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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 = 2.0
attack_self(mob/user)
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/item/storage/box/bodybags
name = "body bags"
desc = "This box contains body bags."
icon_state = "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'
var/item_path = /obj/item/bodybag
density = 0
storage_capacity = 30
var/contains_body = 0
/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
add_overlay("bodybag_label")
else
src.name = "body bag"
//..() //Doesn't need to run the parent. Since when can fucking bodybags be welded shut? -Agouri
return
else if(W.iswirecutter())
to_chat(user, "You cut the tag off the bodybag")
src.name = "body bag"
cut_overlays()
return
/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 1
return 0
/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(opened) return 0
if(contents.len) return 0
visible_message("[usr] folds up the [src.name]")
new item_path(get_turf(src))
spawn(0)
qdel(src)
return
/obj/structure/closet/body_bag/update_icon()
if(opened)
icon_state = icon_opened
else
if(contains_body > 0)
icon_state = "bodybag_closed1"
else
icon_state = icon_closed
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_folded"
attack_self(mob/user)
var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc)
R.add_fingerprint(user)
qdel(src)
/obj/structure/closet/body_bag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant at the cost of genetic damage."
icon = 'icons/obj/cryobag.dmi'
item_path = /obj/item/bodybag/cryobag
store_misc = 0
store_items = 0
var/used = 0
/obj/structure/closet/body_bag/cryobag/open()
. = ..()
if(used)
var/obj/item/O = new/obj/item(src.loc)
O.name = "used stasis bag"
O.icon = src.icon
O.icon_state = "bodybag_used"
O.desc = "Pretty useless now.."
qdel(src)
/obj/structure/closet/body_bag/cryobag/MouseDrop(over_object, src_location, over_location)
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
to_chat(usr, "<span class='warning'>You can't fold that up anymore..</span>")
..()