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Aurora.3/code/game/objects/items/bodybag.dm

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//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'
var/deploy_type = /obj/structure/closet/body_bag
/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'
density = 0
storage_capacity = 30
var/item_path = /obj/item/bodybag
var/contains_body = FALSE
can_be_buckled = 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 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/bureaucracy/pen1.ogg','sound/bureaucracy/pen2.ogg'), 20)
LAZYADD(overlays, image(icon, "bodybag_label"))
else
src.name = "body bag"
return TRUE
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"
LAZYREMOVE(overlays, image(icon, "bodybag_label"))
return TRUE
/obj/structure/closet/body_bag/store_mobs(var/stored_units)
contains_body = ..()
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/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("<b>[user]</b> 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/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/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, "<span class='info'>You peer into \the [src].</span>")
for(var/mob/living/L in contents)
L.examine(arglist(args))
/obj/item/usedcryobag
name = "used stasis bag"
desc = "Pretty useless now."
icon_state = "cryobag_used"
icon = 'icons/obj/bodybag.dmi'