diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index 70c34824..3687d32a 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -172,52 +172,53 @@
if (istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/affecting = H.get_organ(user.targeted_organ)
-
- if (affecting.open == FALSE)
- if (affecting.is_bandaged() && affecting.is_disinfected())
- user << "The wounds on [M]'s [affecting.name] have already been treated."
- return TRUE
- else
- user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \
- "You start treating [M]'s [affecting.name]." )
- var/used = 0
- for (var/datum/wound/W in affecting.wounds)
- if (W.internal)
- continue
- if (W.bandaged && W.disinfected)
- continue
+ if (affecting == null)
+ if (affecting.open == FALSE)
+ if (affecting.is_bandaged() && affecting.is_disinfected())
+ user << "The wounds on [M]'s [affecting.name] have already been treated."
+ return TRUE
+ else
+ user.visible_message("\The [user] starts treating [M]'s [affecting.name].", \
+ "You start treating [M]'s [affecting.name]." )
+ var/used = 0
+ for (var/datum/wound/W in affecting.wounds)
+ if (W.internal)
+ continue
+ if (W.bandaged && W.disinfected)
+ continue
+ if (used == amount)
+ break
+ if (!do_mob(user, M, W.damage/5))
+ user << "You must stand still to bandage wounds."
+ break
+ if (W.current_stage <= W.max_bleeding_stage)
+ user.visible_message("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
+ "You clean and seal \a [W.desc] on [M]'s [affecting.name]." )
+ else if (W.damage_type == BRUISE)
+ user.visible_message("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
+ "You place a medical patch over \a [W.desc] on [M]'s [affecting.name]." )
+ else
+ user.visible_message("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
+ "You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]." )
+ W.bandage()
+ W.disinfect()
+ W.heal_damage(heal_brute)
+ used++
+ affecting.update_damages()
if (used == amount)
- break
- if (!do_mob(user, M, W.damage/5))
- user << "You must stand still to bandage wounds."
- break
- if (W.current_stage <= W.max_bleeding_stage)
- user.visible_message("\The [user] cleans \a [W.desc] on [M]'s [affecting.name] and seals the edges with bioglue.", \
- "You clean and seal \a [W.desc] on [M]'s [affecting.name]." )
- else if (W.damage_type == BRUISE)
- user.visible_message("\The [user] places a medical patch over \a [W.desc] on [M]'s [affecting.name].", \
- "You place a medical patch over \a [W.desc] on [M]'s [affecting.name]." )
- else
- user.visible_message("\The [user] smears some bioglue over \a [W.desc] on [M]'s [affecting.name].", \
- "You smear some bioglue over \a [W.desc] on [M]'s [affecting.name]." )
- W.bandage()
- W.disinfect()
- W.heal_damage(heal_brute)
- used++
- affecting.update_damages()
- if (used == amount)
- if (affecting.is_bandaged())
- user << "\The [src] is used up."
- else
- user << "\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."
- use(used)
- else
- if (can_operate(H)) //Checks if mob is lying down on table for surgery
- if (do_surgery(H,user,src))
- return
+ if (affecting.is_bandaged())
+ user << "\The [src] is used up."
+ else
+ user << "\The [src] is used up, but there are more wounds to treat on \the [affecting.name]."
+ use(used)
else
- user << "The [affecting.name] is cut open, you'll need more than a bandage!"
-
+ if (can_operate(H)) //Checks if mob is lying down on table for surgery
+ if (do_surgery(H,user,src))
+ return
+ else
+ user << "The [affecting.name] is cut open, you'll need more than a bandage!"
+ else
+ user << "They dont have this limb!"
var/mob/living/carbon/human/H_user = user
if (istype(H_user) && H_user.getStatCoeff("medical") >= GET_MIN_STAT_COEFF(STAT_VERY_HIGH))
if (affecting.open == FALSE)