Overhauls and 2/28 sync (#244)
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
This commit is contained in:
@@ -1,4 +1,6 @@
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//backpack item
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#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
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/obj/item/weapon/defibrillator
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name = "defibrillator"
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desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
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@@ -240,7 +242,6 @@
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat
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name = "combat defibrillator"
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@@ -253,7 +254,6 @@
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paddles = make_paddles()
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bcell = new /obj/item/weapon/stock_parts/cell/infinite(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat/loaded/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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@@ -339,7 +339,6 @@
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return 1
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/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
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var/halfwaycritdeath = (HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) / 2
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if(busy)
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return
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@@ -359,6 +358,11 @@
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else
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user << "<span class='warning'>[src] are recharging!</span>"
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return
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if(user.a_intent == INTENT_DISARM)
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do_disarm(M, user)
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return
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if(!ishuman(M))
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if(req_defib)
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user << "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>"
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@@ -367,101 +371,109 @@
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return
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var/mob/living/carbon/human/H = M
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if(user.a_intent == INTENT_DISARM)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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busy = 1
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H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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add_logs(user, M, "stunned", src)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(req_defib)
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defib.cooldowncheck(user)
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else
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recharge(60)
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return
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if(user.zone_selected != "chest")
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user << "<span class='warning'>You need to target your patient's \
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chest with [src]!</span>"
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return
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if(user.a_intent == INTENT_HARM)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>",
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"<span class='warning'>You overcharge the paddles and begin to place them onto [M]'s chest...</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = M))
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user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>",
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"<span class='warning'>You place [src] on [M.name]'s chest and begin to charge them.</span>")
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var/turf/T = get_turf(defib)
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playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
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if(req_defib)
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T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
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else
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user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
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if(do_after(user, 30, target = M)) //Takes longer due to overcharging
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if(!M)
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busy = 0
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update_icon()
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return
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if(M && M.stat == DEAD)
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user << "<span class='warning'>[M] is dead.</span>"
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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return
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user.visible_message("<span class='boldannounce'><i>[user] shocks [M] with \the [src]!</span>", "<span class='warning'>You shock [M] with \the [src]!</span>")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
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playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
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var/mob/living/carbon/human/HU = M
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M.emote("scream")
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if(!HU.heart_attack)
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HU.heart_attack = 1
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if(!HU.stat)
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HU.visible_message("<span class='warning'>[M] thrashes wildly, clutching at their chest!</span>",
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"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
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HU.apply_damage(50, BURN, "chest")
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add_logs(user, M, "overloaded the heart of", defib)
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M.Weaken(5)
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M.Jitter(100)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(!req_defib)
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recharge(60)
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if(req_defib && (defib.cooldowncheck(user)))
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return
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busy = 0
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update_icon()
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do_harm(H, user)
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return
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if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost))
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H.notify_ghost_cloning("Your heart is being defibrillated!")
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H.grab_ghost() // Shove them back in their body.
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else if(!H.suiciding && !(H.disabilities & NOCLONE)&& !H.hellbound)
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H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
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user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest...</span>")
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do_help(H, user)
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/obj/item/weapon/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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busy = 1
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M.visible_message("<span class='danger'>[user] has touched [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
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M.adjustStaminaLoss(50)
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M.Weaken(5)
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M.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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M.emote("gasp")
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add_logs(user, M, "stunned", src)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(req_defib)
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defib.cooldowncheck(user)
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else
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recharge(60)
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/obj/item/weapon/twohanded/shockpaddles/proc/do_harm(mob/living/carbon/human/H, mob/living/user)
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>",
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"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = M)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
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user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
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if(do_after(user, 30, target = H))
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
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"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
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var/turf/T = get_turf(defib)
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playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
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if(req_defib)
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T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
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else
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user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
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if(do_after(user, 30, target = H)) //Takes longer due to overcharging
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if(!H)
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busy = 0
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update_icon()
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return
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if(H && H.stat == DEAD)
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user << "<span class='warning'>[H] is dead.</span>"
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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return
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user.visible_message("<span class='boldannounce'><i>[user] shocks [H] with \the [src]!</span>", "<span class='warning'>You shock [H] with \the [src]!</span>")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
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playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
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H.emote("scream")
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if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
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if(!H.stat)
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H.visible_message("<span class='warning'>[H] thrashes wildly, clutching at their chest!</span>",
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"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
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H.set_heartattack(TRUE)
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H.apply_damage(50, BURN, "chest")
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add_logs(user, H, "overloaded the heart of", defib)
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H.Weaken(5)
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H.Jitter(100)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(!req_defib)
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recharge(60)
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if(req_defib && (defib.cooldowncheck(user)))
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return
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busy = 0
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update_icon()
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/obj/item/weapon/twohanded/shockpaddles/proc/do_help(mob/living/carbon/human/H, mob/living/user)
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user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = H)) //beginning to place the paddles on patient's chest to allow some time for people to move away to stop the process
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
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playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
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var/tplus = world.time - H.timeofdeath
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// past this much time the patient is unrecoverable
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@@ -472,7 +484,7 @@
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var/tloss = DEFIB_TIME_LOSS * 10
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var/total_burn = 0
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var/total_brute = 0
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if(do_after(user, 20, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
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if(do_after(user, 20, target = H)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total
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for(var/obj/item/carried_item in H.contents)
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if(istype(carried_item, /obj/item/clothing/suit/space))
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if((!src.combat && !req_defib) || (req_defib && !defib.combat))
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@@ -482,7 +494,7 @@
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update_icon()
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return
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if(H.stat == DEAD)
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M.visible_message("<span class='warning'>[M]'s body convulses a bit.")
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H.visible_message("<span class='warning'>[H]'s body convulses a bit.")
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playsound(get_turf(src), "bodyfall", 50, 1)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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total_brute = H.getBruteLoss()
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@@ -512,23 +524,24 @@
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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else
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//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
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if (H.health > halfwaycritdeath)
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H.adjustOxyLoss(H.health - halfwaycritdeath, 0)
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if (H.health > HALFWAYCRITDEATH)
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H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0)
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else
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var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss()
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var/mobhealth = H.health
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H.adjustOxyLoss((mobhealth - halfwaycritdeath) * (H.getOxyLoss() / overall_damage), 0)
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H.adjustToxLoss((mobhealth - halfwaycritdeath) * (H.getToxLoss() / overall_damage), 0)
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H.adjustFireLoss((mobhealth - halfwaycritdeath) * (total_burn / overall_damage), 0)
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H.adjustBruteLoss((mobhealth - halfwaycritdeath) * (total_brute / overall_damage), 0)
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H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0)
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H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0)
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H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
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H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
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H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
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user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.</span>")
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.set_heartattack(FALSE)
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H.revive()
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H.emote("gasp")
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if(tplus > tloss)
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H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))))
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add_logs(user, M, "revived", defib)
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add_logs(user, H, "revived", defib)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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@@ -537,14 +550,14 @@
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defib.cooldowncheck(user)
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else
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recharge(60)
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else if(H.heart_attack)
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H.heart_attack = 0
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user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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else if (!H.getorgan(/obj/item/organ/heart))
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user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's heart is missing. Operation aborted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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else if(H.undergoing_cardiac_arrest())
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H.set_heartattack(FALSE)
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user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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else
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user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.</span>")
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@@ -579,3 +592,5 @@
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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req_defib = FALSE
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#undef HALFWAYCRITDEATH
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Reference in New Issue
Block a user