/mob var/bloody_hands = null var/datum/weakref/bloody_hands_mob var/track_footprint = 0 var/list/feet_blood_DNA var/track_footprint_type var/footprint_color /obj/item/clothing/gloves var/transfer_blood = 0 var/datum/weakref/bloody_hands_mob /obj/item/clothing/shoes/ var/track_footprint = 0 /obj/item/reagent_containers/glass/rag name = "rag" desc = "For cleaning up messes, you suppose." w_class = ITEMSIZE_TINY icon = 'icons/obj/janitor.dmi' icon_state = "rag" amount_per_transfer_from_this = 5 possible_transfer_amounts = list(5) volume = 10 can_be_placed_into = null flags = OPENCONTAINER | NOBLUDGEON unacidable = FALSE fragile = FALSE drop_sound = 'sound/items/drop/cloth.ogg' pickup_sound = 'sound/items/pickup/cloth.ogg' var/on_fire = 0 var/burn_time = 20 //if the rag burns for too long it turns to ashes var/cleantime = 30 var/last_clean var/clean_msg = FALSE /obj/item/reagent_containers/glass/rag/Initialize() . = ..() update_name() update_icon() /obj/item/reagent_containers/glass/rag/Destroy() STOP_PROCESSING(SSprocessing, src) //so we don't continue turning to ash while gc'd return ..() /obj/item/reagent_containers/glass/rag/attack_self(mob/user) if(on_fire) user.visible_message(SPAN_WARNING("\The [user] stamps out \the [src]."), SPAN_WARNING("You stamp out \the [src].")) user.unEquip(src) extinguish() else remove_contents(user) /obj/item/reagent_containers/glass/rag/attackby(obj/item/W, mob/user) if(!on_fire && W.isFlameSource()) ignite() if(on_fire) visible_message(SPAN_WARNING("\The [user] lights \the [src] with \the [W].")) else to_chat(user, SPAN_WARNING("You manage to singe \the [src], but fail to light it.")) return TRUE . = ..() update_name() update_icon() /obj/item/reagent_containers/glass/rag/proc/update_name(var/base_name = initial(name)) SEND_SIGNAL(src, COMSIG_BASENAME_SETNAME, args) if(on_fire) name = "burning [base_name]" else if(reagents.total_volume) name = "damp [base_name]" else name = "dry [base_name]" /obj/item/reagent_containers/glass/rag/update_icon() if(on_fire) icon_state = "[initial(icon_state)]_lit" else if(reagents.total_volume) icon_state = "[initial(icon_state)]_wet" else icon_state = "[initial(icon_state)]" var/obj/item/reagent_containers/food/drinks/bottle/B = loc if(istype(B)) B.update_icon() /obj/item/reagent_containers/glass/rag/on_reagent_change() update_name() update_icon() /obj/item/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null) if(!trans_dest && !user.loc) return if(reagents.total_volume) var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]" user.visible_message(SPAN_DANGER("\The [user] begins to wring out \the [src] over \the [target_text]."), SPAN_NOTICE("You begin to wring out \the [src] over \the [target_text].")) if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag if(trans_dest) reagents.trans_to(trans_dest, reagents.total_volume) else reagents.splash(user.loc, reagents.total_volume) user.visible_message(SPAN_DANGER("\The [user] wrings out \the [src] over \the [target_text]."), SPAN_NOTICE("You finish wringing out \the [src].")) update_name() update_icon() /obj/item/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user) if(!reagents.total_volume) to_chat(user, SPAN_WARNING("\The [name] is dry!")) else if (!(last_clean && world.time < last_clean + 120) ) user.visible_message("[user] starts to wipe [A] with [src].") clean_msg = TRUE last_clean = world.time else clean_msg = FALSE playsound(loc, 'sound/effects/mop.ogg', 25, 1) update_name() update_icon() if(do_after(user,cleantime)) if(clean_msg) user.visible_message("[user] finishes wiping [A].") A.on_rag_wipe(src) /obj/item/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag) if(isliving(target)) var/mob/living/M = target if(on_fire) user.visible_message(SPAN_DANGER("\The [user] hits \the [target] with \the [src]!")) user.do_attack_animation(src) M.IgniteMob() else if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/affecting = H.get_organ(user.zone_sel.selecting) if(LAZYLEN(affecting.wounds)) for (var/datum/wound/W in affecting.wounds) if(W.bandaged || W.clamped) continue to_chat(user, SPAN_NOTICE("You begin to bandage \a [W.desc] on [M]'s [affecting.name] with a rag.")) if(!do_mob(user, M, W.damage/10)) // takes twice as long as a normal bandage to_chat(user, SPAN_NOTICE("You must stand still to bandage wounds.")) return for(var/_R in reagents.reagent_volumes) var/decl/reagent/R = decls_repository.get_decl(_R) var/strength = R.germ_adjust * reagents.reagent_volumes[_R]/4 if(ispath(_R, /decl/reagent/alcohol)) var/decl/reagent/alcohol/A = R strength = strength * (A.strength/100) W.germ_level -= min(strength, W.germ_level)//Clean the wound a bit. if (W.germ_level <= 0) W.disinfected = TRUE//The wound becomes disinfected if fully cleaned break reagents.trans_to_mob(H, reagents.total_volume*0.75, CHEM_TOUCH) // most of it gets on the skin reagents.trans_to_mob(H, reagents.total_volume*0.25, CHEM_BLOOD) // some gets in the wound user.visible_message(SPAN_NOTICE("\The [user] bandages \a [W.desc] on [M]'s [affecting.name] with [src], tying it in place."), \ SPAN_NOTICE("You bandage \a [W.desc] on [M]'s [affecting.name] with [src], tying it in place.")) W.bandage() qdel(src) // the rag is used up, it'll be all bloody and useless after return // we can only do one at a time else if(reagents.total_volume) if(user.zone_sel.selecting == BP_MOUTH && !(M.wear_mask && M.wear_mask.item_flags & AIRTIGHT)) user.do_attack_animation(src) user.visible_message( SPAN_DANGER("\The [user] smothers [target] with [src]!"), SPAN_WARNING("You smother [target] with [src]!"), "You hear some struggling and muffled cries of surprise." ) //it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now //^HA HA HA reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BREATHE) update_name() update_icon() else wipe_down(target, user) return return ..() /obj/item/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity) if(!proximity) return if(istype(A, /obj/structure/sink)) return else if(istype(A, /obj/structure/reagent_dispensers) || istype(A, /obj/structure/mopbucket) || istype(A, /obj/item/reagent_containers/glass)) if(!REAGENTS_FREE_SPACE(reagents)) to_chat(user, SPAN_WARNING("\The [src] is already soaked.")) return if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume)) playsound(loc, 'sound/effects/slosh.ogg', 25, 1) user.visible_message(SPAN_NOTICE("\The [user] soaks \the [src] using \the [A]."), SPAN_NOTICE("You soak \the [src] using \the [A].")) update_name() update_icon() return else if(!on_fire && istype(A) && (src in user)) if(A.is_open_container() && !(A in user)) remove_contents(user, A) else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them. wipe_down(A, user) return /obj/item/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature >= 50 + T0C) ignite() if(exposed_temperature >= 900 + T0C) new /obj/effect/decal/cleanable/ash(get_turf(src)) qdel(src) //rag must have a minimum of 2 units fuel and at least 80% of the reagents must be fuel. //maybe generalize flammable reagents someday /obj/item/reagent_containers/glass/rag/proc/can_ignite() var/fuel = 0 for(var/fuel_type in reagents.reagent_volumes) if(ispath(fuel_type, /decl/reagent/fuel) || ispath(fuel_type, /decl/reagent/alcohol)) fuel += reagents.reagent_volumes[fuel_type] return (fuel >= 2 && fuel >= reagents.total_volume*0.8) /obj/item/reagent_containers/glass/rag/proc/ignite() if(on_fire) return if(!can_ignite()) return //also copied from matches if(REAGENT_VOLUME(reagents, /decl/reagent/toxin/phoron)) // the phoron explodes when exposed to fire visible_message(SPAN_DANGER("\The [src] conflagrates violently!")) var/datum/effect/effect/system/reagents_explosion/e = new() e.set_up(round(REAGENT_VOLUME(reagents, /decl/reagent/toxin/phoron) / 2.5, 1), get_turf(src), 0, 0) e.start() qdel(src) return START_PROCESSING(SSprocessing, src) set_light(2, null, "#E38F46") on_fire = 1 update_name() update_icon() /obj/item/reagent_containers/glass/rag/proc/extinguish() STOP_PROCESSING(SSprocessing, src) set_light(0) on_fire = 0 //rags sitting around with 1 second of burn time left is dumb. //ensures players always have a few seconds of burn time left when they light their rag if(burn_time <= 5) visible_message(SPAN_WARNING("\The [src] falls apart!")) if(istype(loc, /obj/item/reagent_containers/food/drinks/bottle)) var/obj/item/reagent_containers/food/drinks/bottle/B = loc B.delete_rag() else new /obj/effect/decal/cleanable/ash(get_turf(src)) qdel(src) return update_name() update_icon() /obj/item/reagent_containers/glass/rag/process() if(!can_ignite()) visible_message(SPAN_WARNING("\The [src] burns out.")) extinguish() //copied from matches if(isliving(loc)) var/mob/living/M = loc M.IgniteMob() var/turf/location = get_turf(src) if(location) location.hotspot_expose(700, 5) if(burn_time <= 0) STOP_PROCESSING(SSprocessing, src) if(istype(loc, /obj/item/reagent_containers/food/drinks/bottle)) var/obj/item/reagent_containers/food/drinks/bottle/B = loc B.delete_rag() else new /obj/effect/decal/cleanable/ash(location) qdel(src) return for(var/fuel_type in reagents.reagent_volumes) if(ispath(fuel_type, /decl/reagent/fuel) || ispath(fuel_type, /decl/reagent/alcohol)) reagents.remove_reagent(reagents.reagent_volumes[fuel_type], reagents.maximum_volume/25) break update_name() update_icon() burn_time-- /obj/item/reagent_containers/glass/rag/advanced name = "microfiber cloth" desc = "A synthetic fiber cloth; the split fibers and the size of the individual filaments make it more effective for cleaning purposes." w_class = ITEMSIZE_TINY icon = 'icons/obj/janitor.dmi' icon_state = "advrag" amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5) volume = 10 cleantime = 15 /obj/item/reagent_containers/glass/rag/advanced/idris name = "Idris advanced service cloth" desc = "An advanced rag developed and sold by Idris Incorporated at a steep price. It's dry-clean design and advanced insulating synthetic weave make this the pinnacle of service cloths for any self respecting chef or bartender!" icon_state = "idrisrag" volume = 15 /obj/item/reagent_containers/glass/rag/handkerchief name = "handkerchief" desc = "For cleaning a lady's hand, your bruised ego or a crime scene." volume = 5 icon_state = "handkerchief"