/obj/machinery/iv_drip name = "\improper IV drip" icon = 'icons/obj/iv_drip.dmi' icon_state = "iv_drip" anchored = 0 var/mob/living/carbon/attached = null var/mode = 1 // 1 is injecting, 0 is taking blood. var/obj/item/weapon/reagent_containers/beaker = null /obj/machinery/iv_drip/New() ..() update_icon() /obj/machinery/iv_drip/update_icon() if(attached) if(mode) icon_state = "injecting" else icon_state = "donating" else if(mode) icon_state = "injectidle" else icon_state = "donateidle" cut_overlays() if(beaker) if(attached) add_overlay("beakeractive") else add_overlay("beakeridle") if(beaker.reagents.total_volume) var/image/filling = image('icons/obj/iv_drip.dmi', src, "reagent") var/percent = round((beaker.reagents.total_volume / beaker.volume) * 100) switch(percent) if(0 to 9) filling.icon_state = "reagent0" if(10 to 24) filling.icon_state = "reagent10" if(25 to 49) filling.icon_state = "reagent25" if(50 to 74) filling.icon_state = "reagent50" if(75 to 79) filling.icon_state = "reagent75" if(80 to 90) filling.icon_state = "reagent80" if(91 to INFINITY) filling.icon_state = "reagent100" filling.icon += mix_color_from_reagents(beaker.reagents.reagent_list) add_overlay(filling) /obj/machinery/iv_drip/MouseDrop(mob/living/target) if(!ishuman(usr) || !usr.canUseTopic(src,BE_CLOSE)) return if(attached) visible_message("[attached] is detached from \the [src].") attached = null update_icon() return if(!target.has_dna()) usr << "The drip beeps: Warning, incompatible creature!" return if(Adjacent(target) && usr.Adjacent(target)) if(beaker) usr.visible_message("[usr] attaches \the [src] to \the [target].", "You attach \the [src] to \the [target].") attached = target START_PROCESSING(SSmachine, src) update_icon() else usr << "There's nothing attached to the IV drip!" /obj/machinery/iv_drip/attackby(obj/item/weapon/W, mob/user, params) if (istype(W, /obj/item/weapon/reagent_containers)) if(!isnull(beaker)) user << "There is already a reagent container loaded!" return if(!user.drop_item()) return W.loc = src beaker = W user << "You attach \the [W] to \the [src]." update_icon() return else return ..() /obj/machinery/iv_drip/deconstruct(disassembled = TRUE) if(!(flags & NODECONSTRUCT)) new /obj/item/stack/sheet/metal(loc) qdel(src) /obj/machinery/iv_drip/process() if(!attached) return PROCESS_KILL if(!(get_dist(src, attached) <= 1 && isturf(attached.loc))) attached << "The IV drip needle is ripped out of you!" attached.apply_damage(3, BRUTE, pick("r_arm", "l_arm")) attached = null update_icon() return PROCESS_KILL if(beaker) // Give blood if(mode) if(beaker.volume > 0) var/transfer_amount = 5 if(istype(beaker, /obj/item/weapon/reagent_containers/blood)) // speed up transfer on blood packs transfer_amount = 10 var/fraction = min(transfer_amount/beaker.volume, 1) //the fraction that is transfered of the total volume beaker.reagents.reaction(attached, INJECT, fraction,0) //make reagents reacts, but don't spam messages beaker.reagents.trans_to(attached, transfer_amount) update_icon() // Take blood else var/amount = beaker.reagents.maximum_volume - beaker.reagents.total_volume amount = min(amount, 4) // If the beaker is full, ping if(amount == 0) if(prob(5)) visible_message("\The [src] pings.") return // If the human is losing too much blood, beep. if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5)) visible_message("\The [src] beeps loudly.") playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) attached.transfer_blood_to(beaker, amount) update_icon() /obj/machinery/iv_drip/attack_hand(mob/user) if(!ishuman(user)) return if(attached) visible_message("[attached] is detached from \the [src]") attached = null update_icon() return else if(beaker) eject_beaker(user) else toggle_mode() /obj/machinery/iv_drip/verb/eject_beaker(mob/user) set category = "Object" set name = "Remove IV Container" set src in view(1) if(!isliving(usr)) usr << "You can't do that!" return if(usr.stat) return if(beaker) beaker.loc = get_turf(src) beaker = null update_icon() /obj/machinery/iv_drip/verb/toggle_mode() set category = "Object" set name = "Toggle Mode" set src in view(1) if(!isliving(usr)) usr << "You can't do that!" return if(usr.stat) return mode = !mode usr << "The IV drip is now [mode ? "injecting" : "taking blood"]." update_icon() /obj/machinery/iv_drip/examine() set src in view() ..() if (!(usr in view(2)) && usr!=loc) return usr << "The IV drip is [mode ? "injecting" : "taking blood"]." if(beaker) if(beaker.reagents && beaker.reagents.reagent_list.len) usr << "Attached is \a [beaker] with [beaker.reagents.total_volume] units of liquid." else usr << "Attached is an empty [beaker]." else usr << "No chemicals are attached." usr << "[attached ? attached : "No one"] is attached."