Ghommie is a good friend
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@@ -18,6 +18,7 @@
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playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
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/datum/surgery_step/incise_heart/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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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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if(H.stat != DEAD)
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@@ -29,32 +30,29 @@
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H.emote("flip")
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H.Jitter(100)
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return FALSE
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if (!(NOBLOOD in H.dna.species.species_traits))
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display_results(user, target, "<span class='notice'>induces a stable rythum in [H]'s heart.</span>",
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"[H]'s heart is shocked, attemping to bring them back to a stable rythum!.",
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"")
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H.bleed_rate += 10
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H.adjustBruteLoss(10)
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H.adjustOrganLoss(ORGAN_SLOT_HEART, -10)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
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H.electrocute_act(0, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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if(!do_they_live(H))
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playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
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display_results(user, target, "<span class='notice'>induces a stable rythum in [H]'s heart.</span>",
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"[H]'s heart is shocked, attemping to bring them back to a stable rythum!.",
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"")
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if (!(NOBLOOD in H.dna.species.species_traits))
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H.bleed_rate += 10
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H.adjustBruteLoss(10)
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H.adjustOrganLoss(ORGAN_SLOT_HEART, -10)
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H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
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H.electrocute_act(0, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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if(!do_they_live(H))
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playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
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return TRUE
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/datum/surgery_step/incise_heart/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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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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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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display_results(user, target, "<span class='warning'>You screw up, sending current racing though 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, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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H.emote("flip")
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H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
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var/mob/living/carbon/human/H = target
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display_results(user, target, "<span class='warning'>You screw up, sending current racing though 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, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
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H.emote("flip")
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H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
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/datum/surgery_step/incise_heart/do_they_live(mob/living/carbon/human/H)
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@@ -98,13 +98,16 @@
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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)
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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(!(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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return
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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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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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