//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 = ITEMSIZE_SMALL drop_sound = 'sound/items/drop/cloth.ogg' pickup_sound = 'sound/items/pickup/cloth.ogg' /obj/item/bodybag/attack_self(mob/user) var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc) R.add_fingerprint(user) playsound(src, 'sound/items/drop/cloth.ogg', 30) qdel(src) /obj/item/storage/box/bodybags name = "body bags" desc = "This box contains body bags." icon_state = "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_closed" icon_closed = "bodybag_closed" icon_opened = "bodybag_open" open_sound = 'sound/items/zip.ogg' close_sound = 'sound/items/zip.ogg' density = 0 storage_capacity = 30 var/item_path = /obj/item/bodybag var/contains_body = 0 var/shapely = TRUE /obj/structure/closet/body_bag/content_info(mob/user, content_size) if(!content_size && !contains_body) to_chat(user, "\The [src] is empty.") else if(storage_capacity > content_size*4) to_chat(user, "\The [src] is barely filled.") else if(storage_capacity > content_size*2) to_chat(user, "\The [src] is less than half full.") else if(storage_capacity > content_size) to_chat(user, "\The [src] still has some free space.") else to_chat(user, "\The [src] is full.") to_chat(user, "It [contains_body ? "contains" : "does not contain"] a body.") /obj/structure/closet/body_bag/attackby(var/obj/item/W, mob/user as mob) if (W.ispen()) var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text if (user.get_active_hand() != W) return if (!in_range(src, user) && src.loc != user) return t = sanitizeSafe(t, MAX_NAME_LEN) if (t) src.name = "body bag - " src.name += t playsound(src, pick('sound/bureaucracy/pen1.ogg','sound/bureaucracy/pen2.ogg'), 20) add_overlay("bodybag_label") else src.name = "body bag" return else if(W.iswirecutter()) to_chat(user, "You cut the tag off the bodybag.") playsound(src.loc, 'sound/items/wirecutter.ogg', 50, 1) src.name = "body bag" cut_overlays() /obj/structure/closet/body_bag/store_mobs(var/stored_units) contains_body = ..() return contains_body /obj/structure/closet/body_bag/close() if(..()) density = 0 return TRUE return FALSE /obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location) ..() if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src)))) fold(usr) /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() if(opened) icon_state = icon_opened else if(contains_body > 0 && shapely) icon_state = "bodybag_closed1" else icon_state = icon_closed /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 = 'icons/obj/cryobag.dmi' icon_state = "bodybag_folded" origin_tech = list(TECH_BIO = 4) var/stasis_power /obj/item/bodybag/cryobag/attack_self(mob/user) var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc) if(stasis_power) R.stasis_power = stasis_power R.update_icon() R.add_fingerprint(user) qdel(src) /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 = 'icons/obj/cryobag.dmi' icon_opened = "stasis_open" icon_closed = "stasis_closed" item_path = /obj/item/bodybag/cryobag shapely = FALSE var/datum/gas_mixture/airtank var/stasis_power = 20 var/degradation_time = 2 MINUTES //ticks until stasis power degrades /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[opened]") 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/structure/closet/body_bag/cryobag/examine(mob/user) . = ..() to_chat(user,"The stasis meter shows '[stasis_power]x'.") if(Adjacent(user) && length(contents)) //The bag's rather thick and opaque from a distance. to_chat(user, "You peer into \the [src].") for(var/mob/living/L in contents) L.examine(arglist(args)) /obj/item/usedcryobag name = "used stasis bag" desc = "Pretty useless now.." icon_state = "bodybag_used" icon = 'icons/obj/cryobag.dmi'