medical
![code/game/objects/items/stacks/medical.dm 1](git.png)
Vars | |
assessing_injury_delay | Time it takes to assess injuries when looping healing |
---|---|
flesh_regeneration | How much we add to flesh_healing for burn wounds on application |
heal_brute | How much brute we heal per application. This is the only number that matters for simplemobs |
heal_burn | How much burn we heal per application |
other_delay | How long it takes to apply it to someone else |
repeating | If we've still got more and the patient is still hurt, should we keep going automatically? |
sanitization | How much sanitization to apply to burn wounds on application |
self_delay | How long it takes to apply it to yourself |
stop_bleeding | How much we reduce bleeding per application on cut wounds |
Procs | |
begin_heal_loop | Used to begin the recursive healing loop. Returns TRUE if we entered the loop, FALSE if we didn't |
can_heal | Checks if the passed patient can be healed by the passed user |
heal | 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 |
heal_carbon | 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 |
post_heal_effects | Override this proc for special post heal effects. |
try_heal | 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 |
Var Details
assessing_injury_delay
![code/game/objects/items/stacks/medical.dm 36](git.png)
Time it takes to assess injuries when looping healing
flesh_regeneration
![code/game/objects/items/stacks/medical.dm 34](git.png)
How much we add to flesh_healing for burn wounds on application
heal_brute
![code/game/objects/items/stacks/medical.dm 26](git.png)
How much brute we heal per application. This is the only number that matters for simplemobs
heal_burn
![code/game/objects/items/stacks/medical.dm 28](git.png)
How much burn we heal per application
other_delay
![code/game/objects/items/stacks/medical.dm 22](git.png)
How long it takes to apply it to someone else
repeating
![code/game/objects/items/stacks/medical.dm 24](git.png)
If we've still got more and the patient is still hurt, should we keep going automatically?
sanitization
![code/game/objects/items/stacks/medical.dm 32](git.png)
How much sanitization to apply to burn wounds on application
self_delay
![code/game/objects/items/stacks/medical.dm 20](git.png)
How long it takes to apply it to yourself
stop_bleeding
![code/game/objects/items/stacks/medical.dm 30](git.png)
How much we reduce bleeding per application on cut wounds
Proc Details
begin_heal_loop
Used to begin the recursive healing loop. Returns TRUE if we entered the loop, FALSE if we didn't
can_heal
Checks if the passed patient can be healed by the passed user
heal
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
heal_carbon
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
post_heal_effects
Override this proc for special post heal effects.
try_heal
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