a3d579b 100644
--- a/code/game/objects/items/devices/defib.dm
+++ b/code/game/objects/items/devices/defib.dm
@@ -1,185 +1,631 @@
-//The case the paddles are kept in.
+#define DEFIB_TIME_LIMIT (8 MINUTES) //past this many seconds, defib is useless.
+#define DEFIB_TIME_LOSS (2 MINUTES) //past this many seconds, brain damage occurs.
+
+//backpack item
/obj/item/device/defib_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"
+ name = "defibrillator"
+ desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
+ icon = 'icons/obj/defibrillator.dmi'
+ icon_state = "defibunit"
+ item_state = "defibunit"
+ slot_flags = SLOT_BACK
+ force = 5
+ throwforce = 6
+ w_class = ITEMSIZE_LARGE
+ origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
+ action_button_name = "Remove/Replace Paddles"
+
+ var/obj/item/weapon/shockpaddles/linked/paddles
+ var/obj/item/weapon/cell/bcell = null
+
+/obj/item/device/defib_kit/New() //starts without a cell for rnd
+ ..()
+ if(ispath(paddles))
+ paddles = new paddles(src, src)
+ else
+ paddles = new(src, src)
+
+ if(ispath(bcell))
+ bcell = new bcell(src)
+ update_icon()
+
+/obj/item/device/defib_kit/Destroy()
+ . = ..()
+ qdel_null(paddles)
+ qdel_null(bcell)
+
+/obj/item/device/defib_kit/loaded //starts with highcap cell
+ bcell = /obj/item/weapon/cell/high
+
+
+/obj/item/device/defib_kit/update_icon()
+ var/list/new_overlays = list()
+
+ if(paddles && paddles.loc == src) //in case paddles got destroyed somehow.
+ new_overlays += "[initial(icon_state)]-paddles"
+ if(bcell)
+ if(bcell.check_charge(paddles.chargecost))
+ if(paddles.combat)
+ new_overlays += "[initial(icon_state)]-combat"
+ else if(!paddles.safety)
+ new_overlays += "[initial(icon_state)]-emagged"
+ else
+ new_overlays += "[initial(icon_state)]-powered"
+
+ var/ratio = Ceiling(bcell.percent()/25) * 25
+ new_overlays += "[initial(icon_state)]-charge[ratio]"
+ else
+ new_overlays += "[initial(icon_state)]-nocell"
+
+ overlays = new_overlays
+
+/obj/item/device/defib_kit/ui_action_click()
+ toggle_paddles()
+
+/obj/item/device/defib_kit/attack_hand(mob/user)
+ if(loc == user)
+ toggle_paddles()
+ else
+ ..()
+
+/obj/item/device/defib_kit/MouseDrop()
+ if(ismob(src.loc))
+ if(!CanMouseDrop(src))
+ return
+ var/mob/M = src.loc
+ if(!M.unEquip(src))
+ return
+ src.add_fingerprint(usr)
+ M.put_in_any_hand_if_possible(src)
+
+
+/obj/item/device/defib_kit/attackby(obj/item/weapon/W, mob/user, params)
+ if(W == paddles)
+ reattach_paddles(user)
+ else if(istype(W, /obj/item/weapon/cell))
+ if(bcell)
+ to_chat(user, "\the [src] already has a cell.")
+ else
+ if(!user.unEquip(W))
+ return
+ W.forceMove(src)
+ bcell = W
+ to_chat(user, "You install a cell in \the [src].")
+ update_icon()
+
+ else if(isscrewdriver(W))
+ if(bcell)
+ bcell.update_icon()
+ bcell.forceMove(get_turf(src.loc))
+ bcell = null
+ to_chat(user, "You remove the cell from \the [src].")
+ update_icon()
+ else
+ return ..()
+
+/obj/item/device/defib_kit/emag_act(mob/user)
+ if(paddles)
+ . = paddles.emag_act(user)
+ update_icon()
+ return
+
+//Paddle stuff
+
+/obj/item/device/defib_kit/verb/toggle_paddles()
+ set name = "Toggle Paddles"
+ set category = "Object"
+
+ var/mob/living/carbon/human/user = usr
+ if(!paddles)
+ to_chat(user, "The paddles are missing!")
+ return
+
+ if(paddles.loc != src)
+ reattach_paddles(user) //Remove from their hands and back onto the defib unit
+ return
+
+ if(!slot_check())
+ to_chat(user, "You need to equip [src] before taking out [paddles].")
+ else
+ if(!usr.put_in_hands(paddles)) //Detach the paddles into the user's hands
+ to_chat(user, "You need a free hand to hold the paddles!")
+ update_icon() //success
+
+//checks that the base unit is in the correct slot to be used
+/obj/item/device/defib_kit/proc/slot_check()
+ var/mob/M = loc
+ if(!istype(M))
+ return 0 //not equipped
+
+ if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src)
+ return 1
+ if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src)
+ return 1
+
+ return 0
+
+/obj/item/device/defib_kit/dropped(mob/user)
+ ..()
+ reattach_paddles(user) //paddles attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
+
+/obj/item/device/defib_kit/proc/reattach_paddles(mob/user)
+ if(!paddles) return
+
+ if(ismob(paddles.loc))
+ var/mob/M = paddles.loc
+ if(M.drop_from_inventory(paddles, src))
+ to_chat(user, "\The [paddles] snap back into the main unit.")
+ else
+ paddles.forceMove(src)
+
+ update_icon()
+
+/*
+ Base Unit Subtypes
+*/
+
+/obj/item/device/defib_kit/compact
+ name = "compact defibrillator"
+ desc = "A belt-equipped defibrillator that can be rapidly deployed."
+ icon_state = "defibcompact"
+ item_state = "defibcompact"
+ w_class = ITEMSIZE_NORMAL
+ slot_flags = SLOT_BELT
+ origin_tech = list(TECH_BIO = 5, TECH_POWER = 3)
+
+/obj/item/device/defib_kit/compact/loaded
+ bcell = /obj/item/weapon/cell/high
+
+
+/obj/item/device/defib_kit/compact/combat
+ name = "combat defibrillator"
+ desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits."
+ paddles = /obj/item/weapon/shockpaddles/linked/combat
+
+/obj/item/device/defib_kit/compact/combat/loaded
+ bcell = /obj/item/weapon/cell/high
+
+/obj/item/weapon/shockpaddles/linked/combat
+ combat = 1
+ safety = 0
+ chargetime = (1 SECONDS)
+
+
+//paddles
+
+/obj/item/weapon/shockpaddles
+ name = "defibrillator paddles"
+ desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
+ icon = 'icons/obj/defibrillator.dmi'
+ icon_state = "defibpaddles"
+ item_state = "defibpaddles"
+ gender = PLURAL
+ force = 2
+ throwforce = 6
w_class = ITEMSIZE_LARGE
- var/state //0 off, 1 open, 2 working, 3 dead
- var/uses = 2 //Calculates initial uses based on starting cell size
- var/use_on_synthetic = 0 //If 1, this is only useful on FBPs, if 0, this is only useful on fleshies
- var/pad_name = "defib pads" //Just the name given for some cosmetic things
- 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/mob/living/carbon/human/patient //The person the paddles are on
+ var/safety = 1 //if you can zap people with the paddles on harm mode
+ var/combat = 0 //If it can be used to revive people wearing thick clothing (e.g. spacesuits)
+ var/cooldowntime = (6 SECONDS) // How long in deciseconds until the defib is ready again after use.
+ var/chargetime = (2 SECONDS)
+ var/chargecost = 1000 //units of charge
+ var/burn_damage_amt = 15
-/obj/item/device/defib_kit/New()
+ var/wielded = 0
+ var/cooldown = 0
+ var/busy = 0
+
+/obj/item/weapon/shockpaddles/proc/set_cooldown(var/delay)
+ cooldown = 1
+ update_icon()
+
+ spawn(delay)
+ if(cooldown)
+ cooldown = 0
+ update_icon()
+
+ make_announcement("beeps, \"Unit is re-energized.\"", "notice")
+ playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
+
+/obj/item/weapon/shockpaddles/update_held_icon()
+ var/mob/living/M = loc
+ if(istype(M) && !issmall(M) && M.item_is_in_hands(src) && !M.hands_are_full())
+ wielded = 1
+ name = "[initial(name)] (wielded)"
+ else
+ wielded = 0
+ name = initial(name)
+ update_icon()
..()
- //Create cell and determine uses (futureproofing against cell size changes)
- cell = new(src)
- charge_cost = cell.maxcharge / uses
- statechange(0)
-/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/weapon/shockpaddles/update_icon()
+ icon_state = "defibpaddles[wielded]"
+ item_state = "defibpaddles[wielded]"
+ if(cooldown)
+ icon_state = "defibpaddles[wielded]_cooldown"
-/obj/item/device/defib_kit/MouseDrop(var/mob/living/carbon/human/onto)
- if(istype(onto) && Adjacent(usr) && !usr.restrained() && !usr.stat)
- var/mob/living/carbon/human/user = usr
- //<--Feel free to code clothing checks right here
- if(can_defib(onto))
- user.visible_message("[user] begins applying [pad_name] to [onto].",
- "You begin applying [pad_name] to [onto].")
- if(do_after(user, 100, onto))
- patient = onto
- statechange(1,patient)
- user.visible_message("[user] applies [pad_name] to [onto].",
- "You finish applying [pad_name] to [onto].")
-
-
-//can_defib() check is where all of the qualifying conditions should go
-//Could probably toss in checks here for damage, organs, etc, but for now I'll leave it as just this
-/obj/item/device/defib_kit/proc/can_defib(var/mob/living/carbon/human/target)
- var/mob/living/carbon/human/user = usr
- if(use_on_synthetic && !target.isSynthetic())
- to_chat(user, "[src] isn't designed for organics!")
+/obj/item/weapon/shockpaddles/proc/can_use(mob/user, mob/M)
+ if(busy)
return 0
- else if(!use_on_synthetic && target.isSynthetic())
- to_chat(user, "[src] isn't designed for synthetics!")
+ if(!check_charge(chargecost))
+ to_chat(user, "\The [src] doesn't have enough charge left to do that.")
return 0
- else if(!target.isSynthetic() && ((world.time - target.timeofdeath) > (10 MINUTES)))//Can only revive organics within a few minutes
- to_chat(user, "There is no spark of life in [target.name], they've been dead too long to revive this way.")
+ if(!wielded && !isrobot(user))
+ to_chat(user, "You need to wield the paddles with both hands before you can use them on someone!")
+ return 0
+ if(cooldown)
+ to_chat(user, "\The [src] are re-energizing!")
return 0
return 1
+//Checks for various conditions to see if the mob is revivable
+/obj/item/weapon/shockpaddles/proc/can_defib(mob/living/carbon/human/H) //This is checked before doing the defib operation
+ if((H.species.flags & NO_SCAN) || H.isSynthetic())
+ return "buzzes, \"Unrecogized physiology. Operation aborted.\""
-/obj/item/device/defib_kit/attackby(var/obj/item/A as obj, mob/living/user as mob)
+ if(H.stat != DEAD)
+ return "buzzes, \"Patient is not in a valid state. Operation aborted.\""
+
+ if(!check_contact(H))
+ return "buzzes, \"Patient's chest is obstructed. Operation aborted.\""
+
+ return null
+
+/obj/item/weapon/shockpaddles/proc/can_revive(mob/living/carbon/human/H) //This is checked right before attempting to revive
+
+ var/deadtime = world.time - H.timeofdeath
+ if (deadtime > DEFIB_TIME_LIMIT)
+ return "buzzes, \"Resuscitation failed - Excessive neural degeneration. Further attempts futile.\""
+
+ H.updatehealth()
+ if(H.health + H.getOxyLoss() <= config.health_threshold_dead || (HUSK in H.mutations))
+ return "buzzes, \"Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.\""
+
+ var/bad_vital_organ = check_vital_organs(H)
+ if(bad_vital_organ)
+ return bad_vital_organ
+
+ //this needs to be last since if any of the 'other conditions are met their messages take precedence
+ if(!H.client && !H.teleop)
+ return "buzzes, \"Resuscitation failed - Mental interface error. Further attempts may be successful.\""
+
+ return null
+
+/obj/item/weapon/shockpaddles/proc/check_contact(mob/living/carbon/human/H)
+ if(!combat)
+ for(var/obj/item/clothing/cloth in list(H.wear_suit, H.w_uniform))
+ if((cloth.body_parts_covered & UPPER_TORSO) && (cloth.item_flags & THICKMATERIAL))
+ return FALSE
+ return TRUE
+
+/obj/item/weapon/shockpaddles/proc/check_vital_organs(mob/living/carbon/human/H)
+ for(var/organ_tag in H.species.has_organ)
+ var/obj/item/organ/O = H.species.has_organ[organ_tag]
+ var/name = initial(O.name)
+ var/vital = initial(O.vital) //check for vital organs
+ if(vital)
+ O = H.internal_organs_by_name[organ_tag]
+ if(!O)
+ return "buzzes, \"Resuscitation failed - Patient is missing vital organ ([name]). Further attempts futile.\""
+ if(O.damage > O.max_damage)
+ return "buzzes, \"Resuscitation failed - Excessive damage to vital organ ([name]). Further attempts futile.\""
+ return null
+
+/obj/item/weapon/shockpaddles/proc/check_blood_level(mob/living/carbon/human/H)
+ if(!H.should_have_organ(O_HEART))
+ return FALSE
+
+ var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[O_HEART]
+ if(!heart)
+ return TRUE
+
+ var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
+ if(!heart || heart.is_broken())
+ blood_volume *= 0.3
+ else if(heart.is_bruised())
+ blood_volume *= 0.7
+ else if(heart.damage > 1)
+ blood_volume *= 0.8
+ return blood_volume < BLOOD_VOLUME_SURVIVE
+
+/obj/item/weapon/shockpaddles/proc/check_charge(var/charge_amt)
+ return 0
+
+/obj/item/weapon/shockpaddles/proc/checked_use(var/charge_amt)
+ return 0
+
+/obj/item/weapon/shockpaddles/attack(mob/living/M, mob/living/user, var/target_zone)
+ var/mob/living/carbon/human/H = M
+ if(!istype(H) || user.a_intent == I_HURT)
+ return ..() //Do a regular attack. Harm intent shocking happens as a hit effect
+
+ if(can_use(user, H))
+ busy = 1
+ update_icon()
+
+ do_revive(H, user)
+
+ busy = 0
+ update_icon()
+
+ return 1
+
+//Since harm-intent now skips the delay for deliberate placement, you have to be able to hit them in combat in order to shock people.
+/obj/item/weapon/shockpaddles/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
+ if(ishuman(target) && can_use(user, target))
+ busy = 1
+ update_icon()
+
+ do_electrocute(target, user, hit_zone)
+
+ busy = 0
+ update_icon()
+
+ return 1
+
+ return ..()
+
+// This proc is used so that we can return out of the revive process while ensuring that busy and update_icon() are handled
+/obj/item/weapon/shockpaddles/proc/do_revive(mob/living/carbon/human/H, mob/user)
+ if(!H.client && !H.teleop)
+ to_chat(find_dead_player(H.ckey, 1), "Someone is attempting to resuscitate you. Re-enter your body if you want to be revived!")
+
+ //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
+ user.visible_message("\The [user] begins to place [src] on [H]'s chest.", "You begin to place [src] on [H]'s chest...")
+ if(!do_after(user, 30, H))
+ return
+ user.visible_message("\The [user] places [src] on [H]'s chest.", "You place [src] on [H]'s chest.")
+ playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
+
+ var/error = can_defib(H)
+ if(error)
+ make_announcement(error, "warning")
+ playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
+ return
+
+ if(check_blood_level(H))
+ make_announcement("buzzes, \"Warning - Patient is in hypovolemic shock.\"", "warning") //also includes heart damage
+
+ //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
+ if(!do_after(user, chargetime, H))
+ return
+
+ //deduct charge here, in case the base unit was EMPed or something during the delay time
+ if(!checked_use(chargecost))
+ make_announcement("buzzes, \"Insufficient charge.\"", "warning")
+ playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
+ return
+
+ H.visible_message("\The [H]'s body convulses a bit.")
+ playsound(get_turf(src), "bodyfall", 50, 1)
+ playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
+ set_cooldown(cooldowntime)
+
+ error = can_revive(H)
+ if(error)
+ make_announcement(error, "warning")
+ playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
+ return
+
+ H.apply_damage(burn_damage_amt, BURN, BP_TORSO)
+
+ //set oxyloss so that the patient is just barely in crit, if possible
+ var/barely_in_crit = config.health_threshold_crit - 1
+ var/adjust_health = barely_in_crit - H.health //need to increase health by this much
+ H.adjustOxyLoss(-adjust_health)
+
+ make_announcement("pings, \"Resuscitation successful.\"", "notice")
+ playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
+
+ make_alive(H)
+
+ log_and_message_admins("used \a [src] to revive [key_name(H)].")
+
+
+/obj/item/weapon/shockpaddles/proc/do_electrocute(mob/living/carbon/human/H, mob/user, var/target_zone)
+ var/obj/item/organ/external/affecting = H.get_organ(target_zone)
+ if(!affecting)
+ to_chat(user, "They are missing that body part!")
+ return
+
+ //no need to spend time carefully placing the paddles, we're just trying to shock them
+ user.visible_message("\The [user] slaps [src] onto [H]'s [affecting.name].", "You overcharge [src] and slap them onto [H]'s [affecting.name].")
+
+ //Just stop at awkwardly slapping electrodes on people if the safety is enabled
+ if(safety)
+ to_chat(user, "You can't do that while the safety is enabled.")
+ return
+
+ playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
+ audible_message("\The [src] lets out a steadily rising hum...")
+
+ if(!do_after(user, chargetime, H))
+ return
+
+ //deduct charge here, in case the base unit was EMPed or something during the delay time
+ if(!checked_use(chargecost))
+ make_announcement("buzzes, \"Insufficient charge.\"", "warning")
+ playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
+ return
+
+ user.visible_message("\The [user] shocks [H] with \the [src]!", "You shock [H] with \the [src]!")
+ playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
+ playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
+ set_cooldown(cooldowntime)
+
+ H.stun_effect_act(2, 120, target_zone)
+ var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone)
+ if(burn_damage > 15 && H.can_feel_pain())
+ H.emote("scream")
+
+ admin_attack_log(user, H, "Electrocuted using \a [src]", "Was electrocuted with \a [src]", "used \a [src] to electrocute")
+
+/obj/item/weapon/shockpaddles/proc/make_alive(mob/living/carbon/human/M) //This revives the mob
+ var/deadtime = world.time - M.timeofdeath
+
+ dead_mob_list.Remove(M)
+ if((M in living_mob_list) || (M in dead_mob_list))
+ WARNING("Mob [M] was defibbed but already in the living or dead list still!")
+ living_mob_list += M
+
+ M.timeofdeath = 0
+ M.stat = UNCONSCIOUS //Life() can bring them back to consciousness if it needs to.
+ M.regenerate_icons()
+ M.failed_last_breath = 0 //So mobs that died of oxyloss don't revive and have perpetual out of breath.
+ M.reload_fullscreen()
+
+ M.emote("gasp")
+ M.Weaken(rand(10,25))
+ M.updatehealth()
+ apply_brain_damage(M, deadtime)
+
+/obj/item/weapon/shockpaddles/proc/apply_brain_damage(mob/living/carbon/human/H, var/deadtime)
+ if(deadtime < DEFIB_TIME_LOSS) return
+
+ if(!H.should_have_organ(O_BRAIN)) return //no brain
+
+ var/obj/item/organ/internal/brain/brain = H.internal_organs_by_name[O_BRAIN]
+ if(!brain) return //no brain
+
+ var/brain_damage = Clamp((deadtime - DEFIB_TIME_LOSS)/(DEFIB_TIME_LIMIT - DEFIB_TIME_LOSS)*brain.max_damage, H.getBrainLoss(), brain.max_damage)
+ H.setBrainLoss(brain_damage)
+
+/obj/item/weapon/shockpaddles/proc/make_announcement(var/message, var/msg_class)
+ audible_message("\The [src] [message]", "\The [src] vibrates slightly.")
+
+/obj/item/weapon/shockpaddles/emag_act(mob/user)
+ if(safety)
+ safety = 0
+ to_chat(user, "You silently disable \the [src]'s safety protocols with the cryptographic sequencer.")
+ update_icon()
+ return 1
+ else
+ safety = 1
+ to_chat(user, "You silently enable \the [src]'s safety protocols with the cryptographic sequencer.")
+ update_icon()
+ return 1
+
+/obj/item/weapon/shockpaddles/emp_act(severity)
+ var/new_safety = rand(0, 1)
+ if(safety != new_safety)
+ safety = new_safety
+ if(safety)
+ make_announcement("beeps, \"Safety protocols enabled!\"", "notice")
+ playsound(get_turf(src), 'sound/machines/defib_safetyon.ogg', 50, 0)
+ else
+ make_announcement("beeps, \"Safety protocols disabled!\"", "warning")
+ playsound(get_turf(src), 'sound/machines/defib_safetyoff.ogg', 50, 0)
+ update_icon()
..()
- if(!cell && istype(A,/obj/item/weapon/cell))
- if(!user.unEquip(A)) return
- to_chat(user,"You jack \the [A] into \the [src]'s battery mount.")
- A.forceMove(src)
- src.cell = A
+/obj/item/weapon/shockpaddles/robot
+ name = "defibrillator paddles"
+ desc = "A pair of advanced shockpaddles powered by a robot's internal power cell, able to penetrate thick clothing."
+ chargecost = 50
+ combat = 1
+ icon_state = "defibpaddles0"
+ item_state = "defibpaddles0"
+ cooldowntime = (3 SECONDS)
- else if(istype(A,/obj/item/weapon/screwdriver))
- if(cell)
- to_chat(user,"You remove \the [cell] from \the [src].")
- if(user.r_hand && user.l_hand)
- cell.forceMove(get_turf(user))
- else
- user.put_in_hands(cell)
- cell = null
- playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
- else
- to_chat(user,"The power source has already been removed!")
+/obj/item/weapon/shockpaddles/robot/check_charge(var/charge_amt)
+ if(isrobot(src.loc))
+ var/mob/living/silicon/robot/R = src.loc
+ return (R.cell && R.cell.check_charge(charge_amt))
-/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]"
- var/turf/T = get_turf(src)
- var/state_words = ""
- switch(state)
- if(0)
- state_words = "It is currently closed."
- processing_objects -= src
+/obj/item/weapon/shockpaddles/robot/checked_use(var/charge_amt)
+ if(isrobot(src.loc))
+ var/mob/living/silicon/robot/R = src.loc
+ return (R.cell && R.cell.checked_use(charge_amt))
+
+/*
+ Shockpaddles that are linked to a base unit
+*/
+/obj/item/weapon/shockpaddles/linked
+ var/obj/item/device/defib_kit/base_unit
+
+/obj/item/weapon/shockpaddles/linked/New(newloc, obj/item/device/defib_kit/defib)
+ base_unit = defib
+ ..(newloc)
+
+/obj/item/weapon/shockpaddles/linked/Destroy()
+ if(base_unit)
+ //ensure the base unit's icon updates
+ if(base_unit.paddles == src)
+ base_unit.paddles = null
+ base_unit.update_icon()
+ base_unit = null
+ return ..()
+
+/obj/item/weapon/shockpaddles/linked/dropped(mob/user)
+ ..() //update twohanding
+ if(base_unit)
+ base_unit.reattach_paddles(user) //paddles attached to a base unit should never exist outside of their base unit or the mob equipping the base unit
+
+/obj/item/weapon/shockpaddles/linked/check_charge(var/charge_amt)
+ return (base_unit.bcell && base_unit.bcell.check_charge(charge_amt))
+
+/obj/item/weapon/shockpaddles/linked/checked_use(var/charge_amt)
+ return (base_unit.bcell && base_unit.bcell.checked_use(charge_amt))
+
+/obj/item/weapon/shockpaddles/linked/make_announcement(var/message, var/msg_class)
+ base_unit.audible_message("\The [base_unit] [message]", "\The [base_unit] vibrates slightly.")
+
+/*
+ Standalone Shockpaddles
+*/
+
+/obj/item/weapon/shockpaddles/standalone
+ desc = "A pair of shockpaddles powered by an experimental miniaturized reactor" //Inspired by the advanced e-gun
+ var/fail_counter = 0
+
+/obj/item/weapon/shockpaddles/standalone/Destroy()
+ . = ..()
+ if(fail_counter)
+ processing_objects.Remove(src)
+
+/obj/item/weapon/shockpaddles/standalone/check_charge(var/charge_amt)
+ return 1
+
+/obj/item/weapon/shockpaddles/standalone/checked_use(var/charge_amt)
+ radiation_repository.radiate(src, charge_amt/12) //just a little bit of radiation. It's the price you pay for being powered by magic I guess
+ return 1
+
+/obj/item/weapon/shockpaddles/standalone/process()
+ if(fail_counter > 0)
+ radiation_repository.radiate(src, fail_counter--)
+ else
+ processing_objects.Remove(src)
+
+/obj/item/weapon/shockpaddles/standalone/emp_act(severity)
+ ..()
+ var/new_fail = 0
+ switch(severity)
if(1)
- state_words = "A green light is lit; it has charge."
- processing_objects |= src
+ new_fail = max(fail_counter, 20)
+ visible_message("\The [src]'s reactor overloads!")
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].")
- playsound(T, 'sound/machines/chime.ogg', 50, 0)
- if(3)
- state_words = "A red light is flashing: the battery needs to be recharged."
- T.visible_message("A red light starts flashing on \the [src].")
- playsound(T, 'sound/machines/buzz-sigh.ogg', 50, 0)
+ new_fail = max(fail_counter, 8)
+ if(ismob(loc))
+ to_chat(loc, "\The [src] feel pleasantly warm.")
- desc = "[initial(desc)] [state_words][pat ? " The pads are attached to [pat]." : ""]"
- update_icon()
+ if(new_fail && !fail_counter)
+ processing_objects.Add(src)
+ fail_counter = new_fail
-/obj/item/device/defib_kit/process()
- if(!state) //0 or null
- statechange(0)
- processing_objects -= src
- return
-
- //Patient moved too far
- if(patient && !(get_dist(src,patient) <= 1)) //You separated the kit and pads too far
- audible_message("There is a clatter as the [pad_name] are yanked off of [patient].")
- statechange(0)
- patient = null
- return
-
- //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
- if(patient && patient.stat == DEAD && state != 2)
- 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', 75, 1)
- //Actual rezzing code
- if(prob(chance))
- 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)
- to_chat(ghost, "Someone is trying to \
- revive you. Return to your body if you want to be revived! \
- (Verbs -> Ghost -> Re-enter corpse). You have 15 seconds to do this!")
- sleep(15 SECONDS)
- break
-
- if(!(HUSK in patient.mutations)) // Husked people can't come back with a Defib.
- if(patient.client)
- patient.adjustOxyLoss(-20) //Look, blood stays oxygenated for quite some time, but I'm not recoding the entire oxy system
- patient.stat = CONSCIOUS //Note that if whatever killed them in the first place wasn't fixed, they're likely to die again.
- dead_mob_list -= patient
- living_mob_list += patient
- patient.timeofdeath = null
- patient.visible_message("[patient]'s eyes open!")
- log_and_message_admins("[patient] was revived by a defib.")
- cell.charge -= charge_cost //Always charge the cost after any attempt, failed or not
- sleep(20) //Wait 2 seconds before next attempt
- statechange(1,patient) //Back to ready
-
-/obj/item/device/defib_kit/proc/attempt_shock()
- if(!patient || cell.charge < charge_cost)
- return
-
- var/zap_time = world.time + (7 SECONDS)
- var/o_patient_loc = patient.loc
- . = 1
-
- while(world.time < zap_time) //This is basically a custom do_after() call
- sleep(1)
-
- //Failed: We lost something important
- if(!patient || !cell || cell.charge < charge_cost)
- . = 0
- break
-
- //Failed: The locations aren't right
- if((o_patient_loc != patient.loc) || !(get_dist(src,patient) <= 1))
- . = 0
- break
-
- return
+/* From the Bay port, this doesn't seem to have a sprite.
+/obj/item/weapon/shockpaddles/standalone/traitor
+ name = "defibrillator paddles"
+ desc = "A pair of unusual looking paddles powered by an experimental miniaturized reactor. It possesses both the ability to penetrate armor and to deliver powerful shocks."
+ icon = 'icons/obj/weapons.dmi'
+ icon_state = "defibpaddles0"
+ item_state = "defibpaddles0"
+ combat = 1
+ safety = 0
+ chargetime = (1 SECONDS)
+*/
+//Stub
/obj/item/device/defib_kit/jumper_kit
- name = "jumper cable kit"
- desc = "This Morpheus-branded FBP defib kit is a semi-automated model. Apply cables, step back, wait."
- icon_state = "jumper_kit"
- use_on_synthetic = 1
- pad_name = "jumper cables"
+
+#undef DEFIB_TIME_LIMIT
+#undef DEFIB_TIME_LOSS
diff --git a/icons/mob/back.dmi b/icons/mob/back.dmi
index c13a604dba1..f601d18e3c7 100644
Binary files a/icons/mob/back.dmi and b/icons/mob/back.dmi differ
diff --git a/icons/mob/belt.dmi b/icons/mob/belt.dmi
index b26eabc764d..3a70243e7b9 100644
Binary files a/icons/mob/belt.dmi and b/icons/mob/belt.dmi differ
diff --git a/icons/mob/items/lefthand.dmi b/icons/mob/items/lefthand.dmi
index 5e2e4a2c696..28158e4838d 100644
Binary files a/icons/mob/items/lefthand.dmi and b/icons/mob/items/lefthand.dmi differ
diff --git a/icons/mob/items/righthand.dmi b/icons/mob/items/righthand.dmi
index 3b1a1dea8fe..55de85a6685 100644
Binary files a/icons/mob/items/righthand.dmi and b/icons/mob/items/righthand.dmi differ
diff --git a/icons/obj/defibrillator.dmi b/icons/obj/defibrillator.dmi
new file mode 100644
index 00000000000..7be0d18d003
Binary files /dev/null and b/icons/obj/defibrillator.dmi differ
diff --git a/sound/machines/defib_SafetyOn.ogg b/sound/machines/defib_SafetyOn.ogg
new file mode 100644
index 00000000000..cf261536466
Binary files /dev/null and b/sound/machines/defib_SafetyOn.ogg differ
diff --git a/sound/machines/defib_charge.ogg b/sound/machines/defib_charge.ogg
new file mode 100644
index 00000000000..3e2be160fd1
Binary files /dev/null and b/sound/machines/defib_charge.ogg differ
diff --git a/sound/machines/defib_failed.ogg b/sound/machines/defib_failed.ogg
new file mode 100644
index 00000000000..341f70ce84e
Binary files /dev/null and b/sound/machines/defib_failed.ogg differ
diff --git a/sound/machines/defib_ready.ogg b/sound/machines/defib_ready.ogg
new file mode 100644
index 00000000000..718128602ed
Binary files /dev/null and b/sound/machines/defib_ready.ogg differ
diff --git a/sound/machines/defib_safetyOff.ogg b/sound/machines/defib_safetyOff.ogg
new file mode 100644
index 00000000000..6ab57097de3
Binary files /dev/null and b/sound/machines/defib_safetyOff.ogg differ
diff --git a/sound/machines/defib_success.ogg b/sound/machines/defib_success.ogg
new file mode 100644
index 00000000000..3f71438c168
Binary files /dev/null and b/sound/machines/defib_success.ogg differ
diff --git a/sound/machines/defib_zap.ogg b/sound/machines/defib_zap.ogg
new file mode 100644
index 00000000000..5612db39a43
Binary files /dev/null and b/sound/machines/defib_zap.ogg differ