//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures /obj/item/bodybag name = "body bag" desc = "A folded bag designed for the storage and transportation of cadavers." icon = 'icons/obj/bodybag.dmi' icon_state = "bodybag_folded" w_class = WEIGHT_CLASS_SMALL drop_sound = 'sound/items/drop/cloth.ogg' pickup_sound = 'sound/items/pickup/cloth.ogg' var/deploy_type = /obj/structure/closet/body_bag /obj/structure/closet/body_bag/feedback_hints(mob/user, distance, is_adjacent) . = list() // Doesn't inherit standard closet hints. . += "It [contains_body ? "contains" : "does not contain"] a body." /obj/structure/closet/body_bag/mechanics_hints(mob/user, distance, is_adjacent) . = list() // Doesn't inherit standard closet hints. /obj/structure/closet/body_bag/disassembly_hints(mob/user, distance, is_adjacent) . = list() // Doesn't inherit standard closet hints. /obj/structure/closet/body_bag/antagonist_hints(mob/user, distance, is_adjacent) . = list() // Doesn't inherit standard closet hints. /obj/item/bodybag/attack_self(mob/user) deploy_bag(user, user.loc) /obj/item/bodybag/afterattack(obj/target, mob/user, proximity) if(!proximity) return if(isturf(target)) var/turf/T = target if(!T.density) deploy_bag(user, target) /obj/item/bodybag/proc/deploy_bag(mob/user, atom/location) var/obj/structure/closet/body_bag/R = new deploy_type(location) R.add_fingerprint(user) tweak_bag(R) playsound(src, 'sound/items/drop/cloth.ogg', 30) qdel(src) /obj/item/bodybag/proc/tweak_bag(var/obj/structure/closet/body_bag/BB) return /obj/item/storage/box/bodybags name = "body bags" desc = "This box contains body bags." illustration = "bodybags" /obj/item/storage/box/bodybags/New() ..() new /obj/item/bodybag(src) new /obj/item/bodybag(src) new /obj/item/bodybag(src) new /obj/item/bodybag(src) new /obj/item/bodybag(src) new /obj/item/bodybag(src) new /obj/item/bodybag(src) /obj/structure/closet/body_bag name = "body bag" desc = "A plastic bag designed for the storage and transportation of cadavers." icon = 'icons/obj/bodybag.dmi' icon_state = "bodybag" open_sound = 'sound/items/zip.ogg' close_sound = 'sound/items/zip.ogg' layer = ABOVE_STRUCTURE_LAYER density = FALSE storage_capacity = 30 var/item_path = /obj/item/bodybag can_be_buckled = TRUE /obj/structure/closet/body_bag/attackby(obj/item/attacking_item, mob/user) if (attacking_item.tool_behaviour == TOOL_PEN) var/t = tgui_input_text(user, "What would you like the label to be?", name) if (user.get_active_hand() != attacking_item) return TRUE if (!in_range(src, user) && src.loc != user) return TRUE t = sanitizeSafe(t, MAX_NAME_LEN) if (t) src.name = "body bag - " src.name += t playsound(src, pick('sound/items/bureaucracy/pen1.ogg','sound/items/bureaucracy/pen2.ogg'), 20) LAZYADD(overlays, image(icon, "bodybag_label")) else src.name = "body bag" return TRUE else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER) to_chat(user, "You cut the tag off the bodybag.") playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1) src.name = "body bag" LAZYREMOVE(overlays, image(icon, "bodybag_label")) return TRUE /obj/structure/closet/body_bag/store_mobs(var/stored_units, var/mob_limit) contains_body = ..(stored_units, mob_limit = TRUE) slowdown = 0 if(contains_body) for(var/mob/living/M in contents) if(M.stat != DEAD || M.status_flags & FAKEDEATH) slowdown = initial(slowdown) break return contains_body /obj/structure/closet/body_bag/close() if(..()) density = 0 return TRUE return FALSE /obj/structure/closet/body_bag/open() if(buckled_to) return 0 return ..() /obj/structure/closet/body_bag/dump_contents(var/stored_units) ..() slowdown = initial(slowdown) /obj/structure/closet/body_bag/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params) ..() if((over == user && (in_range(src, user) || user.contents.Find(src)))) fold(user) /obj/structure/closet/body_bag/proc/fold(var/user) if(!(ishuman(user))) return FALSE if(opened) return 0 if(length(contents)) return 0 visible_message("[user] folds up \the [name].") . = new item_path(get_turf(src)) qdel(src) /obj/structure/closet/body_bag/update_icon() icon_state = "[initial(icon_state)][opened ? "_open" : "[contains_body ? "_occupied" : ""]"]" /obj/structure/closet/body_bag/animate_door() flick("[initial(icon_state)]_anim_[opened ? "open" : "close"]", src) /obj/item/bodybag/cryobag name = "stasis bag" desc = "A folded, reusable bag designed to prevent additional damage to an occupant, especially useful if short on time or in \ a hostile enviroment." icon_state = "stasis_folded" origin_tech = list(TECH_BIO = 4) deploy_type = /obj/structure/closet/body_bag/cryobag var/stasis_power /obj/item/bodybag/cryobag/tweak_bag(var/obj/structure/closet/body_bag/cryobag/C) if(stasis_power) C.stasis_power = stasis_power /obj/structure/closet/body_bag/cryobag name = "stasis bag" desc = "A reusable plastic bag designed to prevent additional damage to an occupant, especially useful if short on time or in \ a hostile enviroment." icon_state = "stasis" item_path = /obj/item/bodybag/cryobag var/datum/gas_mixture/airtank var/stasis_power = 20 var/degradation_time = 60 // 2 minutes: 60 ticks * 2 seconds per tick /obj/structure/closet/body_bag/cryobag/mechanics_hints(mob/user, distance, is_adjacent) . += ..() . += "Applies a [stasis_power]x stasis effect to any living creature stored inside this bag." . += "This causes effects such as bleeding and brain damage to accumulate 10x slower." . += "stasis bags will only last for [degradation_time] seconds before becoming useless. The bag will turn from blue to grey when this happens." /obj/structure/closet/body_bag/cryobag/feedback_hints(mob/user, distance, is_adjacent) . += ..() . += "The stasis meter shows '[stasis_power]x'." if(is_adjacent && length(contents)) //The bag's rather thick and opaque from a distance. . += "You peer into \the [src]." for(var/mob/living/L in contents) L.examine(arglist(args)) /obj/structure/closet/body_bag/cryobag/Initialize() . = ..() airtank = new() airtank.temperature = T0C airtank.adjust_gas(GAS_OXYGEN, MOLES_O2STANDARD, 0) airtank.adjust_gas(GAS_NITROGEN, MOLES_N2STANDARD) update_icon() /obj/structure/closet/body_bag/cryobag/Destroy() STOP_PROCESSING(SSprocessing, src) QDEL_NULL(airtank) return ..() /obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM) if(ishuman(AM)) START_PROCESSING(SSprocessing, src) ..() /obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM) if(ishuman(AM)) STOP_PROCESSING(SSprocessing, src) . = ..() /obj/structure/closet/body_bag/cryobag/update_icon() ..() overlays.Cut() var/image/I = image(icon, "indicator") I.appearance_flags = RESET_COLOR var/maxstasis = initial(stasis_power) if(stasis_power > 0.5 * maxstasis) I.color = COLOR_LIME else if(stasis_power) I.color = COLOR_YELLOW else I.color = COLOR_RED overlays += I /obj/structure/closet/body_bag/cryobag/proc/get_saturation() return -155 * (1 - stasis_power/initial(stasis_power)) /obj/structure/closet/body_bag/cryobag/fold(var/user) var/obj/item/bodybag/cryobag/folded = ..() if(istype(folded)) folded.stasis_power = stasis_power folded.color = color_saturation(get_saturation()) /obj/structure/closet/body_bag/cryobag/process() if(stasis_power < 2) return PROCESS_KILL var/mob/living/carbon/human/H = locate() in src if(!H) return PROCESS_KILL degradation_time-- if(degradation_time < 0) degradation_time = initial(degradation_time) stasis_power = round(0.75 * stasis_power) animate(src, color = color_saturation(get_saturation()), time = 10) update_icon() if(H.stasis_sources[STASIS_CRYOBAG] != stasis_power) H.SetStasis(stasis_power, STASIS_CRYOBAG) H.eye_blind = 3 /obj/structure/closet/body_bag/cryobag/return_air() //Used to make stasis bags protect from vacuum. if(airtank) return airtank ..() /obj/item/usedcryobag name = "used stasis bag" desc = "Pretty useless now." icon_state = "cryobag_used" icon = 'icons/obj/bodybag.dmi'