port1
This commit is contained in:
@@ -183,9 +183,21 @@
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var/T = get_turf(target)
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if(locate(/mob/living) in T)
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new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
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holo_cooldown = world.time + 100
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holo_cooldown = world.time + 10 SECONDS
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return
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// see: [/datum/wound/burn/proc/uv()]
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/obj/item/flashlight/pen/paramedic
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name = "paramedic penlight"
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desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into."
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icon_state = "penlight_surgical"
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/// Our current UV cooldown
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var/uv_cooldown = 0
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/// How long between UV fryings
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var/uv_cooldown_length = 1 MINUTES
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/// How much sanitization to apply to the burn wound
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var/uv_power = 1
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/obj/effect/temp_visual/medical_holosign
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name = "medical holosign"
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desc = "A small holographic glow that indicates a medic is coming to treat a patient."
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@@ -10,6 +10,14 @@ NANITE SCANNER
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GENETICS SCANNER
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*/
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// Describes the three modes of scanning available for health analyzers
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#define SCANMODE_HEALTH 0
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#define SCANMODE_CHEMICAL 1
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#define SCANMODE_WOUND 2
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#define SCANNER_CONDENSED 0
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#define SCANNER_VERBOSE 1
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/obj/item/t_scanner
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name = "\improper T-ray scanner"
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desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
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@@ -80,7 +88,7 @@ GENETICS SCANNER
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throw_range = 7
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custom_materials = list(/datum/material/iron=200)
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var/mode = 1
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var/scanmode = 0
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var/scanmode = SCANMODE_HEALTH
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var/advanced = FALSE
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/obj/item/healthanalyzer/suicide_act(mob/living/carbon/user)
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@@ -88,37 +96,40 @@ GENETICS SCANNER
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return BRUTELOSS
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/obj/item/healthanalyzer/attack_self(mob/user)
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if(!scanmode)
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to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
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scanmode = 1
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else
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to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
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scanmode = 0
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scanmode = (scanmode + 1) % 3
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switch(scanmode)
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if(SCANMODE_HEALTH)
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to_chat(user, "<span class='notice'>You switch the health analyzer to check physical health.</span>")
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if(SCANMODE_CHEMICAL)
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to_chat(user, "<span class='notice'>You switch the health analyzer to scan chemical contents.</span>")
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if(SCANMODE_WOUND)
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to_chat(user, "<span class='notice'>You switch the health analyzer to report extra info on wounds.</span>")
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/obj/item/healthanalyzer/attack(mob/living/M, mob/living/carbon/human/user)
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flick("[icon_state]-scan", src) //makes it so that it plays the scan animation upon scanning, including clumsy scanning
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// Clumsiness/brain damage check
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if ((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50))
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to_chat(user, "<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
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user.visible_message("<span class='warning'>[user] has analyzed the floor's vitals!</span>")
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var/msg = "<span class='info'>*---------*\nAnalyzing results for The floor:\n\tOverall status: <b>Healthy</b>\n"
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msg += "Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font>\n"
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msg += "\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font>\n"
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msg += "Body temperature: ???\n"
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msg += "*---------*</span>"
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to_chat(user, msg)
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user.visible_message("<span class='warning'>[user] analyzes the floor's vitals!</span>", \
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"<span class='notice'>You stupidly try to analyze the floor's vitals!</span>")
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to_chat(user, "<span class='info'>Analyzing results for The floor:\n\tOverall status: <b>Healthy</b></span>\
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\n<span class='info'>Key: <font color='blue'>Suffocation</font>/<font color='green'>Toxin</font>/<font color='#FF8000'>Burn</font>/<font color='red'>Brute</font></span>\
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\n<span class='info'>\tDamage specifics: <font color='blue'>0</font>-<font color='green'>0</font>-<font color='#FF8000'>0</font>-<font color='red'>0</font></span>\
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\n<span class='info'>Body temperature: ???</span>")
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return
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user.visible_message("<span class='notice'>[user] has analyzed [M]'s vitals.</span>")
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user.visible_message("<span class='notice'>[user] analyzes [M]'s vitals.</span>", \
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"<span class='notice'>You analyze [M]'s vitals.</span>")
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if(scanmode == 0)
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if(scanmode == SCANMODE_HEALTH)
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healthscan(user, M, mode, advanced)
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else if(scanmode == 1)
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else if(scanmode == SCANMODE_CHEMICAL)
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chemscan(user, M)
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else
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woundscan(user, M, src)
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add_fingerprint(user)
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// Used by the PDA medical scanner too
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/proc/healthscan(mob/user, mob/living/M, mode = 1, advanced = FALSE)
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if(isliving(user) && (user.incapacitated() || user.eye_blind))
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@@ -402,6 +413,17 @@ GENETICS SCANNER
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msg += "<span class='danger'> Intervention recommended.</span>\n"
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else
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msg += "\n"
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// Wounds
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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var/list/wounded_parts = C.get_wounded_bodyparts()
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for(var/i in wounded_parts)
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var/obj/item/bodypart/wounded_part = i
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msg += "<span class='alert ml-1'><b>Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]</b>"
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for(var/k in wounded_part.wounds)
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var/datum/wound/W = k
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msg += "<div class='ml-2'>Type: [W.name]\nSeverity: [W.severity_text()]\nRecommended Treatment: [W.treat_text]</div>\n" // less lines than in woundscan() so we don't overload people trying to get basic med info
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msg += "</span>\n"
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for(var/thing in M.diseases)
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var/datum/disease/D = thing
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@@ -414,7 +436,7 @@ GENETICS SCANNER
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var/blood_typepath = C.get_blood_id()
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if(blood_typepath)
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if(ishuman(C))
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if(H.bleed_rate)
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if(H.is_bleeding())
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msg += "<span class='danger'>Subject is bleeding!</span>\n"
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var/blood_percent = round((C.scan_blood_volume() / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100)
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var/blood_type = C.dna.blood_type
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@@ -505,6 +527,63 @@ GENETICS SCANNER
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desc = "A hand-held body scanner able to distinguish vital signs of the subject with high accuracy."
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advanced = TRUE
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/// Displays wounds with extended information on their status vs medscanners
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/proc/woundscan(mob/user, mob/living/carbon/patient, obj/item/healthanalyzer/wound/scanner)
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if(!istype(patient))
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return
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var/render_list = ""
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for(var/i in patient.get_wounded_bodyparts())
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var/obj/item/bodypart/wounded_part = i
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render_list += "<span class='alert ml-1'><b>Warning: Physical trauma[LAZYLEN(wounded_part.wounds) > 1? "s" : ""] detected in [wounded_part.name]</b>"
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for(var/k in wounded_part.wounds)
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var/datum/wound/W = k
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render_list += "<div class='ml-2'>[W.get_scanner_description()]</div>\n"
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render_list += "</span>"
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if(render_list == "")
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playsound(scanner, 'sound/machines/ping.ogg', 50, FALSE)
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to_chat(user, "<span class='notice'>\The [scanner] makes a happy ping and briefly displays a smiley face with several exclamation points! It's really excited to report that [patient] has no wounds!</span>")
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else
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to_chat(user, jointext(render_list, ""))
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/obj/item/healthanalyzer/wound
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name = "first aid analyzer"
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icon_state = "adv_spectrometer"
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desc = "A prototype MeLo-Tech medical scanner used to diagnose injuries and recommend treatment for serious wounds, but offers no further insight into the patient's health. You hope the final version is less annoying to read!"
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var/next_encouragement
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var/greedy
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/obj/item/healthanalyzer/wound/attack_self(mob/user)
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if(next_encouragement < world.time)
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playsound(src, 'sound/machines/ping.ogg', 50, FALSE)
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var/list/encouragements = list("briefly displays a happy face, gazing emptily at you", "briefly displays a spinning cartoon heart", "displays an encouraging message about eating healthy and exercising", \
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"reminds you that everyone is doing their best", "displays a message wishing you well", "displays a sincere thank-you for your interest in first-aid", "formally absolves you of all your sins")
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to_chat(user, "<span class='notice'>\The [src] makes a happy ping and [pick(encouragements)]!</span>")
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next_encouragement = world.time + 10 SECONDS
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greedy = FALSE
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else if(!greedy)
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to_chat(user, "<span class='warning'>\The [src] displays an eerily high-definition frowny face, chastizing you for asking it for too much encouragement.</span>")
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greedy = TRUE
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else
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playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
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if(isliving(user))
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var/mob/living/L = user
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to_chat(L, "<span class='warning'>\The [src] makes a disappointed buzz and pricks your finger for being greedy. Ow!</span>")
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L.adjustBruteLoss(4)
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L.dropItemToGround(src)
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/obj/item/healthanalyzer/wound/attack(mob/living/carbon/patient, mob/living/carbon/human/user)
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add_fingerprint(user)
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user.visible_message("<span class='notice'>[user] scans [patient] for serious injuries.</span>", "<span class='notice'>You scan [patient] for serious injuries.</span>")
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if(!istype(patient))
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playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
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to_chat(user, "<span class='notice'>\The [src] makes a sad buzz and briefly displays a frowny face, indicating it can't scan [patient].</span>")
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return
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woundscan(user, patient, src)
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/obj/item/analyzer
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desc = "A hand-held environmental scanner which reports current gas levels. Alt-Click to use the built in barometer function."
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name = "analyzer"
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@@ -878,3 +957,9 @@ GENETICS SCANNER
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return "[HM.name] ([HM.alias])"
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else
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return HM.alias
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#undef SCANMODE_HEALTH
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#undef SCANMODE_CHEMICAL
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#undef SCANMODE_WOUND
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#undef SCANNER_CONDENSED
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#undef SCANNER_VERBOSE
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@@ -23,6 +23,8 @@
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max_integrity = 200
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
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resistance_flags = FIRE_PROOF
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wound_bonus = -110
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bare_wound_bonus = 20
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block_parry_data = /datum/block_parry_data/dual_esword
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var/hacked = FALSE
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/// Can this reflect all energy projectiles?
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@@ -17,6 +17,7 @@
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max_integrity = 200
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
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resistance_flags = FIRE_PROOF
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wound_bonus = -20
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var/wielded = FALSE // track wielded status on item
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/obj/item/fireaxe/Initialize()
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@@ -60,6 +60,14 @@
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shrapnel_type = /obj/item/projectile/bullet/pellet/stingball/mega
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shrapnel_radius = 12
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/obj/item/grenade/stingbang/breaker
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name = "breakbang"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/breaker
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/obj/item/grenade/stingbang/shred
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name = "shredbang"
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shrapnel_type = /obj/projectile/bullet/pellet/stingball/shred
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/obj/item/grenade/stingbang/prime(mob/living/lanced_by)
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if(iscarbon(loc))
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var/mob/living/carbon/C = loc
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@@ -225,6 +225,7 @@
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throwforce = 10
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w_class = WEIGHT_CLASS_TINY
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obj_flags = UNIQUE_RENAME
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wound_bonus = -10
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var/chaplain_spawnable = TRUE
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total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
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@@ -657,6 +658,8 @@
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item_flags = ABSTRACT
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w_class = WEIGHT_CLASS_HUGE
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sharpness = IS_SHARP
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wound_bonus = -20
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bare_wound_bonus = 25
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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/obj/item/nullrod/armblade/Initialize()
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@@ -79,6 +79,8 @@
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sharpness = IS_SHARP_ACCURATE
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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var/bayonet = FALSE //Can this be attached to a gun?
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wound_bonus = -5
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bare_wound_bonus = 10
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custom_price = PRICE_NORMAL
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/obj/item/kitchen/knife/Initialize()
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@@ -506,7 +506,9 @@
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if(prob(50))
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step(W, pick(GLOB.alldirs))
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ADD_TRAIT(H, TRAIT_DISFIGURED, TRAIT_GENERIC)
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H.bleed_rate = 5
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for(var/i in H.bodyparts)
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var/obj/item/bodypart/BP = i
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BP.generic_bleedstacks += 5
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H.gib_animation()
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sleep(3)
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H.adjustBruteLoss(1000) //to make the body super-bloody
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@@ -19,6 +19,8 @@
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slot_flags = ITEM_SLOT_BELT
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force = 14
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throwforce = 10
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wound_bonus = 15
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bare_wound_bonus = 10
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reach = 2
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("flogged", "whipped", "lashed", "disciplined")
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@@ -268,6 +270,8 @@
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var/force_off // Damage when off - not stunning
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var/weight_class_on // What is the new size class when turned on
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wound_bonus = 15
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/obj/item/melee/classic_baton/Initialize()
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. = ..()
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@@ -393,6 +397,7 @@
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force_off = 0
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weight_class_on = WEIGHT_CLASS_BULKY
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total_mass = TOTAL_MASS_NORMAL_ITEM
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bare_wound_bonus = 5
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/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
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var/mob/living/carbon/human/H = user
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@@ -98,7 +98,7 @@
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>[user]'s punch strikes with force!</span>")
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return
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target.apply_damage(totalitemdamage * fisto_setting, BRUTE)
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target.apply_damage(totalitemdamage * fisto_setting, BRUTE, wound_bonus = -25*fisto_setting**2)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
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new /obj/effect/temp_visual/kinetic_blast(target.loc)
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@@ -7,11 +7,13 @@
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icon_state = "large"
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w_class = WEIGHT_CLASS_TINY
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item_flags = DROPDEL
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sharpness = TRUE
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/obj/item/shrapnel/stingball // stingbang grenades
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name = "stingball"
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embedding = list(embed_chance=90, fall_chance=3, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=5, jostle_pain_mult=6, rip_time=15, embed_chance_turf_mod=-100)
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icon_state = "tiny"
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sharpness = FALSE
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||||
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/obj/item/shrapnel/bullet // bullets
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name = "bullet"
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@@ -28,7 +30,7 @@
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||||
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/obj/item/projectile/bullet/shrapnel
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name = "flying shrapnel shard"
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damage = 9
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damage = 8
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range = 10
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armour_penetration = -30
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dismemberment = 5
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@@ -36,6 +38,8 @@
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ricochet_chance = 40
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shrapnel_type = /obj/item/shrapnel
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ricochet_incidence_leeway = 60
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sharpness = TRUE
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wound_bonus = 30
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/obj/item/projectile/bullet/shrapnel/mega
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name = "flying shrapnel hunk"
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@@ -62,3 +66,15 @@
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name = "megastingball pellet"
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ricochets_max = 6
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ricochet_chance = 110
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/obj/projectile/bullet/pellet/stingball/breaker
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name = "breakbang pellet"
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damage = 10
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wound_bonus = 40
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sharpness = FALSE
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||||
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/obj/projectile/bullet/pellet/stingball/shred
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name = "shredbang pellet"
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damage = 10
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wound_bonus = 30
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||||
sharpness = TRUE
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||||
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@@ -22,6 +22,8 @@
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||||
var/war_cry = "AAAAARGH!!!"
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var/icon_prefix = "spearglass"
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||||
var/wielded = FALSE // track wielded status on item
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||||
wound_bonus = -25
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||||
bare_wound_bonus = 15
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||||
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||||
/obj/item/spear/Initialize()
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||||
. = ..()
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||||
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||||
@@ -15,6 +15,16 @@
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||||
var/self_delay = 50
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||||
var/other_delay = 0
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||||
var/repeating = FALSE
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||||
/// How much brute we heal per application
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||||
var/heal_brute
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||||
/// How much burn we heal per application
|
||||
var/heal_burn
|
||||
/// How much we reduce bleeding per application on cut wounds
|
||||
var/stop_bleeding
|
||||
/// How much sanitization to apply to burns on application
|
||||
var/sanitization
|
||||
/// How much we add to flesh_healing for burn wounds on application
|
||||
var/flesh_regeneration
|
||||
|
||||
/obj/item/stack/medical/attack(mob/living/M, mob/user)
|
||||
. = ..()
|
||||
@@ -70,8 +80,9 @@
|
||||
icon_state = "brutepack"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
var/heal_brute = 20
|
||||
self_delay = 20
|
||||
heal_brute = 40
|
||||
self_delay = 40
|
||||
other_delay = 20
|
||||
grind_results = list(/datum/reagent/medicine/styptic_powder = 10)
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/one
|
||||
@@ -95,7 +106,8 @@
|
||||
M.heal_bodypart_damage((heal_brute/2))
|
||||
return TRUE
|
||||
if(iscarbon(M))
|
||||
return heal_carbon(M, user, heal_brute, 0)
|
||||
return heal_carbon(M, user, heal_brute, heal_burn)
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
|
||||
to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
|
||||
|
||||
/obj/item/stack/medical/bruise_pack/suicide_act(mob/user)
|
||||
@@ -104,24 +116,27 @@
|
||||
|
||||
/obj/item/stack/medical/gauze
|
||||
name = "medical gauze"
|
||||
desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, heals minor wounds."
|
||||
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. "
|
||||
gender = PLURAL
|
||||
singular_name = "medical gauze"
|
||||
icon_state = "gauze"
|
||||
var/stop_bleeding = 1800
|
||||
var/heal_brute = 5
|
||||
self_delay = 10
|
||||
self_delay = 50
|
||||
other_delay = 20
|
||||
amount = 6
|
||||
absorption_rate = 0.25
|
||||
absorption_capacity = 5
|
||||
splint_factor = 0.35
|
||||
custom_price = PRICE_REALLY_CHEAP
|
||||
|
||||
/obj/item/stack/medical/gauze/heal(mob/living/M, mob/user)
|
||||
if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(!H.bleedsuppress && H.bleed_rate) //so you can't stack bleed suppression
|
||||
H.suppress_bloodloss(stop_bleeding)
|
||||
to_chat(user, "<span class='notice'>You stop the bleeding of [M]!</span>")
|
||||
H.adjustBruteLoss(-(heal_brute))
|
||||
return TRUE
|
||||
to_chat(user, "<span class='notice'>You can not use \the [src] on [M]!</span>")
|
||||
// gauze is only relevant for wounds, which are handled in the wounds themselves
|
||||
/obj/item/stack/medical/gauze/try_heal(mob/living/M, mob/user, silent)
|
||||
var/obj/item/bodypart/limb = M.get_bodypart(check_zone(user.zone_selected))
|
||||
if(limb)
|
||||
if(limb.brute_dam > 40)
|
||||
to_chat(user, "<span class='warning'>The bleeding on [user==M ? "your" : "[M]'s"] [limb.name] is from bruising, and cannot be treated with [src]!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's no bleeding on [user==M ? "your" : "[M]'s"] [limb.name]</span>")
|
||||
|
||||
/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
|
||||
if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
|
||||
@@ -143,9 +158,12 @@
|
||||
/obj/item/stack/medical/gauze/improvised
|
||||
name = "improvised gauze"
|
||||
singular_name = "improvised gauze"
|
||||
desc = "A roll of cloth roughly cut from something that can stop bleeding, but does not heal wounds."
|
||||
stop_bleeding = 900
|
||||
heal_brute = 0
|
||||
desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently so than real medical gauze."
|
||||
self_delay = 60
|
||||
other_delay = 30
|
||||
absorption_rate = 0.15
|
||||
absorption_capacity = 4
|
||||
|
||||
/obj/item/stack/medical/gauze/adv
|
||||
name = "sterilized medical gauze"
|
||||
@@ -161,49 +179,28 @@
|
||||
is_cyborg = 1
|
||||
cost = 250
|
||||
|
||||
/obj/item/stack/medical/ointment
|
||||
name = "ointment"
|
||||
desc = "Used to treat those nasty burn wounds."
|
||||
gender = PLURAL
|
||||
singular_name = "ointment"
|
||||
icon_state = "ointment"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
var/heal_burn = 20
|
||||
self_delay = 20
|
||||
grind_results = list(/datum/reagent/medicine/silver_sulfadiazine = 10)
|
||||
|
||||
/obj/item/stack/medical/ointment/one
|
||||
amount = 1
|
||||
|
||||
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
|
||||
if(M.stat == DEAD)
|
||||
to_chat(user, "<span class='notice'> [M] is dead. You can not help [M.p_them()]!</span>")
|
||||
return
|
||||
if(iscarbon(M))
|
||||
return heal_carbon(M, user, 0, heal_burn)
|
||||
if(AmBloodsucker(M))
|
||||
return
|
||||
to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
|
||||
|
||||
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
|
||||
user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
|
||||
return TOXLOSS
|
||||
|
||||
/obj/item/stack/medical/suture
|
||||
name = "suture"
|
||||
desc = "Sterile sutures used to seal up cuts and lacerations."
|
||||
desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
|
||||
gender = PLURAL
|
||||
singular_name = "suture"
|
||||
icon_state = "suture"
|
||||
self_delay = 30
|
||||
other_delay = 10
|
||||
amount = 15
|
||||
max_amount = 15
|
||||
amount = 10
|
||||
max_amount = 10
|
||||
repeating = TRUE
|
||||
var/heal_brute = 10
|
||||
heal_brute = 10
|
||||
stop_bleeding = 0.6
|
||||
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
|
||||
|
||||
/obj/item/stack/medical/suture/emergency
|
||||
name = "emergency suture"
|
||||
desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
|
||||
heal_brute = 5
|
||||
amount = 5
|
||||
max_amount = 5
|
||||
|
||||
/obj/item/stack/medical/suture/one
|
||||
amount = 1
|
||||
|
||||
@@ -223,10 +220,40 @@
|
||||
to_chat(user, "<span class='notice'>[M] is at full health.</span>")
|
||||
return FALSE
|
||||
user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
|
||||
M.heal_bodypart_damage(heal_brute)
|
||||
return heal_carbon(M, user, heal_brute, heal_burn)
|
||||
return TRUE
|
||||
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
|
||||
|
||||
/obj/item/stack/medical/ointment
|
||||
name = "ointment"
|
||||
desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though."
|
||||
gender = PLURAL
|
||||
singular_name = "ointment"
|
||||
icon_state = "ointment"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
amount = 10
|
||||
max_amount = 10
|
||||
self_delay = 40
|
||||
other_delay = 20
|
||||
|
||||
heal_burn = 5
|
||||
flesh_regeneration = 2.5
|
||||
sanitization = 0.3
|
||||
grind_results = list(/datum/reagent/medicine/C2/lenturi = 10)
|
||||
|
||||
/obj/item/stack/medical/ointment/heal(mob/living/M, mob/user)
|
||||
if(M.stat == DEAD)
|
||||
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
|
||||
return
|
||||
if(iscarbon(M))
|
||||
return heal_carbon(M, user, heal_brute, heal_burn)
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
|
||||
|
||||
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
|
||||
user.visible_message("<span class='suicide'>[user] is squeezing \the [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?</span>")
|
||||
return TOXLOSS
|
||||
|
||||
/obj/item/stack/medical/mesh
|
||||
name = "regenerative mesh"
|
||||
@@ -237,9 +264,11 @@
|
||||
self_delay = 30
|
||||
other_delay = 10
|
||||
amount = 15
|
||||
heal_burn = 10
|
||||
max_amount = 15
|
||||
repeating = TRUE
|
||||
var/heal_burn = 10
|
||||
sanitization = 0.75
|
||||
flesh_regeneration = 3
|
||||
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
|
||||
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
|
||||
|
||||
@@ -264,8 +293,8 @@
|
||||
to_chat(user, "<span class='warning'>[M] is dead! You can not help [M.p_them()].</span>")
|
||||
return
|
||||
if(iscarbon(M))
|
||||
return heal_carbon(M, user, 0, heal_burn)
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with the \the [src]!</span>")
|
||||
return heal_carbon(M, user, heal_brute, heal_burn)
|
||||
to_chat(user, "<span class='warning'>You can't heal [M] with \the [src]!</span>")
|
||||
|
||||
|
||||
/obj/item/stack/medical/mesh/try_heal(mob/living/M, mob/user, silent = FALSE)
|
||||
@@ -294,3 +323,49 @@
|
||||
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/obj/item/stack/medical/bone_gel
|
||||
name = "bone gel"
|
||||
singular_name = "bone gel"
|
||||
desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended."
|
||||
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "bone-gel"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
|
||||
amount = 4
|
||||
self_delay = 20
|
||||
grind_results = list(/datum/reagent/medicine/C2/libital = 10)
|
||||
novariants = TRUE
|
||||
|
||||
/obj/item/stack/medical/bone_gel/attack(mob/living/M, mob/user)
|
||||
to_chat(user, "<span class='warning'>Bone gel can only be used on fractured limbs!</span>")
|
||||
return
|
||||
|
||||
/obj/item/stack/medical/bone_gel/suicide_act(mob/user)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.visible_message("<span class='suicide'>[C] is squirting all of \the [src] into [C.p_their()] mouth! That's not proper procedure! It looks like [C.p_theyre()] trying to commit suicide!</span>")
|
||||
if(do_after(C, 2 SECONDS))
|
||||
C.emote("scream")
|
||||
for(var/i in C.bodyparts)
|
||||
var/obj/item/bodypart/bone = i
|
||||
var/datum/wound/brute/bone/severe/oof_ouch = new
|
||||
oof_ouch.apply_wound(bone)
|
||||
var/datum/wound/brute/bone/critical/oof_OUCH = new
|
||||
oof_OUCH.apply_wound(bone)
|
||||
|
||||
for(var/i in C.bodyparts)
|
||||
var/obj/item/bodypart/bone = i
|
||||
bone.receive_damage(brute=60)
|
||||
use(1)
|
||||
return (BRUTELOSS)
|
||||
else
|
||||
C.visible_message("<span class='suicide'>[C] screws up like an idiot and still dies anyway!</span>")
|
||||
return (BRUTELOSS)
|
||||
|
||||
/obj/item/stack/medical/bone_gel/cyborg
|
||||
custom_materials = null
|
||||
is_cyborg = 1
|
||||
cost = 250
|
||||
|
||||
Reference in New Issue
Block a user