//backpack item /obj/item/weapon/defibrillator name = "defibrillator" desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients." icon = 'icons/obj/weapons.dmi' icon_state = "defibunit" item_state = "defibunit" slot_flags = SLOT_BACK force = 5 throwforce = 6 w_class = 4 origin_tech = "biotech=4" actions_types = list(/datum/action/item_action/toggle_paddles) var/on = 0 //if the paddles are equipped (1) or on the defib (0) var/safety = 1 //if you can zap people with the defibs on harm mode var/powered = 0 //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise var/obj/item/weapon/twohanded/shockpaddles/paddles var/obj/item/weapon/stock_parts/cell/high/bcell = null var/combat = 0 //can we revive through space suits? var/grab_ghost = FALSE // Do we pull the ghost back into their body? /obj/item/weapon/defibrillator/New() //starts without a cell for rnd ..() paddles = make_paddles() update_icon() return /obj/item/weapon/defibrillator/loaded/New() //starts with hicap ..() paddles = make_paddles() bcell = new(src) update_icon() return /obj/item/weapon/defibrillator/update_icon() update_power() update_overlays() update_charge() /obj/item/weapon/defibrillator/proc/update_power() if(bcell) if(bcell.charge < paddles.revivecost) powered = 0 else powered = 1 else powered = 0 /obj/item/weapon/defibrillator/proc/update_overlays() cut_overlays() if(!on) add_overlay("[initial(icon_state)]-paddles") if(powered) add_overlay("[initial(icon_state)]-powered") if(!bcell) add_overlay("[initial(icon_state)]-nocell") if(!safety) add_overlay("[initial(icon_state)]-emagged") /obj/item/weapon/defibrillator/proc/update_charge() if(powered) //so it doesn't show charge if it's unpowered if(bcell) var/ratio = bcell.charge / bcell.maxcharge ratio = Ceiling(ratio*4) * 25 add_overlay("[initial(icon_state)]-charge[ratio]") /obj/item/weapon/defibrillator/CheckParts(list/parts_list) ..() bcell = locate(/obj/item/weapon/stock_parts/cell) in contents update_icon() /obj/item/weapon/defibrillator/ui_action_click() toggle_paddles() /obj/item/weapon/defibrillator/attack_hand(mob/user) if(loc == user) if(slot_flags == SLOT_BACK) if(user.get_item_by_slot(slot_back) == src) ui_action_click() else user << "Put the defibrillator on your back first!" else if(slot_flags == SLOT_BELT) if(user.get_item_by_slot(slot_belt) == src) ui_action_click() else user << "Strap the defibrillator's belt on first!" return ..() /obj/item/weapon/defibrillator/MouseDrop(obj/over_object) if(ismob(src.loc)) var/mob/M = src.loc if(istype(over_object, /obj/screen/inventory/hand)) var/obj/screen/inventory/hand/H = over_object switch(H.slot_id) if(slot_r_hand) if(M.r_hand) return if(!M.unEquip(src)) return M.put_in_r_hand(src) if(slot_l_hand) if(M.l_hand) return if(!M.unEquip(src)) return M.put_in_l_hand(src) /obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params) if(W == paddles) paddles.unwield() toggle_paddles() else if(istype(W, /obj/item/weapon/stock_parts/cell)) var/obj/item/weapon/stock_parts/cell/C = W if(bcell) user << "[src] already has a cell." else if(C.maxcharge < paddles.revivecost) user << "[src] requires a higher capacity cell." return if(!user.unEquip(W)) return W.loc = src bcell = W user << "You install a cell in [src]." update_icon() else if(istype(W, /obj/item/weapon/screwdriver)) if(bcell) bcell.updateicon() bcell.loc = get_turf(src.loc) bcell = null user << "You remove the cell from [src]." update_icon() else return ..() /obj/item/weapon/defibrillator/emag_act(mob/user) if(safety) safety = 0 user << "You silently disable [src]'s safety protocols with the cryptographic sequencer." else safety = 1 user << "You silently enable [src]'s safety protocols with the cryptographic sequencer." /obj/item/weapon/defibrillator/emp_act(severity) if(bcell) deductcharge(1000 / severity) if(safety) safety = 0 src.visible_message("[src] beeps: Safety protocols disabled!") playsound(get_turf(src), 'sound/machines/defib_saftyOff.ogg', 50, 0) else safety = 1 src.visible_message("[src] beeps: Safety protocols enabled!") playsound(get_turf(src), 'sound/machines/defib_saftyOn.ogg', 50, 0) update_icon() ..() /obj/item/weapon/defibrillator/proc/toggle_paddles() set name = "Toggle Paddles" set category = "Object" on = !on var/mob/living/carbon/human/user = usr if(on) //Detach the paddles into the user's hands if(!usr.put_in_hands(paddles)) on = 0 user << "You need a free hand to hold the paddles!" update_icon() return paddles.loc = user else //Remove from their hands and back onto the defib unit paddles.unwield() remove_paddles(user) update_icon() for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/weapon/defibrillator/proc/make_paddles() return new /obj/item/weapon/twohanded/shockpaddles(src) /obj/item/weapon/defibrillator/equipped(mob/user, slot) ..() if((slot_flags == SLOT_BACK && slot != slot_back) || (slot_flags == SLOT_BELT && slot != slot_belt)) remove_paddles(user) update_icon() /obj/item/weapon/defibrillator/item_action_slot_check(slot, mob/user) if(slot == user.getBackSlot()) return 1 /obj/item/weapon/defibrillator/proc/remove_paddles(mob/user) var/mob/living/carbon/human/M = user if(paddles in get_both_hands(M)) M.unEquip(paddles,1) update_icon() return /obj/item/weapon/defibrillator/Destroy() if(on) var/M = get(paddles, /mob) remove_paddles(M) . = ..() update_icon() /obj/item/weapon/defibrillator/proc/deductcharge(chrgdeductamt) if(bcell) if(bcell.charge < (paddles.revivecost+chrgdeductamt)) powered = 0 update_icon() if(bcell.use(chrgdeductamt)) update_icon() return 1 else update_icon() return 0 /obj/item/weapon/defibrillator/proc/cooldowncheck(mob/user) spawn(50) if(bcell) if(bcell.charge >= paddles.revivecost) user.visible_message("[src] beeps: Unit ready.") playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, 0) else user.visible_message("[src] beeps: Charge depleted.") playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) paddles.cooldown = 0 paddles.update_icon() update_icon() /obj/item/weapon/defibrillator/compact name = "compact defibrillator" desc = "A belt-equipped defibrillator that can be rapidly deployed." icon_state = "defibcompact" item_state = "defibcompact" w_class = 3 slot_flags = SLOT_BELT origin_tech = "biotech=5" /obj/item/weapon/defibrillator/compact/item_action_slot_check(slot, mob/user) if(slot == user.getBeltSlot()) return 1 /obj/item/weapon/defibrillator/compact/loaded/New() ..() paddles = make_paddles() bcell = new(src) update_icon() return /obj/item/weapon/defibrillator/compact/combat name = "combat defibrillator" desc = "A belt-equipped blood-red defibrillator that can be rapidly deployed. Does not have the restrictions or safeties of conventional defibrillators and can revive through space suits." combat = 1 safety = 0 /obj/item/weapon/defibrillator/compact/combat/loaded/New() ..() paddles = make_paddles() bcell = new /obj/item/weapon/stock_parts/cell/infinite(src) update_icon() return /obj/item/weapon/defibrillator/compact/combat/loaded/attackby(obj/item/weapon/W, mob/user, params) if(W == paddles) paddles.unwield() toggle_paddles() update_icon() return //paddles /obj/item/weapon/twohanded/shockpaddles name = "defibrillator paddles" desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks." icon = 'icons/obj/weapons.dmi' icon_state = "defibpaddles" item_state = "defibpaddles" force = 0 throwforce = 6 w_class = 4 flags = NODROP var/revivecost = 1000 var/cooldown = 0 var/busy = 0 var/obj/item/weapon/defibrillator/defib var/req_defib = 1 var/combat = 0 //If it penetrates armor and gives additional functionality var/grab_ghost = FALSE /obj/item/weapon/twohanded/shockpaddles/proc/recharge(var/time) if(req_defib || !time) return cooldown = 1 update_icon() sleep(time) var/turf/T = get_turf(src) T.audible_message("[src] beeps: Unit is recharged.") playsound(T, 'sound/machines/defib_ready.ogg', 50, 0) cooldown = 0 update_icon() /obj/item/weapon/twohanded/shockpaddles/New(mainunit) ..() if(check_defib_exists(mainunit, src) && req_defib) defib = mainunit loc = defib busy = 0 update_icon() return /obj/item/weapon/twohanded/shockpaddles/update_icon() icon_state = "defibpaddles[wielded]" item_state = "defibpaddles[wielded]" if(cooldown) icon_state = "defibpaddles[wielded]_cooldown" /obj/item/weapon/twohanded/shockpaddles/suicide_act(mob/user) user.visible_message("[user] is putting the live paddles on \his chest! It looks like \he's trying to commit suicide.") if(req_defib) defib.deductcharge(revivecost) playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1) return (OXYLOSS) /obj/item/weapon/twohanded/shockpaddles/dropped(mob/user) if(!req_defib) return ..() if(user) var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand() if(istype(O)) O.unwield() user << "The paddles snap back into the main unit." defib.on = 0 loc = defib defib.update_icon() return unwield(user) /obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/human/M, obj/O) if(!req_defib) return 1 //If it doesn't need a defib, just say it exists if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator)) //To avoid weird issues from admin spawns M.unEquip(O) qdel(O) return 0 else return 1 /obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user) var/halfwaycritdeath = (config.health_threshold_crit + config.health_threshold_dead) / 2 if(busy) return if(req_defib && !defib.powered) user.visible_message("[defib] beeps: Unit is unpowered.") playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) return if(!wielded) if(isrobot(user)) user << "You must activate the paddles in your active module before you can use them on someone!" else user << "You need to wield the paddles in both hands before you can use them on someone!" return if(cooldown) if(req_defib) user << "[defib] is recharging!" else user << "[src] are recharging!" return if(!ishuman(M)) if(req_defib) user << "The instructions on [defib] don't mention how to revive that..." else user << "You aren't sure how to revive that..." return var/mob/living/carbon/human/H = M if(user.a_intent == "disarm") if(req_defib && defib.safety) return if(!req_defib && !combat) return busy = 1 H.visible_message("[user] has touched [H.name] with [src]!", \ "[user] has touched [H.name] with [src]!") H.adjustStaminaLoss(50) H.Weaken(5) H.updatehealth() //forces health update before next life tick playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1) H.emote("gasp") add_logs(user, M, "stunned", src) if(req_defib) defib.deductcharge(revivecost) cooldown = 1 busy = 0 update_icon() if(req_defib) defib.cooldowncheck(user) else recharge(60) return if(user.zone_selected != "chest") user << "You need to target your patient's \ chest with [src]!" return if(user.a_intent == "harm") if(req_defib && defib.safety) return if(!req_defib && !combat) return user.visible_message("[user] begins to place [src] on [M.name]'s chest.", "You overcharge the paddles and begin to place them onto [M]'s chest...") busy = 1 update_icon() if(do_after(user, 30, target = M)) user.visible_message("[user] places [src] on [M.name]'s chest.", "You place [src] on [M.name]'s chest and begin to charge them.") var/turf/T = get_turf(defib) playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0) if(req_defib) T.audible_message("\The [defib] lets out an urgent beep and lets out a steadily rising hum...") else user.audible_message("[src] let out an urgent beep.") if(do_after(user, 30, target = M)) //Takes longer due to overcharging if(!M) busy = 0 update_icon() return if(M && M.stat == DEAD) user << "[M] is dead." playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) busy = 0 update_icon() return user.visible_message("[user] shocks [M] with \the [src]!", "You shock [M] with \the [src]!") playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1) playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1) var/mob/living/carbon/human/HU = M M.emote("scream") if(!HU.heart_attack) HU.heart_attack = 1 if(!HU.stat) HU.visible_message("[M] thrashes wildly, clutching at their chest!", "You feel a horrible agony in your chest!") HU.apply_damage(50, BURN, "chest") add_logs(user, M, "overloaded the heart of", defib) M.Weaken(5) M.Jitter(100) if(req_defib) defib.deductcharge(revivecost) cooldown = 1 busy = 0 update_icon() if(!req_defib) recharge(60) if(req_defib && (defib.cooldowncheck(user))) return busy = 0 update_icon() return if((!req_defib && grab_ghost) || (req_defib && defib.grab_ghost)) H.notify_ghost_cloning("Your heart is being defibrillated!") H.grab_ghost() // Shove them back in their body. else if(!H.suiciding && !(H.disabilities & NOCLONE)&& !H.hellbound) H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src) user.visible_message("[user] begins to place [src] on [M.name]'s chest.", "You begin to place [src] on [M.name]'s chest...") busy = 1 update_icon() 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 user.visible_message("[user] places [src] on [M.name]'s chest.", "You place [src] on [M.name]'s chest.") playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0) var/tplus = world.time - H.timeofdeath // past this much time the patient is unrecoverable // (in deciseconds) var/tlimit = DEFIB_TIME_LIMIT * 10 // brain damage starts setting in on the patient after // some time left rotting var/tloss = DEFIB_TIME_LOSS * 10 var/total_burn = 0 var/total_brute = 0 if(do_after(user, 20, target = M)) //placed on chest and short delay to shock for dramatic effect, revive time is 5sec total for(var/obj/item/carried_item in H.contents) if(istype(carried_item, /obj/item/clothing/suit/space)) if((!src.combat && !req_defib) || (req_defib && !defib.combat)) user.audible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.") playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) busy = 0 update_icon() return if(H.stat == DEAD) M.visible_message("[M]'s body convulses a bit.") playsound(get_turf(src), "bodyfall", 50, 1) playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1) total_brute = H.getBruteLoss() total_burn = H.getFireLoss() var/failed = null if (H.suiciding || (H.disabilities & NOCLONE)) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Recovery of patient impossible. Further attempts futile." else if (H.hellbound) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existance. Further attempts futile." else if (tplus > tlimit) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile." else if (!H.getorgan(/obj/item/organ/heart)) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing." else if(total_burn >= 180 || total_brute >= 180) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile." else if(H.get_ghost()) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No activity in patient's brain. Further attempts may be successful." else var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain) if(!BR || BR.damaged_brain) failed = "[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing or damaged beyond point of no return. Further attempts futile." if(failed) user.visible_message(failed) playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) else //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 if (H.health > halfwaycritdeath) H.adjustOxyLoss(H.health - halfwaycritdeath, 0) else var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss() var/mobhealth = H.health H.adjustOxyLoss((mobhealth - halfwaycritdeath) * (H.getOxyLoss() / overall_damage), 0) H.adjustToxLoss((mobhealth - halfwaycritdeath) * (H.getToxLoss() / overall_damage), 0) H.adjustFireLoss((mobhealth - halfwaycritdeath) * (total_burn / overall_damage), 0) H.adjustBruteLoss((mobhealth - halfwaycritdeath) * (total_brute / overall_damage), 0) user.visible_message("[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.") playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0) H.revive() H.emote("gasp") if(tplus > tloss) H.setBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100)))) add_logs(user, M, "revived", defib) if(req_defib) defib.deductcharge(revivecost) cooldown = 1 update_icon() if(req_defib) defib.cooldowncheck(user) else recharge(60) else if(H.heart_attack) H.heart_attack = 0 user.visible_message("[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.") playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1) else user.visible_message("[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.") playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0) busy = 0 update_icon() /obj/item/weapon/twohanded/shockpaddles/syndicate name = "syndicate defibrillator paddles" desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful shocks offensively." combat = 1 icon = 'icons/obj/weapons.dmi' icon_state = "defibpaddles0" item_state = "defibpaddles0" req_defib = 0