/obj/item/organ/heart name = "heart" icon_state = "heart-on" zone = "chest" slot = "heart" origin_tech = "biotech=5" // Heart attack code is in code/modules/mob/living/carbon/human/life.dm var/beating = 1 var/icon_base = "heart" attack_verb = list("beat", "thumped") /obj/item/organ/heart/update_icon() if(beating) icon_state = "[icon_base]-on" else icon_state = "[icon_base]-off" /obj/item/organ/heart/Remove(mob/living/carbon/M, special = 0) ..() if(!special) addtimer(CALLBACK(src, .proc/stop_if_unowned), 120) /obj/item/organ/heart/proc/stop_if_unowned() if(!owner) Stop() /obj/item/organ/heart/attack_self(mob/user) ..() if(!beating) visible_message("[user] squeezes [src] to \ make it beat again!", "You squeeze \ [src] to make it beat again!") Restart() addtimer(CALLBACK(src, .proc/stop_if_unowned), 80) /obj/item/organ/heart/proc/Stop() beating = 0 update_icon() return 1 /obj/item/organ/heart/proc/Restart() beating = 1 update_icon() return 1 /obj/item/organ/heart/prepare_eat() var/obj/S = ..() S.icon_state = "heart-off" return S /obj/item/organ/heart/cursed name = "cursed heart" desc = "A heart that, when inserted, will force you to pump it manually." icon_state = "cursedheart-off" icon_base = "cursedheart" origin_tech = "biotech=6" actions_types = list(/datum/action/item_action/organ_action/cursed_heart) var/last_pump = 0 var/add_colour = TRUE //So we're not constantly recreating colour datums var/pump_delay = 30 //you can pump 1 second early, for lag, but no more (otherwise you could spam heal) var/blood_loss = 100 //600 blood is human default, so 5 failures (below 122 blood is where humans die because reasons?) //How much to heal per pump, negative numbers would HURT the player var/heal_brute = 0 var/heal_burn = 0 var/heal_oxy = 0 /obj/item/organ/heart/cursed/attack(mob/living/carbon/human/H, mob/living/carbon/human/user, obj/target) if(H == user && istype(H)) playsound(user,'sound/effects/singlebeat.ogg',40,1) user.drop_item() Insert(user) else return ..() /obj/item/organ/heart/cursed/on_life() if(world.time > (last_pump + pump_delay)) if(ishuman(owner) && owner.client) //While this entire item exists to make people suffer, they can't control disconnects. var/mob/living/carbon/human/H = owner if(H.dna && !(NOBLOOD in H.dna.species.species_traits)) H.blood_volume = max(H.blood_volume - blood_loss, 0) to_chat(H, "You have to keep pumping your blood!") if(add_colour) H.add_client_colour(/datum/client_colour/cursed_heart_blood) //bloody screen so real add_colour = FALSE else last_pump = world.time //lets be extra fair *sigh* /obj/item/organ/heart/cursed/Insert(mob/living/carbon/M, special = 0) ..() if(owner) to_chat(owner, "Your heart has been replaced with a cursed one, you have to pump this one manually otherwise you'll die!") /datum/action/item_action/organ_action/cursed_heart name = "Pump your blood" //You are now brea- pumping blood manually /datum/action/item_action/organ_action/cursed_heart/Trigger() . = ..() if(. && istype(target,/obj/item/organ/heart/cursed)) var/obj/item/organ/heart/cursed/cursed_heart = target if(world.time < (cursed_heart.last_pump + (cursed_heart.pump_delay-10))) //no spam to_chat(owner, "Too soon!") return cursed_heart.last_pump = world.time playsound(owner,'sound/effects/singlebeat.ogg',40,1) to_chat(owner, "Your heart beats.") var/mob/living/carbon/human/H = owner if(istype(H)) if(H.dna && !(NOBLOOD in H.dna.species.species_traits)) H.blood_volume = min(H.blood_volume + cursed_heart.blood_loss*0.5, BLOOD_VOLUME_MAXIMUM) H.remove_client_colour(/datum/client_colour/cursed_heart_blood) cursed_heart.add_colour = TRUE H.adjustBruteLoss(-cursed_heart.heal_brute) H.adjustFireLoss(-cursed_heart.heal_burn) H.adjustOxyLoss(-cursed_heart.heal_oxy) /datum/client_colour/cursed_heart_blood priority = 100 //it's an indicator you're dieing, so it's very high priority colour = "red"