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kiwistation/code/game/objects/items/defib.dm
T
4dplanner 15825997b8 Stamina changes [TMC] (#43966)
About The Pull Request

Stamina damage no longer stacks with regular damage.
Stamina regen is paused for 10 seconds every time you take stamina damage
Stamina damage is purged if stamina regen resumes after you enter stamcrit

changes to make this work:
disablers knocked down to 30
punch damage changed to full raw, 1.5x stamina.
flesh-eating symptom deals 2x stamina damage
CQC unchanged
Bostaff manually stacks
Energised jelly blob deals full stamina damage
Pressurised slime blob deals full stamina damage
Blood boil deals 1.5x stamina damage to servants of ratvar (why do I bother?)
Revenant blight now deals 20 stamina damage
Space carp no longer deal stamina damage, but deal 20 brute.
Enchanted bullets deal 20 brute damage
Beanbags reduced to 55 stamina damage
Rubbershot damage untouched
Ebow stamina damage increased to 60

bone hurting juice deals 7.5 stamina damage per tick, down from 15
Why It's Good For The Game

Stamina damage not stacking with regular damage is meant to make disablers less good as a weapon for all-out firefights, but remain good for arresting criminals as a sec squad.

The stamina regen pause allows for chemicals that deal stamina damage to be effective even if they don't only target one body part (as in #43924), and gets rid of the counterintuitive speedy regeneration if multiple bodyparts are damaged. It also makes stamina damage calculations more straightforward - currently 4 damage/tick to the chest is really 1, and adding 25% more damage to the chem deals 100% more damage per tick.

The stamina purge is to make stamcrit less of a confirmed win - several times as sec officer I've succumbed to poison, run out of charge, etc only for the rest of sec to arrive before the perp awakes from his 3 hour sleep. Stamina damage is fully purged to make keeping someone down require more attention, since under the current system even if they somehow get up they'll be so slow it'll be trivial to put them down again. Basically, makes handcuffs more useful again.
Changelog

cl
add: stamina damage now pauses natural stamina regen for 10 seconds
add: stamina regenerates fully when it can.
balance: disabler damage reduced
tweak: stamina damage no longer stacks with normal damage for the purposes of damage slowdown and crit
balance: many sources of stamina damage have been adjusted, check PR for details
/cl
2019-06-03 11:16:56 +12:00

673 lines
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Plaintext

//backpack item
#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
/obj/item/defibrillator
name = "defibrillator"
desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibunit"
item_state = "defibunit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
var/powered = FALSE //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
var/obj/item/twohanded/shockpaddles/paddles
var/obj/item/stock_parts/cell/high/cell
var/combat = FALSE //can we revive through space suits?
var/grab_ghost = FALSE // Do we pull the ghost back into their body?
/obj/item/defibrillator/get_cell()
return cell
/obj/item/defibrillator/Initialize() //starts without a cell for rnd
. = ..()
paddles = make_paddles()
update_icon()
return
/obj/item/defibrillator/loaded/Initialize() //starts with hicap
. = ..()
paddles = make_paddles()
cell = new(src)
update_icon()
return
/obj/item/defibrillator/update_icon()
update_power()
update_overlays()
update_charge()
/obj/item/defibrillator/proc/update_power()
if(!QDELETED(cell))
if(QDELETED(paddles) || cell.charge < paddles.revivecost)
powered = FALSE
else
powered = TRUE
else
powered = FALSE
/obj/item/defibrillator/proc/update_overlays()
cut_overlays()
if(!on)
add_overlay("[initial(icon_state)]-paddles")
if(powered)
add_overlay("[initial(icon_state)]-powered")
if(!cell)
add_overlay("[initial(icon_state)]-nocell")
if(!safety)
add_overlay("[initial(icon_state)]-emagged")
/obj/item/defibrillator/proc/update_charge()
if(powered) //so it doesn't show charge if it's unpowered
if(!QDELETED(cell))
var/ratio = cell.charge / cell.maxcharge
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)]-charge[ratio]")
/obj/item/defibrillator/CheckParts(list/parts_list)
..()
cell = locate(/obj/item/stock_parts/cell) in contents
update_icon()
/obj/item/defibrillator/ui_action_click()
toggle_paddles()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/defibrillator/attack_hand(mob/user)
if(loc == user)
if(slot_flags == ITEM_SLOT_BACK)
if(user.get_item_by_slot(SLOT_BACK) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
else if(slot_flags == ITEM_SLOT_BELT)
if(user.get_item_by_slot(SLOT_BELT) == src)
ui_action_click()
else
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
return
else if(istype(loc, /obj/machinery/defibrillator_mount))
ui_action_click() //checks for this are handled in defibrillator.mount.dm
return ..()
/obj/item/defibrillator/MouseDrop(obj/over_object)
. = ..()
if(ismob(loc))
var/mob/M = loc
if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
else if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
if(cell)
to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
else
if(C.maxcharge < paddles.revivecost)
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
cell = W
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
update_icon()
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
update_icon()
else
return ..()
/obj/item/defibrillator/emag_act(mob/user)
if(safety)
safety = FALSE
to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
else
safety = TRUE
to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
/obj/item/defibrillator/emp_act(severity)
. = ..()
if(cell && !(. & EMP_PROTECT_CONTENTS))
deductcharge(1000 / severity)
if (. & EMP_PROTECT_SELF)
return
if(safety)
safety = FALSE
visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, 0)
else
safety = TRUE
visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, 0)
update_icon()
/obj/item/defibrillator/proc/toggle_paddles()
set name = "Toggle Paddles"
set category = "Object"
on = !on
var/mob/living/carbon/user = usr
if(on)
//Detach the paddles into the user's hands
if(!usr.put_in_hands(paddles))
on = FALSE
to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
update_icon()
return
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/defibrillator/proc/make_paddles()
return new /obj/item/twohanded/shockpaddles(src)
/obj/item/defibrillator/equipped(mob/user, slot)
..()
if((slot_flags == ITEM_SLOT_BACK && slot != SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != SLOT_BELT))
remove_paddles(user)
update_icon()
/obj/item/defibrillator/item_action_slot_check(slot, mob/user)
if(slot == user.getBackSlot())
return 1
/obj/item/defibrillator/proc/remove_paddles(mob/user) //this fox the bug with the paddles when other player stole you the defib when you have the paddles equiped
if(ismob(paddles.loc))
var/mob/M = paddles.loc
M.dropItemToGround(paddles, TRUE)
return
/obj/item/defibrillator/Destroy()
if(on)
var/M = get(paddles, /mob)
remove_paddles(M)
QDEL_NULL(paddles)
. = ..()
update_icon()
/obj/item/defibrillator/proc/deductcharge(chrgdeductamt)
if(cell)
if(cell.charge < (paddles.revivecost+chrgdeductamt))
powered = FALSE
update_icon()
if(cell.use(chrgdeductamt))
update_icon()
return TRUE
else
update_icon()
return FALSE
/obj/item/defibrillator/proc/cooldowncheck(mob/user)
spawn(50)
if(cell)
if(cell.charge >= paddles.revivecost)
user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
else
user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
paddles.cooldown = FALSE
paddles.update_icon()
update_icon()
/obj/item/defibrillator/compact
name = "compact defibrillator"
desc = "A belt-equipped defibrillator that can be rapidly deployed."
icon_state = "defibcompact"
item_state = "defibcompact"
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
if(slot == user.getBeltSlot())
return TRUE
/obj/item/defibrillator/compact/loaded/Initialize()
. = ..()
paddles = make_paddles()
cell = new(src)
update_icon()
/obj/item/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 = TRUE
safety = FALSE
/obj/item/defibrillator/compact/combat/loaded/Initialize()
. = ..()
paddles = make_paddles()
cell = new /obj/item/stock_parts/cell/infinite(src)
update_icon()
/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/W, mob/user, params)
if(W == paddles)
paddles.unwield()
toggle_paddles()
update_icon()
return
//paddles
/obj/item/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/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
force = 0
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
var/revivecost = 1000
var/cooldown = FALSE
var/busy = FALSE
var/obj/item/defibrillator/defib
var/req_defib = TRUE
var/combat = FALSE //If it penetrates armor and gives additional functionality
var/grab_ghost = FALSE
var/tlimit = DEFIB_TIME_LIMIT * 10
var/datum/component/mobhook
/obj/item/twohanded/shockpaddles/equipped(mob/user, slot)
. = ..()
if(req_defib)
if (mobhook && mobhook.parent != user)
QDEL_NULL(mobhook)
if (!mobhook)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED = CALLBACK(src, .proc/check_range)))
/obj/item/twohanded/shockpaddles/Moved()
. = ..()
check_range()
/obj/item/twohanded/shockpaddles/proc/check_range()
if(!req_defib)
return
if(!in_range(src,defib))
var/mob/living/L = loc
if(istype(L))
to_chat(L, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
L.temporarilyRemoveItemFromInventory(src,TRUE)
else
visible_message("<span class='notice'>[src] snap back into [defib].</span>")
snap_back()
/obj/item/twohanded/shockpaddles/proc/recharge(var/time)
if(req_defib || !time)
return
cooldown = TRUE
update_icon()
sleep(time)
var/turf/T = get_turf(src)
T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
playsound(src, 'sound/machines/defib_ready.ogg', 50, 0)
cooldown = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/New(mainunit)
..()
if(check_defib_exists(mainunit, src) && req_defib)
defib = mainunit
forceMove(defib)
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/update_icon()
icon_state = "defibpaddles[wielded]"
item_state = "defibpaddles[wielded]"
if(cooldown)
icon_state = "defibpaddles[wielded]_cooldown"
if(iscarbon(loc))
var/mob/living/carbon/C = loc
C.update_inv_hands()
/obj/item/twohanded/shockpaddles/suicide_act(mob/user)
user.visible_message("<span class='danger'>[user] is putting the live paddles on [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!</span>")
if(req_defib)
defib.deductcharge(revivecost)
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/twohanded/shockpaddles/dropped(mob/user)
if(!req_defib)
return ..()
if (mobhook)
QDEL_NULL(mobhook)
if(user)
var/obj/item/twohanded/offhand/O = user.get_inactive_held_item()
if(istype(O))
O.unwield()
to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
snap_back()
return unwield(user)
/obj/item/twohanded/shockpaddles/proc/snap_back()
if(!defib)
return
defib.on = FALSE
forceMove(defib)
defib.update_icon()
/obj/item/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/M, obj/O)
if(!req_defib)
return TRUE //If it doesn't need a defib, just say it exists
if (!mainunit || !istype(mainunit, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
qdel(O)
return FALSE
else
return TRUE
/obj/item/twohanded/shockpaddles/attack(mob/M, mob/user)
if(busy)
return
if(req_defib && !defib.powered)
user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
return
if(!wielded)
if(iscyborg(user))
to_chat(user, "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>")
else
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>")
return
if(cooldown)
if(req_defib)
to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
else
to_chat(user, "<span class='warning'>[src] are recharging!</span>")
return
if(user.a_intent == INTENT_DISARM)
do_disarm(M, user)
return
if(!iscarbon(M))
if(req_defib)
to_chat(user, "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>")
else
to_chat(user, "<span class='warning'>You aren't sure how to revive that...</span>")
return
var/mob/living/carbon/H = M
if(user.zone_selected != BODY_ZONE_CHEST)
to_chat(user, "<span class='warning'>You need to target your patient's chest with [src]!</span>")
return
if(user.a_intent == INTENT_HARM)
do_harm(H, user)
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(can_defib(H))
H.notify_ghost_cloning("Your heart is being defibrillated. Re-enter your corpse if you want to be revived!", source = src)
do_help(H, user)
/obj/item/twohanded/shockpaddles/proc/can_defib(mob/living/carbon/H)
if(H.suiciding || H.hellbound || HAS_TRAIT(H, TRAIT_HUSK))
return
if((world.time - H.timeofdeath) > tlimit)
return
if((H.getBruteLoss() >= MAX_REVIVE_BRUTE_DAMAGE) || (H.getFireLoss() >= MAX_REVIVE_FIRE_DAMAGE))
return
if(!H.getorgan(/obj/item/organ/heart))
return
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
if(QDELETED(BR) || BR.brain_death || BR.damaged_brain || BR.suicided)
return
return TRUE
/obj/item/twohanded/shockpaddles/proc/shock_touching(dmg, mob/H)
if(isliving(H.pulledby)) //CLEAR!
var/mob/living/M = H.pulledby
if(M.electrocute_act(30, H))
M.visible_message("<span class='danger'>[M] is electrocuted by [M.p_their()] contact with [H]!</span>")
M.emote("scream")
/obj/item/twohanded/shockpaddles/proc/do_disarm(mob/living/M, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
busy = TRUE
M.visible_message("<span class='danger'>[user] has touched [M] with [src]!</span>", \
"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.Paralyze(100)
M.updatehealth() //forces health update before next life tick //isn't this done by adjustStaminaLoss anyway?
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
log_combat(user, M, "stunned", src)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
/obj/item/twohanded/shockpaddles/proc/do_harm(mob/living/carbon/H, mob/living/user)
if(req_defib && defib.safety)
return
if(!req_defib && !combat)
return
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>",
"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
busy = TRUE
update_icon()
if(do_after(user, 30, target = H))
user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
var/turf/T = get_turf(defib)
playsound(src, 'sound/machines/defib_charge.ogg', 50, 0)
if(req_defib)
T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
else
user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
if(do_after(user, 30, target = H)) //Takes longer due to overcharging
if(!H)
busy = FALSE
update_icon()
return
if(H && H.stat == DEAD)
to_chat(user, "<span class='warning'>[H] is dead.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
return
user.visible_message("<span class='boldannounce'><i>[user] shocks [H] with \the [src]!</span>", "<span class='warning'>You shock [H] with \the [src]!</span>")
playsound(src, 'sound/machines/defib_zap.ogg', 100, 1, -1)
playsound(src, 'sound/weapons/egloves.ogg', 100, 1, -1)
H.emote("scream")
shock_touching(45, H)
if(H.can_heartattack() && !H.undergoing_cardiac_arrest())
if(!H.stat)
H.visible_message("<span class='warning'>[H] thrashes wildly, clutching at [H.p_their()] chest!</span>",
"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, BODY_ZONE_CHEST)
log_combat(user, H, "overloaded the heart of", defib)
H.Paralyze(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = TRUE
busy = FALSE
update_icon()
if(!req_defib)
recharge(60)
if(req_defib && (defib.cooldowncheck(user)))
return
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/proc/do_help(mob/living/carbon/H, mob/living/user)
user.visible_message("<span class='warning'>[user] begins to place [src] on [H]'s chest.</span>", "<span class='warning'>You begin to place [src] on [H]'s chest...</span>")
busy = TRUE
update_icon()
if(do_after(user, 30, target = H)) //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("<span class='notice'>[user] places [src] on [H]'s chest.</span>", "<span class='warning'>You place [src] on [H]'s chest.</span>")
playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
var/tplus = world.time - H.timeofdeath
// past this much time the patient is unrecoverable
// (in deciseconds)
// 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 = H)) //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((!combat && !req_defib) || (req_defib && !defib.combat))
user.audible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
return
if(H.stat == DEAD)
H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
playsound(src, "bodyfall", 50, 1)
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
total_brute = H.getBruteLoss()
total_burn = H.getFireLoss()
shock_touching(30, H)
var/failed
if (H.suiciding)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Recovery of patient impossible. Further attempts futile.</span>"
else if (H.hellbound)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's soul appears to be on another plane of existence. Further attempts futile.</span>"
else if (tplus > tlimit)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Body has decayed for too long. Further attempts futile.</span>"
else if (!H.getorgan(/obj/item/organ/heart))
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing.</span>"
else if(total_burn >= MAX_REVIVE_FIRE_DAMAGE || total_brute >= MAX_REVIVE_BRUTE_DAMAGE || HAS_TRAIT(H, TRAIT_HUSK))
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Severe tissue damage makes recovery of patient impossible via defibrillator. Further attempts futile.</span>"
else if(H.get_ghost())
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No activity in patient's brain. Further attempts may be successful.</span>"
else
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
if(BR)
if(BR.damaged_brain)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain tissue is damaged making recovery of patient impossible via defibrillator. Further attempts futile.</span>"
if(BR.brain_death)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain damaged beyond point of no return. Further attempts futile.</span>"
if(BR.suicided || BR.brainmob?.suiciding)
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - No intelligence pattern can be detected in patient's brain. Further attempts futile.</span>"
else
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing. Further attempts futile.</span>"
if(failed)
user.visible_message(failed)
playsound(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)
H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.</span>")
playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
H.set_heartattack(FALSE)
H.revive()
H.emote("gasp")
H.Jitter(100)
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
if(tplus > tloss)
H.adjustBrainLoss( max(0, min(99, ((tlimit - tplus) / tlimit * 100))), 150)
log_combat(user, H, "revived", defib)
if(req_defib)
defib.deductcharge(revivecost)
cooldown = 1
update_icon()
if(req_defib)
defib.cooldowncheck(user)
else
recharge(60)
else if (!H.getorgan(/obj/item/organ/heart))
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's heart is missing. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
else if(H.undergoing_cardiac_arrest())
H.set_heartattack(FALSE)
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
else
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient is not in a valid state. Operation aborted.</span>")
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
busy = FALSE
update_icon()
/obj/item/twohanded/shockpaddles/cyborg
name = "cyborg defibrillator paddles"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
/obj/item/twohanded/shockpaddles/cyborg/attack(mob/M, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.emagged)
combat = TRUE
else
combat = FALSE
else
combat = FALSE
. = ..()
/obj/item/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 = TRUE
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
req_defib = FALSE
#undef HALFWAYCRITDEATH