/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/items.dmi'
amount = 6
max_amount = 6
w_class = 1
throw_speed = 3
throw_range = 7
burn_state = FLAMMABLE
burntime = 5
var/heal_brute = 0
var/heal_burn = 0
var/stop_bleeding = 0
var/self_delay = 50
/obj/item/stack/medical/attack(mob/living/M, mob/user)
if(M.stat == 2)
var/t_him = "it"
if(M.gender == MALE)
t_him = "him"
else if(M.gender == FEMALE)
t_him = "her"
user << "\The [M] is dead, you cannot help [t_him]!"
return
if(!istype(M, /mob/living/carbon) && !istype(M, /mob/living/simple_animal))
user << "You don't know how to apply \the [src] to [M]!"
return 1
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(stop_bleeding)
if(H.bleedsuppress)
user << "[H]'s bleeding is already bandaged!"
return
else if(!H.blood_max)
user << "[H] isn't bleeding!"
return
if(isliving(M))
if(!M.can_inject(user, 1))
return
if(user)
if (M != user)
if (istype(M, /mob/living/simple_animal))
var/mob/living/simple_animal/critter = M
if (!(critter.healable))
user << " You cannot use [src] on [M]!"
return
else if (critter.health == critter.maxHealth)
user << " [M] is at full health."
return
else if(src.heal_brute < 1)
user << " [src] won't help [M] at all."
return
user.visible_message("[user] applies [src] on [M].", "You apply [src] on [M].")
else
var/t_himself = "itself"
if(user.gender == MALE)
t_himself = "himself"
else if(user.gender == FEMALE)
t_himself = "herself"
user.visible_message("[user] starts to apply [src] on [t_himself]...", "You begin applying [src] on yourself...")
if(!do_mob(user, M, self_delay))
return
user.visible_message("[user] applies [src] on [t_himself].", "You apply [src] on yourself.")
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_selected))
if(stop_bleeding)
if(!H.bleedsuppress) //so you can't stack bleed suppression
H.suppress_bloodloss(stop_bleeding)
if(affecting.status == ORGAN_ORGANIC) //Limb must be organic to be healed - RR
if(affecting.heal_damage(src.heal_brute, src.heal_burn, 0))
H.update_damage_overlays(0)
M.updatehealth()
else
user << "Medicine won't work on a robotic limb!"
else
M.heal_organ_damage((src.heal_brute/2), (src.heal_burn/2))
use(1)
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A theraputic gel pack and bandages designed to treat blunt-force trauma."
icon_state = "brutepack"
heal_brute = 40
origin_tech = "biotech=1"
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth that is extremely effective at stopping bleeding, but does not heal wounds."
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
stop_bleeding = 1800
self_delay = 80
/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
/obj/item/stack/medical/gauze/cyborg/
materials = list()
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"
heal_burn = 40
origin_tech = "biotech=1"