Ghommie's requiem
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@@ -941,18 +941,18 @@ datum/reagent/medicine/styptic_powder/overdose_start(mob/living/M)
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color = "#EEFF8F"
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/datum/reagent/neurine/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
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var/obj/item/organ/brain/B = M.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B)
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if(method != INJECT)
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return
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if(method == INJECT)
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if(B.organ_flags & ORGAN_FAILING)
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B.applyOrganDamage(-20)
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if(prob(80))
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B.gain_trauma_type(BRAIN_TRAUMA_MILD)
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else if(prob(50))
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B.gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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else
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B.gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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var/obj/item/organ/brain/B = M.getorganslot(ORGAN_SLOT_BRAIN)
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if(!B || !(B.organ_flags & ORGAN_FAILING))
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return
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B.applyOrganDamage(-20)
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if(prob(80))
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B.gain_trauma_type(BRAIN_TRAUMA_MILD)
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else if(prob(50))
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B.gain_trauma_type(BRAIN_TRAUMA_SEVERE)
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else
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B.gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
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/datum/reagent/medicine/neurine/on_mob_life(mob/living/carbon/C)
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if(holder.has_reagent("neurotoxin"))
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@@ -16,17 +16,13 @@
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if(!pads.wielded)
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to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them!</span>")
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return FALSE
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display_results(user, target, "<span class='notice'>You begin to apply the [tool] onto the heart directly...</span>",
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"[user] begin to prepare the heart for contact with the [tool].",
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"[user] begin to prepare the heart for contact with the [tool]. ")
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display_results(user, target, "<span class='notice'>You begin to apply an electrical charge directly to the heart body...</span>",
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"[user] begins to make an incision in [target]'s heart.",
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"[user] begins to make an incision in [target]'s heart.")
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target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction Surgery!")
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playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
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/datum/surgery_step/ventricular_electrotherapy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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if(istype(tool, /obj/item/twohanded/shockpaddles))
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var/obj/item/twohanded/shockpaddles/pads = tool
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if(!pads.wielded)
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return FALSE
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var/mob/living/carbon/human/H = target
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playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
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playsound(src, "bodyfall", 50, 1)
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@@ -35,12 +31,12 @@
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
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H.emote("scream")
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H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
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H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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H.adjustFireLoss(10)
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H.emote("flip")
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H.Jitter(100)
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return FALSE
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display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepare to pulse.</span>",
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display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepares to pulse.</span>",
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"[user] attaches the [tool] to [H]'s heart and prepares to pulse.",
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"")
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H.adjustBruteLoss(10)
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@@ -50,10 +46,10 @@
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var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
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if(BR.organ_flags & ORGAN_FAILING)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
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H.electrocute_act(0, (tool), 1, FALSE, FALSE, FALSE, TRUE)
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H.electrocute_act(0, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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//If we're using a defib, let the defib handle the revive.
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if(istype(tool, /obj/item/twohanded/shockpaddles))
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return
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return TRUE
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//Otherwise, we're ad hocing it
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if(!(do_after(user, 50, target = target)))
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return FALSE
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@@ -70,8 +66,8 @@
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display_results(user, target, "<span class='warning'>You screw up, sending a current through their body!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
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H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
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H.adjustFireLoss(5)
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H.electrocute_act(25, (get_turf(H)), 1, FALSE, FALSE, FALSE, TRUE)
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H.adjustFireLoss(10)
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H.emote("flip")
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H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
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@@ -87,18 +83,18 @@
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else if (H.hellbound)
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failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You notice a small tatoo with the words \"Property of Satan\" branded just above the right ventricle.</span>"
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else if(tdelta > (DEFIB_TIME_LIMIT * 10))
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failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. It appears their body has become too decomposed.</span>"
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failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. It appears their body has beomce too decomposed.</span>"
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else if(total_burn >= 180 || total_brute >= 180)
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failed = "<span class='warning'>The [tool] zaps the heart, inducing a sudden contraction, but it appears [H]'s body is too damaged to revive presently.</span>"
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failed = "<span class='warning'>The [tool] zaps the heart, incuding a sudden contraction, but it appears [H]'s body is too damaged to revive presently.</span>"
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else if(H.get_ghost())
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failed = "<span class='warning'>The [tool] zaps the heart, inducing several contractions before dying down, but there's no spark of life in [H]'s eyes. It may be worth it to try again, however.</span>"
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failed = "<span class='warning'>The [tool] zaps the heart, incuding several contractions before dying down, but there's no spark of life in [H]'s eyes. It may be worth it to try again, however.</span>"
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else
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var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
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if(BR)
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if(H.suiciding || BR.brainmob?.suiciding)
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failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You feel like the spark of life has fully left [H].</span>"
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else
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failed = "<span class='warning'>The [tool] zaps the heart, restarting the heart, but without a brain the contractions quickly die out.</span>"
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failed = "<span class='warning'>The [tool] zaps the heart, incuding several contractions before dying down, but without a brain the contractions quickly die out.</span>"
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if(failed)
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@@ -116,7 +112,7 @@
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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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H.visible_message("<span class='notice'>The [tool] zaps the heart, inducing several contractions before speeding up into a regular rhythm, [H]'s eyes snapping open with a loud gasp!</span>")
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H.visible_message("<span class='notice'>The [tool] zaps the heart, incuding several contractions before speeding up into a regular rhythm, [H]'s eyes snapping open with a loud gasp!</span>")
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playsound(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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@@ -98,16 +98,12 @@
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//Checks to see if the organ is frozen from temperature
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/obj/item/organ/proc/is_cold()
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var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon, /obj/machinery/smartfridge/organ)
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if(istype(loc, /obj/))//Freezer of some kind, I hope.
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if(is_type_in_list(loc, freezing_objects))
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if(is_type_in_list(loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
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organ_flags |= ORGAN_FROZEN
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return TRUE
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var/external_check = FALSE
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if(organ_flags & ORGAN_FROZEN)
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external_check = TRUE
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return external_check
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return (organ_flags & ORGAN_FROZEN) //Incase something else toggles it
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var/local_temp
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if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
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@@ -117,7 +113,7 @@
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else if(istype(loc, /mob/) && !owner)
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var/mob/M = loc
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if(is_type_in_list(M.loc, freezing_objects))
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if(is_type_in_list(M.loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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@@ -127,7 +123,7 @@
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if(owner)
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//Don't interfere with bodies frozen by structures.
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if(is_type_in_list(owner.loc, freezing_objects))
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if(is_type_in_list(owner.loc, GLOB.freezing_objects))
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if(!(organ_flags & ORGAN_FROZEN))
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organ_flags |= ORGAN_FROZEN
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return TRUE
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