4e906278ae
Combat defibrillator has halved recharge time. This allows it to both stun people more quickly, and actually be able to cause a heart attack with harm intent during the stun. It also has unique, mediocre sprites by Me. Syndicate duffel bag sprites altered slightly so the little med/ammo icon is tilted. I randomly found out combat defibs could actually be used offensively while testing things, but they were both a tad slow to recharge and had what was practically an undocumented feature that I've never seen anyone use. This PR points out that they can be used in combat, and buffs them appropriately so a nuclear operative could reasonably use it, at the cost of sacrificing their belt slot and their offhand.
698 lines
25 KiB
Plaintext
698 lines
25 KiB
Plaintext
//backpack item
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#define HALFWAYCRITDEATH ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) * 0.5)
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/obj/item/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/defib.dmi'
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icon_state = "defibunit"
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item_state = "defibunit"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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slot_flags = ITEM_SLOT_BACK
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force = 5
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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actions_types = list(/datum/action/item_action/toggle_paddles)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
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var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
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var/safety = TRUE //if you can zap people with the defibs on harm mode
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var/powered = FALSE //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/twohanded/shockpaddles/paddles
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var/obj/item/stock_parts/cell/high/cell
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var/combat = FALSE //if true, revive through hardsuits, allow for combat shocking, and tint paddles syndicate colors
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var/grab_ghost = FALSE // Do we pull the ghost back into their body?
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var/cooldown_duration = 5 SECONDS//how long does it take to recharge
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/obj/item/defibrillator/get_cell()
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return cell
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/obj/item/defibrillator/Initialize() //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/defibrillator/loaded/Initialize() //starts with hicap
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. = ..()
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cell = new(src)
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update_icon()
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return
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/obj/item/defibrillator/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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if(paddles?.loc == src)
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paddles.fire_act(exposed_temperature, exposed_volume)
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/obj/item/defibrillator/extinguish()
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. = ..()
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if(paddles?.loc == src)
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paddles.extinguish()
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/obj/item/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/defibrillator/proc/update_power()
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if(!QDELETED(cell))
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if(QDELETED(paddles) || cell.charge < paddles.revivecost)
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powered = FALSE
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else
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powered = TRUE
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else
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powered = FALSE
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/obj/item/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(!cell)
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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/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(!QDELETED(cell))
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var/ratio = cell.charge / cell.maxcharge
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ratio = CEILING(ratio*4, 1) * 25
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add_overlay("[initial(icon_state)]-charge[ratio]")
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/obj/item/defibrillator/CheckParts(list/parts_list)
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..()
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cell = locate(/obj/item/stock_parts/cell) in contents
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update_icon()
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/obj/item/defibrillator/ui_action_click()
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toggle_paddles()
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/defibrillator/attack_hand(mob/user)
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if(loc == user)
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if(slot_flags == ITEM_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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to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
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else if(slot_flags == ITEM_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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to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
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return
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else if(istype(loc, /obj/machinery/defibrillator_mount))
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ui_action_click() //checks for this are handled in defibrillator.mount.dm
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return ..()
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/obj/item/defibrillator/MouseDrop(obj/over_object)
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. = ..()
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if(ismob(loc))
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var/mob/M = loc
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if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/defibrillator/attackby(obj/item/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/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = W
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if(cell)
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to_chat(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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to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
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return
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if(!user.transferItemToLoc(W, src))
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return
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cell = W
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to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
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update_icon()
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(cell)
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cell.update_icon()
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(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/defibrillator/emag_act(mob/user)
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if(safety)
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safety = FALSE
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to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
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else
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safety = TRUE
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to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
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/obj/item/defibrillator/emp_act(severity)
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. = ..()
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if(cell && !(. & EMP_PROTECT_CONTENTS))
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deductcharge(1000 / severity)
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if (. & EMP_PROTECT_SELF)
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return
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if(safety)
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safety = FALSE
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visible_message("<span class='notice'>[src] beeps: Safety protocols disabled!</span>")
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playsound(src, 'sound/machines/defib_saftyOff.ogg', 50, FALSE)
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else
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safety = TRUE
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visible_message("<span class='notice'>[src] beeps: Safety protocols enabled!</span>")
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playsound(src, 'sound/machines/defib_saftyOn.ogg', 50, FALSE)
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update_icon()
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/obj/item/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/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 = FALSE
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to_chat(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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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/defibrillator/proc/make_paddles()
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if(!combat)
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return new /obj/item/twohanded/shockpaddles(src)
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return new /obj/item/twohanded/shockpaddles/syndicate(src)
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/obj/item/defibrillator/equipped(mob/user, slot)
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..()
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if((slot_flags == ITEM_SLOT_BACK && slot != SLOT_BACK) || (slot_flags == ITEM_SLOT_BELT && slot != SLOT_BELT))
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remove_paddles(user)
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update_icon()
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/obj/item/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/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
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if(ismob(paddles.loc))
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var/mob/M = paddles.loc
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M.dropItemToGround(paddles, TRUE)
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return
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/obj/item/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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QDEL_NULL(paddles)
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QDEL_NULL(cell)
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return ..()
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/obj/item/defibrillator/proc/deductcharge(chrgdeductamt)
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if(cell)
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if(cell.charge < (paddles.revivecost+chrgdeductamt))
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powered = FALSE
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update_icon()
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if(cell.use(chrgdeductamt))
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update_icon()
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return TRUE
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else
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update_icon()
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return FALSE
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/obj/item/defibrillator/proc/cooldowncheck(mob/user)
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addtimer(CALLBACK(src, .proc/finish_charging), cooldown_duration)
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/obj/item/defibrillator/proc/finish_charging()
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if(cell)
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if(cell.charge >= paddles.revivecost)
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visible_message("<span class='notice'>[src] beeps: Unit ready.</span>")
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playsound(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
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else
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visible_message("<span class='notice'>[src] beeps: Charge depleted.</span>")
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playsound(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
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paddles.cooldown = FALSE
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paddles.update_icon()
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update_icon()
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/obj/item/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 = WEIGHT_CLASS_NORMAL
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slot_flags = ITEM_SLOT_BELT
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/obj/item/defibrillator/compact/item_action_slot_check(slot, mob/user)
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if(slot == user.getBeltSlot())
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return TRUE
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/obj/item/defibrillator/compact/loaded/Initialize()
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. = ..()
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cell = new(src)
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update_icon()
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/obj/item/defibrillator/compact/combat
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name = "combat defibrillator"
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desc = "A belt-equipped blood-red defibrillator. Can revive through spacesuits, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner."
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icon_state = "defibcombat" //needs defib inhand sprites
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item_state = "defibcombat"
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combat = TRUE
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safety = FALSE
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cooldown_duration = 2.5 SECONDS
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/obj/item/defibrillator/compact/combat/loaded/Initialize()
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. = ..()
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cell = new /obj/item/stock_parts/cell/infinite(src)
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update_icon()
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/obj/item/defibrillator/compact/combat/loaded/attackby(obj/item/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/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/defib.dmi'
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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force = 0
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throwforce = 6
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w_class = WEIGHT_CLASS_BULKY
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resistance_flags = INDESTRUCTIBLE
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var/revivecost = 1000
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var/cooldown = FALSE
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var/busy = FALSE
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var/obj/item/defibrillator/defib
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var/req_defib = TRUE
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var/combat = FALSE //If it penetrates armor and gives additional functionality
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var/grab_ghost = FALSE
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var/tlimit = DEFIB_TIME_LIMIT * 10
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var/base_icon_state = "defibpaddles"
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/obj/item/twohanded/shockpaddles/Destroy()
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defib = null
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return ..()
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/obj/item/twohanded/shockpaddles/equipped(mob/user, slot)
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. = ..()
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if(!req_defib)
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return
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/check_range)
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/obj/item/twohanded/shockpaddles/Moved()
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. = ..()
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check_range()
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/obj/item/twohanded/shockpaddles/fire_act(exposed_temperature, exposed_volume)
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. = ..()
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if((req_defib && defib) && loc != defib)
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defib.fire_act(exposed_temperature, exposed_volume)
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/obj/item/twohanded/shockpaddles/proc/check_range()
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if(!req_defib || !defib)
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return
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if(!in_range(src,defib))
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var/mob/living/L = loc
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if(istype(L))
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to_chat(L, "<span class='warning'>[defib]'s paddles overextend and come out of your hands!</span>")
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else
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visible_message("<span class='notice'>[src] snap back into [defib].</span>")
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snap_back()
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/obj/item/twohanded/shockpaddles/proc/recharge(var/time)
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if(req_defib || !time)
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return
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cooldown = TRUE
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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(src, 'sound/machines/defib_ready.ogg', 50, FALSE)
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cooldown = FALSE
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update_icon()
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/obj/item/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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forceMove(defib)
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busy = FALSE
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update_icon()
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/obj/item/twohanded/shockpaddles/update_icon()
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icon_state = "[base_icon_state][wielded]"
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item_state = icon_state
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if(cooldown)
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icon_state = "[base_icon_state][wielded]_cooldown"
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if(iscarbon(loc))
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var/mob/living/carbon/C = loc
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C.update_inv_hands()
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/obj/item/twohanded/shockpaddles/suicide_act(mob/user)
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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>")
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if(req_defib)
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defib.deductcharge(revivecost)
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playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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return (OXYLOSS)
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/obj/item/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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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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var/obj/item/twohanded/offhand/O = user.get_inactive_held_item()
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if(istype(O))
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O.unwield()
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if(user != loc)
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to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
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snap_back()
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return unwield(user)
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/obj/item/twohanded/shockpaddles/proc/snap_back()
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if(!defib)
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return
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defib.on = FALSE
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forceMove(defib)
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defib.update_icon()
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/obj/item/twohanded/shockpaddles/proc/check_defib_exists(mainunit, mob/living/carbon/M, obj/O)
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if(!req_defib)
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return TRUE //If it doesn't need a defib, just say it exists
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if (!mainunit || !istype(mainunit, /obj/item/defibrillator)) //To avoid weird issues from admin spawns
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qdel(O)
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return FALSE
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else
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return TRUE
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/obj/item/twohanded/shockpaddles/attack(mob/M, mob/user)
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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(src, 'sound/machines/defib_failed.ogg', 50, FALSE)
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return
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if(!wielded)
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if(iscyborg(user))
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to_chat(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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to_chat(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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to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
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else
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to_chat(user, "<span class='warning'>[src] are recharging!</span>")
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return
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if(user.a_intent == INTENT_DISARM)
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do_disarm(M, user)
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return
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if(!iscarbon(M))
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if(req_defib)
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to_chat(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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to_chat(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/H = M
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if(user.zone_selected != BODY_ZONE_CHEST)
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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)
|
|
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
|
|
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(!heart || (heart.organ_flags & ORGAN_FAILING))
|
|
return
|
|
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
|
if(QDELETED(BR) || BR.brain_death || (BR.organ_flags & ORGAN_FAILING) || 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, TRUE, -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, FALSE)
|
|
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, FALSE)
|
|
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, TRUE, -1)
|
|
playsound(src, 'sound/weapons/egloves.ogg', 100, TRUE, -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, FALSE)
|
|
var/total_burn = 0
|
|
var/total_brute = 0
|
|
var/tplus = world.time - H.timeofdeath //length of time spent dead
|
|
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
|
|
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, FALSE)
|
|
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, TRUE)
|
|
playsound(src, 'sound/machines/defib_zap.ogg', 75, TRUE, -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 (!heart)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart is missing.</span>"
|
|
else if (heart.organ_flags & ORGAN_FAILING)
|
|
failed = "<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed - Patient's heart too damaged.</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.organ_flags & ORGAN_FAILING)
|
|
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, FALSE)
|
|
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, FALSE)
|
|
H.set_heartattack(FALSE)
|
|
H.revive()
|
|
H.emote("gasp")
|
|
H.Jitter(100)
|
|
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
|
|
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, FALSE)
|
|
else if(H.undergoing_cardiac_arrest())
|
|
playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
|
|
if(!(heart.organ_flags & ORGAN_FAILING))
|
|
H.set_heartattack(FALSE)
|
|
user.visible_message("<span class='notice'>[req_defib ? "[defib]" : "[src]"] pings: Patient's heart is now beating again.</span>")
|
|
else
|
|
user.visible_message("<span class='warning'>[req_defib ? "[defib]" : "[src]"] buzzes: Resuscitation failed, heart damage detected.</span>")
|
|
|
|
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, FALSE)
|
|
busy = FALSE
|
|
update_icon()
|
|
|
|
/obj/item/twohanded/shockpaddles/cyborg
|
|
name = "cyborg defibrillator paddles"
|
|
icon = 'icons/obj/defib.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 or disabling shocks offensively."
|
|
combat = TRUE
|
|
icon = 'icons/obj/defib.dmi'
|
|
icon_state = "syndiepaddles0"
|
|
item_state = "syndiepaddles0"
|
|
base_icon_state = "syndiepaddles"
|
|
|
|
/obj/item/twohanded/shockpaddles/syndicate/cyborg
|
|
req_defib = FALSE
|
|
|
|
#undef HALFWAYCRITDEATH
|