ac0bad5d61
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
573 lines
20 KiB
Plaintext
573 lines
20 KiB
Plaintext
//backpack item
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/obj/item/weapon/defibrillator
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name = "defibrillator"
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desc = "A device that delivers powerful shocks to detachable paddles that resuscitate incapacitated patients."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibunit"
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item_state = "defibunit"
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slot_flags = SLOT_BACK
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force = 5
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throwforce = 6
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w_class = 4
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origin_tech = "biotech=4"
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actions_types = list(/datum/action/item_action/toggle_paddles)
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var/on = 0 //if the paddles are equipped (1) or on the defib (0)
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var/safety = 1 //if you can zap people with the defibs on harm mode
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var/powered = 0 //if there's a cell in the defib with enough power for a revive, blocks paddles from reviving otherwise
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var/obj/item/weapon/twohanded/shockpaddles/paddles
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var/obj/item/weapon/stock_parts/cell/high/bcell = null
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var/combat = 0 //can we revive through space suits?
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var/grab_ghost = FALSE // Do we pull the ghost back into their body?
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/obj/item/weapon/defibrillator/New() //starts without a cell for rnd
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..()
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paddles = make_paddles()
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update_icon()
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return
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/obj/item/weapon/defibrillator/loaded/New() //starts with hicap
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/update_icon()
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update_power()
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update_overlays()
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update_charge()
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/obj/item/weapon/defibrillator/proc/update_power()
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if(bcell)
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if(bcell.charge < paddles.revivecost)
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powered = 0
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else
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powered = 1
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else
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powered = 0
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/obj/item/weapon/defibrillator/proc/update_overlays()
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cut_overlays()
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if(!on)
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add_overlay("[initial(icon_state)]-paddles")
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if(powered)
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add_overlay("[initial(icon_state)]-powered")
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if(!bcell)
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add_overlay("[initial(icon_state)]-nocell")
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if(!safety)
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add_overlay("[initial(icon_state)]-emagged")
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/obj/item/weapon/defibrillator/proc/update_charge()
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if(powered) //so it doesn't show charge if it's unpowered
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if(bcell)
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var/ratio = bcell.charge / bcell.maxcharge
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ratio = Ceiling(ratio*4) * 25
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add_overlay("[initial(icon_state)]-charge[ratio]")
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/obj/item/weapon/defibrillator/CheckParts(list/parts_list)
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..()
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bcell = locate(/obj/item/weapon/stock_parts/cell) in contents
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update_icon()
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/obj/item/weapon/defibrillator/ui_action_click()
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toggle_paddles()
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/obj/item/weapon/defibrillator/attack_hand(mob/user)
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if(loc == user)
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if(slot_flags == SLOT_BACK)
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if(user.get_item_by_slot(slot_back) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Put the defibrillator on your back first!</span>"
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else if(slot_flags == SLOT_BELT)
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if(user.get_item_by_slot(slot_belt) == src)
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ui_action_click()
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else
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user << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
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return
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..()
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/obj/item/weapon/defibrillator/MouseDrop(obj/over_object)
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if(ismob(src.loc))
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var/mob/M = src.loc
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if(istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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switch(H.slot_id)
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if(slot_r_hand)
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if(M.r_hand)
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return
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if(!M.unEquip(src))
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return
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M.put_in_r_hand(src)
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if(slot_l_hand)
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if(M.l_hand)
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return
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if(!M.unEquip(src))
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return
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M.put_in_l_hand(src)
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/obj/item/weapon/defibrillator/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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paddles.unwield()
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toggle_paddles()
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else if(istype(W, /obj/item/weapon/stock_parts/cell))
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var/obj/item/weapon/stock_parts/cell/C = W
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if(bcell)
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user << "<span class='notice'>[src] already has a cell.</span>"
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else
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if(C.maxcharge < paddles.revivecost)
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user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
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return
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if(!user.unEquip(W))
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return
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W.loc = src
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bcell = W
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user << "<span class='notice'>You install a cell in [src].</span>"
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update_icon()
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(bcell)
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bcell.updateicon()
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bcell.loc = get_turf(src.loc)
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bcell = null
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user << "<span class='notice'>You remove the cell from [src].</span>"
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update_icon()
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else
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return ..()
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/obj/item/weapon/defibrillator/emag_act(mob/user)
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if(safety)
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safety = 0
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user << "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer."
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else
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safety = 1
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user << "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer."
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/obj/item/weapon/defibrillator/emp_act(severity)
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if(bcell)
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deductcharge(1000 / severity)
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if(safety)
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safety = 0
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOff.ogg', 50, 0)
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else
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safety = 1
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src.visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
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playsound(get_turf(src), 'sound/machines/defib_saftyOn.ogg', 50, 0)
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update_icon()
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..()
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/obj/item/weapon/defibrillator/proc/toggle_paddles()
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set name = "Toggle Paddles"
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set category = "Object"
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on = !on
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var/mob/living/carbon/human/user = usr
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if(on)
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//Detach the paddles into the user's hands
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if(!usr.put_in_hands(paddles))
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on = 0
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user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
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update_icon()
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return
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paddles.loc = user
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else
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//Remove from their hands and back onto the defib unit
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paddles.unwield()
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remove_paddles(user)
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update_icon()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/weapon/defibrillator/proc/make_paddles()
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return new /obj/item/weapon/twohanded/shockpaddles(src)
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/obj/item/weapon/defibrillator/equipped(mob/user, slot)
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..()
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if((slot_flags == SLOT_BACK && slot != slot_back) || (slot_flags == SLOT_BELT && slot != slot_belt))
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remove_paddles(user)
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update_icon()
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/obj/item/weapon/defibrillator/item_action_slot_check(slot, mob/user)
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if(slot == user.getBackSlot())
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return 1
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/obj/item/weapon/defibrillator/proc/remove_paddles(mob/user)
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var/mob/living/carbon/human/M = user
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if(paddles in get_both_hands(M))
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M.unEquip(paddles,1)
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update_icon()
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return
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/obj/item/weapon/defibrillator/Destroy()
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if(on)
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var/M = get(paddles, /mob)
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remove_paddles(M)
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. = ..()
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update_icon()
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/obj/item/weapon/defibrillator/proc/deductcharge(chrgdeductamt)
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if(bcell)
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if(bcell.charge < (paddles.revivecost+chrgdeductamt))
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powered = 0
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update_icon()
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if(bcell.use(chrgdeductamt))
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update_icon()
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return 1
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else
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update_icon()
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return 0
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/obj/item/weapon/defibrillator/proc/cooldowncheck(mob/user)
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spawn(50)
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if(bcell)
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if(bcell.charge >= paddles.revivecost)
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user.visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(get_turf(src), 'sound/machines/defib_ready.ogg', 50, 0)
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else
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user.visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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paddles.cooldown = 0
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paddles.update_icon()
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update_icon()
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/obj/item/weapon/defibrillator/compact
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name = "compact defibrillator"
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desc = "A belt-equipped defibrillator that can be rapidly deployed."
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icon_state = "defibcompact"
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item_state = "defibcompact"
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w_class = 3
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slot_flags = SLOT_BELT
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origin_tech = "biotech=5"
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/obj/item/weapon/defibrillator/compact/item_action_slot_check(slot, mob/user)
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if(slot == user.getBeltSlot())
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return 1
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/obj/item/weapon/defibrillator/compact/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat
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name = "combat defibrillator"
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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."
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combat = 1
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safety = 0
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/obj/item/weapon/defibrillator/compact/combat/loaded/New()
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..()
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paddles = make_paddles()
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bcell = new /obj/item/weapon/stock_parts/cell/infinite(src)
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update_icon()
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return
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/obj/item/weapon/defibrillator/compact/combat/loaded/attackby(obj/item/weapon/W, mob/user, params)
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if(W == paddles)
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paddles.unwield()
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toggle_paddles()
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update_icon()
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return
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//paddles
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/obj/item/weapon/twohanded/shockpaddles
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name = "defibrillator paddles"
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desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "defibpaddles"
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item_state = "defibpaddles"
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force = 0
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throwforce = 6
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w_class = 4
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flags = NODROP
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var/revivecost = 1000
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var/cooldown = 0
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var/busy = 0
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var/obj/item/weapon/defibrillator/defib
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var/req_defib = 1
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var/combat = 0 //If it penetrates armor and gives additional functionality
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var/grab_ghost = FALSE
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/obj/item/weapon/twohanded/shockpaddles/proc/recharge(var/time)
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if(req_defib || !time)
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return
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cooldown = 1
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update_icon()
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sleep(time)
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var/turf/T = get_turf(src)
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T.audible_message("<span class='notice'>[src] beeps: Unit is recharged.</span>")
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playsound(T, 'sound/machines/defib_ready.ogg', 50, 0)
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cooldown = 0
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update_icon()
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/obj/item/weapon/twohanded/shockpaddles/New(mainunit)
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..()
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if(check_defib_exists(mainunit, src) && req_defib)
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defib = mainunit
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loc = defib
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busy = 0
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update_icon()
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return
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/obj/item/weapon/twohanded/shockpaddles/update_icon()
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icon_state = "defibpaddles[wielded]"
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item_state = "defibpaddles[wielded]"
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if(cooldown)
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icon_state = "defibpaddles[wielded]_cooldown"
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/obj/item/weapon/twohanded/shockpaddles/suicide_act(mob/user)
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user.visible_message("<span class='danger'>[user] is putting the live paddles on \his chest! It looks like \he's trying to commit suicide.</span>")
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if(req_defib)
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defib.deductcharge(revivecost)
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return (OXYLOSS)
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/obj/item/weapon/twohanded/shockpaddles/dropped(mob/user)
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if(!req_defib)
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return ..()
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if(user)
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var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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user << "<span class='notice'>The paddles snap back into the main unit.</span>"
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defib.on = 0
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loc = defib
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defib.update_icon()
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return unwield(user)
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/obj/item/weapon/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/human/M, obj/O)
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if(!req_defib)
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return 1 //If it doesn't need a defib, just say it exists
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if (!mainunit || !istype(mainunit, /obj/item/weapon/defibrillator)) //To avoid weird issues from admin spawns
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M.unEquip(O)
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qdel(O)
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return 0
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else
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return 1
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/obj/item/weapon/twohanded/shockpaddles/attack(mob/M, mob/user)
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var/halfwaycritdeath = (config.health_threshold_crit + config.health_threshold_dead) / 2
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if(busy)
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return
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if(req_defib && !defib.powered)
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user.visible_message("<span class='notice'>[defib] beeps: Unit is unpowered.</span>")
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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return
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if(!wielded)
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if(isrobot(user))
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user << "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>"
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else
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user << "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>"
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return
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if(cooldown)
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if(req_defib)
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user << "<span class='warning'>[defib] is recharging!</span>"
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else
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user << "<span class='warning'>[src] are recharging!</span>"
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return
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if(!ishuman(M))
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if(req_defib)
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user << "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>"
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else
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user << "<span class='warning'>You aren't sure how to revive that...</span>"
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return
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var/mob/living/carbon/human/H = M
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if(user.a_intent == "disarm")
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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busy = 1
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H.visible_message("<span class='danger'>[user] has touched [H.name] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [H.name] with [src]!</span>")
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H.adjustStaminaLoss(50)
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H.Weaken(5)
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H.updatehealth() //forces health update before next life tick
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 50, 1, -1)
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H.emote("gasp")
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add_logs(user, M, "stunned", src)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = 1
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busy = 0
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update_icon()
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if(req_defib)
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defib.cooldowncheck(user)
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else
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recharge(60)
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return
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if(user.zone_selected != "chest")
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user << "<span class='warning'>You need to target your patient's \
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chest with [src]!</span>"
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return
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if(user.a_intent == "harm")
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if(req_defib && defib.safety)
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return
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if(!req_defib && !combat)
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return
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user.visible_message("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>",
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"<span class='warning'>You overcharge the paddles and begin to place them onto [M]'s chest...</span>")
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busy = 1
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update_icon()
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if(do_after(user, 30, target = M))
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user.visible_message("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>",
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"<span class='warning'>You place [src] on [M.name]'s chest and begin to charge them.</span>")
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var/turf/T = get_turf(defib)
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playsound(get_turf(src), 'sound/machines/defib_charge.ogg', 50, 0)
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if(req_defib)
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T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
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else
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user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
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if(do_after(user, 30, target = M)) //Takes longer due to overcharging
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if(!M)
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busy = 0
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update_icon()
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return
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if(M && M.stat == DEAD)
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user << "<span class='warning'>[M] is dead.</span>"
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playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
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busy = 0
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update_icon()
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return
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user.visible_message("<span class='boldannounce'><i>[user] shocks [M] with \the [src]!</span>", "<span class='warning'>You shock [M] with \the [src]!</span>")
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playsound(get_turf(src), 'sound/machines/defib_zap.ogg', 100, 1, -1)
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playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1)
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var/mob/living/carbon/human/HU = M
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M.emote("scream")
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if(!HU.heart_attack)
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HU.heart_attack = 1
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if(!HU.stat)
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|
HU.visible_message("<span class='warning'>[M] thrashes wildly, clutching at their chest!</span>",
|
|
"<span class='userdanger'>You feel a horrible agony in your chest!</span>")
|
|
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("<span class='warning'>[user] begins to place [src] on [M.name]'s chest.</span>", "<span class='warning'>You begin to place [src] on [M.name]'s chest...</span>")
|
|
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("<span class='notice'>[user] places [src] on [M.name]'s chest.</span>", "<span class='warning'>You place [src] on [M.name]'s chest.</span>")
|
|
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("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Patient's chest is obscured. Operation aborted.</span>")
|
|
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
|
|
busy = 0
|
|
update_icon()
|
|
return
|
|
if(H.stat == DEAD)
|
|
M.visible_message("<span class='warning'>[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 = "<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 existance. 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 >= 180 || total_brute >= 180)
|
|
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 || BR.damaged_brain)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's brain is missing or damaged beyond point of no return. Further attempts futile.</span>"
|
|
|
|
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("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Resuscitation successful.</span>")
|
|
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("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
|
|
playsound(get_turf(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(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
|