/
medical.dm
580 lines (513 loc) · 22 KB
/
medical.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
/obj/item/stack/medical
name = "medical pack"
singular_name = "medical pack"
icon = 'icons/obj/medical/stack_medical.dmi'
worn_icon_state = "nothing"
amount = 6
max_amount = 6
w_class = WEIGHT_CLASS_TINY
full_w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
max_integrity = 40
novariants = FALSE
item_flags = NOBLUDGEON|SKIP_FANTASY_ON_SPAWN
cost = 250
source = /datum/robot_energy_storage/medical
merge_type = /obj/item/stack/medical
/// How long it takes to apply it to yourself
var/self_delay = 5 SECONDS
/// How long it takes to apply it to someone else
var/other_delay = 0
/// If we've still got more and the patient is still hurt, should we keep going automatically?
var/repeating = FALSE
/// How much brute we heal per application. This is the only number that matters for simplemobs
var/heal_brute
/// How much burn we heal per application
var/heal_burn
/// How much we reduce bleeding per application on cut wounds
var/stop_bleeding
/// How much sanitization to apply to burn wounds on application
var/sanitization
/// How much we add to flesh_healing for burn wounds on application
var/flesh_regeneration
/// Time it takes to assess injuries when looping healing
var/assessing_injury_delay = 1 SECONDS
/obj/item/stack/medical/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!isliving(interacting_with))
return NONE
if(!begin_heal_loop(interacting_with, user))
return NONE // [ITEM_INTERACT_BLOCKING] would be redundant as we are nobludgeon
return ITEM_INTERACT_SUCCESS
/obj/item/stack/medical/apply_fantasy_bonuses(bonus)
. = ..()
if(heal_brute)
heal_brute = modify_fantasy_variable("heal_brute", heal_brute, bonus)
if(heal_burn)
heal_burn = modify_fantasy_variable("heal_burn", heal_burn, bonus)
if(stop_bleeding)
stop_bleeding = modify_fantasy_variable("stop_bleeding", stop_bleeding, bonus/10)
if(sanitization)
sanitization = modify_fantasy_variable("sanitization", sanitization, bonus/10)
if(flesh_regeneration)
flesh_regeneration = modify_fantasy_variable("flesh_regeneration", flesh_regeneration, bonus/10)
/obj/item/stack/medical/remove_fantasy_bonuses(bonus)
heal_brute = reset_fantasy_variable("heal_brute", heal_brute)
heal_burn = reset_fantasy_variable("heal_burn", heal_burn)
stop_bleeding = reset_fantasy_variable("stop_bleeding", stop_bleeding)
sanitization = reset_fantasy_variable("sanitization", sanitization)
flesh_regeneration = reset_fantasy_variable("flesh_regeneration", flesh_regeneration)
return ..()
/// Used to begin the recursive healing loop.
/// Returns TRUE if we entered the loop, FALSE if we didn't
/obj/item/stack/medical/proc/begin_heal_loop(mob/living/patient, mob/user)
if(!can_heal(patient, user))
return FALSE
INVOKE_ASYNC(src, PROC_REF(try_heal), patient, user)
return TRUE
/// Checks if the passed patient can be healed by the passed user
/obj/item/stack/medical/proc/can_heal(mob/living/patient, mob/user)
return patient.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE)
/// In which we print the message that we're starting to heal someone, then we try healing them. Does the do_after whether or not it can actually succeed on a targeted mob
/obj/item/stack/medical/proc/try_heal(mob/living/patient, mob/user, silent = FALSE, looping = FALSE)
if(!try_heal_checks(patient, user, heal_brute, heal_burn, looping))
return
var/new_self_delay = self_delay
var/new_other_delay = other_delay
if(iscarbon(patient))
new_self_delay = looping ? clamp((self_delay - assessing_injury_delay), 0, self_delay) : self_delay
new_other_delay = looping ? clamp((other_delay - assessing_injury_delay), 0, other_delay) : other_delay
if(patient == user)
if(!silent)
user.visible_message(
span_notice("[user] starts to apply [src] on [user.p_them()]self..."),
span_notice("You begin applying [src] on yourself..."),
)
if(!do_after(
user,
new_self_delay,
patient,
extra_checks = CALLBACK(src, PROC_REF(can_heal), patient, user),
))
return
else if(other_delay)
if(!silent)
user.visible_message(
span_notice("[user] starts to apply [src] on [patient]."),
span_notice("You begin applying [src] on [patient]..."),
)
if(!do_after(
user,
new_other_delay,
patient,
extra_checks = CALLBACK(src, PROC_REF(can_heal), patient, user),
))
return
if(!heal(patient, user))
return
log_combat(user, patient, "healed", name)
if(!use(1) || !repeating || amount <= 0)
return
if(!can_heal(patient, user))
return
try_heal(patient, user, silent = TRUE, looping = TRUE)
/// Apply the actual effects of the healing if it's a simple animal, goes to [/obj/item/stack/medical/proc/heal_carbon] if it's a carbon, returns TRUE if it works, FALSE if it doesn't
/obj/item/stack/medical/proc/heal(mob/living/patient, mob/user)
if(patient.stat == DEAD)
patient.balloon_alert(user, "they're dead!")
return FALSE
if(iscarbon(patient))
return heal_carbon(patient, user, heal_brute, heal_burn)
else if(isanimal_or_basicmob(patient))
if(!try_heal_checks(patient, user, heal_brute, heal_burn))
return FALSE
if(patient.heal_bodypart_damage((heal_brute * patient.maxHealth/100)))
user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] on [patient].</span></span>", "<span class='infoplain'><span class='green'>You apply [src] on [patient].</span></span>")
return TRUE
patient.balloon_alert(user, "can't heal [patient]!")
return FALSE
/obj/item/stack/medical/proc/try_heal_checks(mob/living/patient, mob/user, brute, burn, looping = FALSE)
if(iscarbon(patient))
if(looping)
balloon_alert(user, "assessing injuries...")
if(!do_after(user, assessing_injury_delay, patient))
return FALSE
var/mob/living/carbon/carbon_patient = patient
var/obj/item/bodypart/affecting = carbon_patient.get_bodypart(check_zone(user.zone_selected))
if(!affecting) //Missing limb?
carbon_patient.balloon_alert(user, "no [parse_zone(user.zone_selected)]!")
return FALSE
if(!IS_ORGANIC_LIMB(affecting)) //Limb must be organic to be healed - RR
carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not organic!")
return FALSE
if(!(affecting.brute_dam && brute) && !(affecting.burn_dam && burn))
if(!affecting.brute_dam && !affecting.burn_dam)
if(patient != user || !looping)
carbon_patient.balloon_alert(user, "[affecting.plaintext_zone] is not hurt!")
else
carbon_patient.balloon_alert(user, "can't heal [affecting.plaintext_zone] with [name]!")
return FALSE
return TRUE
if(isanimal_or_basicmob(patient))
if(patient.stat == DEAD)
patient.balloon_alert(user, "they're dead!")
return FALSE
if(!heal_brute) // only brute can heal
patient.balloon_alert(user, "can't heal with [name]!")
return FALSE
if(!(patient.mob_biotypes & MOB_ORGANIC))
patient.balloon_alert(user, "no organic tissue!")
return FALSE
if(patient.health == patient.maxHealth)
patient.balloon_alert(user, "not hurt!")
return FALSE
return TRUE
/// The healing effects on a carbon patient. Since we have extra details for dealing with bodyparts, we get our own fancy proc. Still returns TRUE on success and FALSE on fail
/obj/item/stack/medical/proc/heal_carbon(mob/living/carbon/patient, mob/user, brute, burn)
var/obj/item/bodypart/affecting = patient.get_bodypart(check_zone(user.zone_selected))
if(!try_heal_checks(patient, user, brute, burn))
return FALSE
user.visible_message(
span_infoplain(span_green("[user] applies [src] on [patient]'s [parse_zone(affecting.body_zone)].")),
span_infoplain(span_green("You apply [src] on [patient]'s [parse_zone(affecting.body_zone)]."))
)
var/previous_damage = affecting.get_damage()
if(affecting.heal_damage(brute, burn))
patient.update_damage_overlays()
post_heal_effects(max(previous_damage - affecting.get_damage(), 0), patient, user)
return TRUE
///Override this proc for special post heal effects.
/obj/item/stack/medical/proc/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
return
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A therapeutic gel pack and bandages designed to treat blunt-force trauma."
icon_state = "brutepack"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
heal_brute = 40
self_delay = 4 SECONDS
other_delay = 2 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 10)
merge_type = /obj/item/stack/medical/bruise_pack
/obj/item/stack/medical/bruise_pack/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is bludgeoning [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/stack/medical/gauze
name = "medical gauze"
desc = "A roll of elastic cloth, perfect for stabilizing all kinds of wounds, from cuts and burns, to broken bones. "
gender = PLURAL
singular_name = "medical gauze"
icon_state = "gauze"
self_delay = 5 SECONDS
other_delay = 2 SECONDS
max_amount = 12
amount = 6
grind_results = list(/datum/reagent/cellulose = 2)
custom_price = PAYCHECK_CREW * 2
absorption_rate = 0.125
absorption_capacity = 5
splint_factor = 0.7
burn_cleanliness_bonus = 0.35
merge_type = /obj/item/stack/medical/gauze
var/obj/item/bodypart/gauzed_bodypart
/obj/item/stack/medical/gauze/Destroy(force)
. = ..()
if (gauzed_bodypart)
gauzed_bodypart.current_gauze = null
SEND_SIGNAL(gauzed_bodypart, COMSIG_BODYPART_UNGAUZED, src)
gauzed_bodypart = null
// gauze is only relevant for wounds, which are handled in the wounds themselves
/obj/item/stack/medical/gauze/try_heal(mob/living/patient, mob/user, silent, looping)
var/treatment_delay = (user == patient ? self_delay : other_delay)
var/obj/item/bodypart/limb = patient.get_bodypart(check_zone(user.zone_selected))
if(!limb)
patient.balloon_alert(user, "missing limb!")
return
if(!LAZYLEN(limb.wounds))
patient.balloon_alert(user, "no wounds!") // good problem to have imo
return
var/gauzeable_wound = FALSE
var/datum/wound/woundies
for(var/i in limb.wounds)
woundies = i
if(woundies.wound_flags & ACCEPTS_GAUZE)
gauzeable_wound = TRUE
break
if(!gauzeable_wound)
patient.balloon_alert(user, "can't heal those!")
return
if(limb.current_gauze && (limb.current_gauze.absorption_capacity * 1.2 > absorption_capacity)) // ignore if our new wrap is < 20% better than the current one, so someone doesn't bandage it 5 times in a row
patient.balloon_alert(user, pick("already bandaged!", "bandage is clean!")) // good enough
return
if(HAS_TRAIT(woundies, TRAIT_WOUND_SCANNED))
treatment_delay *= 0.5
if(user == patient)
to_chat(user, span_notice("You keep in mind the indications from the holo-image about your injury, and expertly begin wrapping your wounds with [src]."))
else
user.visible_message(span_warning("[user] begins expertly wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin quickly wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src], keeping the holo-image indications in mind..."))
else
user.visible_message(span_warning("[user] begins wrapping the wounds on [patient]'s [limb.plaintext_zone] with [src]..."), span_warning("You begin wrapping the wounds on [user == patient ? "your" : "[patient]'s"] [limb.plaintext_zone] with [src]..."))
if(!do_after(user, treatment_delay, target = patient))
return
user.visible_message("<span class='infoplain'><span class='green'>[user] applies [src] to [patient]'s [limb.plaintext_zone].</span></span>", "<span class='infoplain'><span class='green'>You bandage the wounds on [user == patient ? "your" : "[patient]'s"] [limb.plaintext_zone].</span></span>")
limb.apply_gauze(src)
/obj/item/stack/medical/gauze/twelve
amount = 12
/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness())
if(get_amount() < 2)
balloon_alert(user, "not enough gauze!")
return
new /obj/item/stack/sheet/cloth(I.drop_location())
if(user.CanReach(src))
user.visible_message(span_notice("[user] cuts [src] into pieces of cloth with [I]."), \
span_notice("You cut [src] into pieces of cloth with [I]."), \
span_hear("You hear cutting."))
else //telekinesis
visible_message(span_notice("[I] cuts [src] into pieces of cloth."), \
blind_message = span_hear("You hear cutting."))
use(2)
else
return ..()
/obj/item/stack/medical/gauze/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] begins tightening [src] around [user.p_their()] neck! It looks like [user.p_they()] forgot how to use medical supplies!"))
return OXYLOSS
/obj/item/stack/medical/gauze/improvised
name = "improvised gauze"
singular_name = "improvised gauze"
desc = "A roll of cloth roughly cut from something that does a decent job of stabilizing wounds, but less efficiently so than real medical gauze."
icon_state = "gauze_imp"
self_delay = 6 SECONDS
other_delay = 3 SECONDS
splint_factor = 0.85
burn_cleanliness_bonus = 0.7
absorption_rate = 0.075
absorption_capacity = 4
merge_type = /obj/item/stack/medical/gauze/improvised
/*
The idea is for the following medical devices to work like a hybrid of the old brute packs and tend wounds,
they heal a little at a time, have reduced healing density and does not allow for rapid healing while in combat.
However they provice graunular control of where the healing is directed, this makes them better for curing work-related cuts and scrapes.
The interesting limb targeting mechanic is retained and i still believe they will be a viable choice, especially when healing others in the field.
*/
/obj/item/stack/medical/suture
name = "suture"
desc = "Basic sterile sutures used to seal up cuts and lacerations and stop bleeding."
gender = PLURAL
singular_name = "suture"
icon_state = "suture"
self_delay = 3 SECONDS
other_delay = 1 SECONDS
amount = 10
max_amount = 10
repeating = TRUE
heal_brute = 10
stop_bleeding = 0.6
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
merge_type = /obj/item/stack/medical/suture
/obj/item/stack/medical/suture/emergency
name = "emergency suture"
desc = "A value pack of cheap sutures, not very good at repairing damage, but still decent at stopping bleeding."
heal_brute = 5
amount = 5
max_amount = 5
merge_type = /obj/item/stack/medical/suture/emergency
/obj/item/stack/medical/suture/medicated
name = "medicated suture"
icon_state = "suture_purp"
desc = "A suture infused with drugs that speed up wound healing of the treated laceration."
heal_brute = 15
stop_bleeding = 0.75
grind_results = list(/datum/reagent/medicine/polypyr = 1)
merge_type = /obj/item/stack/medical/suture/medicated
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Basic burn ointment, rated effective for second degree burns with proper bandaging, though it's still an effective stabilizer for worse burns. Not terribly good at outright healing burns though."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 8
max_amount = 8
self_delay = 4 SECONDS
other_delay = 2 SECONDS
heal_burn = 5
flesh_regeneration = 2.5
sanitization = 0.25
grind_results = list(/datum/reagent/medicine/c2/lenturi = 10)
merge_type = /obj/item/stack/medical/ointment
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is squeezing [src] into [user.p_their()] mouth! [user.p_do(TRUE)]n't [user.p_they()] know that stuff is toxic?"))
return TOXLOSS
/obj/item/stack/medical/mesh
name = "regenerative mesh"
desc = "A bacteriostatic mesh used to dress burns."
gender = PLURAL
singular_name = "mesh piece"
icon_state = "regen_mesh"
self_delay = 3 SECONDS
other_delay = 1 SECONDS
amount = 15
heal_burn = 10
max_amount = 15
repeating = TRUE
sanitization = 0.75
flesh_regeneration = 3
var/is_open = TRUE ///This var determines if the sterile packaging of the mesh has been opened.
grind_results = list(/datum/reagent/medicine/spaceacillin = 2)
merge_type = /obj/item/stack/medical/mesh
/obj/item/stack/medical/mesh/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
. = ..()
if(amount == max_amount) //only seal full mesh packs
is_open = FALSE
update_appearance()
/obj/item/stack/medical/mesh/update_icon_state()
if(is_open)
return ..()
icon_state = "regen_mesh_closed"
/obj/item/stack/medical/mesh/try_heal(mob/living/patient, mob/user, silent = FALSE, looping)
if(!is_open)
balloon_alert(user, "open it first!")
return
return ..()
/obj/item/stack/medical/mesh/click_alt(mob/living/user)
if(!is_open)
balloon_alert(user, "open it first!")
return CLICK_ACTION_BLOCKING
return CLICK_ACTION_SUCCESS
/obj/item/stack/medical/mesh/attack_hand(mob/user, list/modifiers)
if(!is_open && user.get_inactive_held_item() == src)
balloon_alert(user, "open it first!")
return
return ..()
/obj/item/stack/medical/mesh/attack_self(mob/user)
if(!is_open)
is_open = TRUE
balloon_alert(user, "opened")
update_appearance()
playsound(src, 'sound/items/poster_ripped.ogg', 20, TRUE)
return
return ..()
/obj/item/stack/medical/mesh/advanced
name = "advanced regenerative mesh"
desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
gender = PLURAL
icon_state = "aloe_mesh"
heal_burn = 15
sanitization = 1.25
flesh_regeneration = 3.5
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
merge_type = /obj/item/stack/medical/mesh/advanced
/obj/item/stack/medical/mesh/advanced/update_icon_state()
if(is_open)
return ..()
icon_state = "aloe_mesh_closed"
/obj/item/stack/medical/aloe
name = "aloe cream"
desc = "A healing paste for minor cuts and burns."
gender = PLURAL
singular_name = "aloe cream"
icon_state = "aloe_paste"
self_delay = 2 SECONDS
other_delay = 1 SECONDS
novariants = TRUE
amount = 20
max_amount = 20
repeating = TRUE
heal_brute = 3
heal_burn = 3
grind_results = list(/datum/reagent/consumable/aloejuice = 1)
merge_type = /obj/item/stack/medical/aloe
/obj/item/stack/medical/aloe/fresh
amount = 2
/obj/item/stack/medical/bone_gel
name = "bone gel"
singular_name = "bone gel"
desc = "A potent medical gel that, when applied to a damaged bone in a proper surgical setting, triggers an intense melding reaction to repair the wound. Can be directly applied alongside surgical sticky tape to a broken bone in dire circumstances, though this is very harmful to the patient and not recommended."
icon = 'icons/obj/medical/surgery_tools.dmi'
icon_state = "bone-gel"
inhand_icon_state = "bone-gel"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
amount = 5
self_delay = 20
grind_results = list(/datum/reagent/bone_dust = 10, /datum/reagent/carbon = 10)
novariants = TRUE
merge_type = /obj/item/stack/medical/bone_gel
/obj/item/stack/medical/bone_gel/get_surgery_tool_overlay(tray_extended)
return "gel" + (tray_extended ? "" : "_out")
/obj/item/stack/medical/bone_gel/attack(mob/living/patient, mob/user)
patient.balloon_alert(user, "no fractures!")
return
/obj/item/stack/medical/bone_gel/suicide_act(mob/living/user)
if(!iscarbon(user))
return
var/mob/living/carbon/patient = user
patient.visible_message(span_suicide("[patient] is squirting all of [src] into [patient.p_their()] mouth! That's not proper procedure! It looks like [patient.p_theyre()] trying to commit suicide!"))
if(!do_after(patient, 2 SECONDS))
patient.visible_message(span_suicide("[patient] screws up like an idiot and still dies anyway!"))
return BRUTELOSS
patient.emote("scream")
for(var/i in patient.bodyparts)
var/obj/item/bodypart/bone = i // fine to just, use these raw, its a meme anyway
var/datum/wound/blunt/bone/severe/oof_ouch = new
oof_ouch.apply_wound(bone, wound_source = "bone gel")
var/datum/wound/blunt/bone/critical/oof_OUCH = new
oof_OUCH.apply_wound(bone, wound_source = "bone gel")
for(var/i in patient.bodyparts)
var/obj/item/bodypart/bone = i
bone.receive_damage(brute=60)
use(1)
return BRUTELOSS
/obj/item/stack/medical/bone_gel/one
amount = 1
/obj/item/stack/medical/poultice
name = "mourning poultices"
singular_name = "mourning poultice"
desc = "A type of primitive herbal poultice.\nWhile traditionally used to prepare corpses for the mourning feast, it can also treat scrapes and burns on the living, however, it is liable to cause shortness of breath when employed in this manner.\nIt is imbued with ancient wisdom."
icon_state = "poultice"
amount = 15
max_amount = 15
heal_brute = 10
heal_burn = 10
self_delay = 40
other_delay = 10
repeating = TRUE
drop_sound = 'sound/misc/moist_impact.ogg'
mob_throw_hit_sound = 'sound/misc/moist_impact.ogg'
hitsound = 'sound/misc/moist_impact.ogg'
merge_type = /obj/item/stack/medical/poultice
/obj/item/stack/medical/poultice/heal(mob/living/patient, mob/user)
if(iscarbon(patient))
playsound(src, 'sound/misc/soggy.ogg', 30, TRUE)
return heal_carbon(patient, user, heal_brute, heal_burn)
return ..()
/obj/item/stack/medical/poultice/post_heal_effects(amount_healed, mob/living/carbon/healed_mob, mob/user)
. = ..()
healed_mob.adjustOxyLoss(amount_healed)
/obj/item/stack/medical/bandage
name = "first aid bandage"
desc = "A DeForest brand bandage designed for basic first aid on blunt-force trauma."
icon_state = "bandage"
inhand_icon_state = "bandage"
novariants = TRUE
amount = 1
max_amount = 1
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
heal_brute = 25
stop_bleeding = 0.2
self_delay = 3 SECONDS
other_delay = 1 SECONDS
grind_results = list(/datum/reagent/medicine/c2/libital = 2)
/obj/item/stack/medical/bandage/makeshift
name = "makeshift bandage"
desc = "A hastily constructed bandage designed for basic first aid on blunt-force trauma."
icon_state = "bandage_makeshift"
icon_state_preview = "bandage_makeshift"
inhand_icon_state = "bandage"
novariants = TRUE