mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-22 05:17:38 +01:00
5277251959
For a robust crafting system, I need a new materials framework. For a new materials framework, I need to clean up reagents. To clean up reagents, I need to pare down foods from reagent holders. To pare down foods from reagent holders, I need to port edibility components. To port edibility components, I need to port processing components. To port processing components, I need to port tool behaviors. This is all back-end code, no new features or functionality from this.
260 lines
8.1 KiB
Plaintext
260 lines
8.1 KiB
Plaintext
//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
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/obj/item/bodybag
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name = "body bag"
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desc = "A folded bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_folded"
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w_class = WEIGHT_CLASS_SMALL
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drop_sound = 'sound/items/drop/cloth.ogg'
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pickup_sound = 'sound/items/pickup/cloth.ogg'
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var/deploy_type = /obj/structure/closet/body_bag
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/obj/structure/closet/body_bag/feedback_hints(mob/user, distance, is_adjacent)
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. = list()
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// Doesn't inherit standard closet hints.
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. += "It [contains_body ? "contains" : "does not contain"] a body."
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/obj/structure/closet/body_bag/mechanics_hints(mob/user, distance, is_adjacent)
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. = list()
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// Doesn't inherit standard closet hints.
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/obj/structure/closet/body_bag/disassembly_hints(mob/user, distance, is_adjacent)
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. = list()
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// Doesn't inherit standard closet hints.
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/obj/structure/closet/body_bag/antagonist_hints(mob/user, distance, is_adjacent)
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. = list()
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// Doesn't inherit standard closet hints.
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/obj/item/bodybag/attack_self(mob/user)
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deploy_bag(user, user.loc)
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/obj/item/bodybag/afterattack(obj/target, mob/user, proximity)
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if(!proximity)
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return
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if(isturf(target))
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var/turf/T = target
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if(!T.density)
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deploy_bag(user, target)
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/obj/item/bodybag/proc/deploy_bag(mob/user, atom/location)
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var/obj/structure/closet/body_bag/R = new deploy_type(location)
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R.add_fingerprint(user)
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tweak_bag(R)
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playsound(src, 'sound/items/drop/cloth.ogg', 30)
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qdel(src)
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/obj/item/bodybag/proc/tweak_bag(var/obj/structure/closet/body_bag/BB)
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return
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/obj/item/storage/box/bodybags
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name = "body bags"
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desc = "This box contains body bags."
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illustration = "bodybags"
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/obj/item/storage/box/bodybags/New()
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..()
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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/obj/structure/closet/body_bag
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name = "body bag"
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desc = "A plastic bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag"
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open_sound = 'sound/items/zip.ogg'
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close_sound = 'sound/items/zip.ogg'
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layer = ABOVE_STRUCTURE_LAYER
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density = FALSE
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storage_capacity = 30
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var/item_path = /obj/item/bodybag
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can_be_buckled = TRUE
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/obj/structure/closet/body_bag/attackby(obj/item/attacking_item, mob/user)
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if (attacking_item.tool_behaviour == TOOL_PEN)
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var/t = tgui_input_text(user, "What would you like the label to be?", name)
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if (user.get_active_hand() != attacking_item)
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return TRUE
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if (!in_range(src, user) && src.loc != user)
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return TRUE
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t = sanitizeSafe(t, MAX_NAME_LEN)
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if (t)
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src.name = "body bag - "
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src.name += t
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playsound(src, pick('sound/items/bureaucracy/pen1.ogg','sound/items/bureaucracy/pen2.ogg'), 20)
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LAZYADD(overlays, image(icon, "bodybag_label"))
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else
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src.name = "body bag"
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return TRUE
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else if(attacking_item.tool_behaviour == TOOL_WIRECUTTER)
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to_chat(user, "You cut the tag off the bodybag.")
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playsound(src.loc, 'sound/items/Wirecutter.ogg', 50, 1)
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src.name = "body bag"
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LAZYREMOVE(overlays, image(icon, "bodybag_label"))
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return TRUE
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/obj/structure/closet/body_bag/store_mobs(var/stored_units, var/mob_limit)
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contains_body = ..(stored_units, mob_limit = TRUE)
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slowdown = 0
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if(contains_body)
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for(var/mob/living/M in contents)
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if(M.stat != DEAD || M.status_flags & FAKEDEATH)
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slowdown = initial(slowdown)
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break
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return contains_body
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/obj/structure/closet/body_bag/close()
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if(..())
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density = 0
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return TRUE
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return FALSE
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/obj/structure/closet/body_bag/open()
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if(buckled_to)
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return 0
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return ..()
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/obj/structure/closet/body_bag/dump_contents(var/stored_units)
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..()
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slowdown = initial(slowdown)
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/obj/structure/closet/body_bag/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
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..()
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if((over == user && (in_range(src, user) || user.contents.Find(src))))
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fold(user)
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/obj/structure/closet/body_bag/proc/fold(var/user)
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if(!(ishuman(user)))
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return FALSE
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if(opened)
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return 0
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if(length(contents))
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return 0
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visible_message("<b>[user]</b> folds up \the [name].")
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. = new item_path(get_turf(src))
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qdel(src)
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/obj/structure/closet/body_bag/update_icon()
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icon_state = "[initial(icon_state)][opened ? "_open" : "[contains_body ? "_occupied" : ""]"]"
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/obj/structure/closet/body_bag/animate_door()
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flick("[initial(icon_state)]_anim_[opened ? "open" : "close"]", src)
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/obj/item/bodybag/cryobag
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name = "stasis bag"
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desc = "A folded, reusable bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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icon_state = "stasis_folded"
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origin_tech = list(TECH_BIO = 4)
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deploy_type = /obj/structure/closet/body_bag/cryobag
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var/stasis_power
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/obj/item/bodybag/cryobag/tweak_bag(var/obj/structure/closet/body_bag/cryobag/C)
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if(stasis_power)
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C.stasis_power = stasis_power
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/obj/structure/closet/body_bag/cryobag
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name = "stasis bag"
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desc = "A reusable plastic bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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icon_state = "stasis"
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item_path = /obj/item/bodybag/cryobag
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var/datum/gas_mixture/airtank
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var/stasis_power = 20
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var/degradation_time = 60 // 2 minutes: 60 ticks * 2 seconds per tick
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/obj/structure/closet/body_bag/cryobag/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Applies a [stasis_power]x stasis effect to any living creature stored inside this bag."
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. += "This causes effects such as bleeding and brain damage to accumulate 10x slower."
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. += "stasis bags will only last for [degradation_time] seconds before becoming useless. The bag will turn from blue to grey when this happens."
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/obj/structure/closet/body_bag/cryobag/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "The stasis meter shows <b>'[stasis_power]x'</b>."
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if(is_adjacent && length(contents)) //The bag's rather thick and opaque from a distance.
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. += "<span class='info'>You peer into \the [src].</span>"
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for(var/mob/living/L in contents)
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L.examine(arglist(args))
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/obj/structure/closet/body_bag/cryobag/Initialize()
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. = ..()
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airtank = new()
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airtank.temperature = T0C
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airtank.adjust_gas(GAS_OXYGEN, MOLES_O2STANDARD, 0)
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airtank.adjust_gas(GAS_NITROGEN, MOLES_N2STANDARD)
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update_icon()
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/obj/structure/closet/body_bag/cryobag/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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QDEL_NULL(airtank)
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return ..()
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/obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM)
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if(ishuman(AM))
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START_PROCESSING(SSprocessing, src)
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..()
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/obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM)
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if(ishuman(AM))
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STOP_PROCESSING(SSprocessing, src)
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. = ..()
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/obj/structure/closet/body_bag/cryobag/update_icon()
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..()
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overlays.Cut()
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var/image/I = image(icon, "indicator")
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I.appearance_flags = RESET_COLOR
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var/maxstasis = initial(stasis_power)
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if(stasis_power > 0.5 * maxstasis)
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I.color = COLOR_LIME
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else if(stasis_power)
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I.color = COLOR_YELLOW
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else
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I.color = COLOR_RED
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overlays += I
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/obj/structure/closet/body_bag/cryobag/proc/get_saturation()
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return -155 * (1 - stasis_power/initial(stasis_power))
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/obj/structure/closet/body_bag/cryobag/fold(var/user)
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var/obj/item/bodybag/cryobag/folded = ..()
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if(istype(folded))
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folded.stasis_power = stasis_power
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folded.color = color_saturation(get_saturation())
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/obj/structure/closet/body_bag/cryobag/process()
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if(stasis_power < 2)
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return PROCESS_KILL
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var/mob/living/carbon/human/H = locate() in src
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if(!H)
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return PROCESS_KILL
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degradation_time--
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if(degradation_time < 0)
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degradation_time = initial(degradation_time)
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stasis_power = round(0.75 * stasis_power)
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animate(src, color = color_saturation(get_saturation()), time = 10)
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update_icon()
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if(H.stasis_sources[STASIS_CRYOBAG] != stasis_power)
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H.SetStasis(stasis_power, STASIS_CRYOBAG)
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H.eye_blind = 3
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/obj/structure/closet/body_bag/cryobag/return_air() //Used to make stasis bags protect from vacuum.
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if(airtank)
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return airtank
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..()
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/obj/item/usedcryobag
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name = "used stasis bag"
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desc = "Pretty useless now."
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icon_state = "cryobag_used"
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icon = 'icons/obj/bodybag.dmi'
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