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https://github.com/Bubberstation/Bubberstation.git
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Cyborgs can open/close a morgue if the click on the main structure but they couldn't interact with the trays if they are open, instead needing to click on the main structure to close it.
397 lines
12 KiB
Plaintext
397 lines
12 KiB
Plaintext
/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue tray
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* Crematorium
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* Creamatorium
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* Crematorium tray
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* Crematorium button
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*/
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/*
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* Bodycontainer
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* Parent class for morgue and crematorium
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* For overriding only
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*/
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GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
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/obj/structure/bodycontainer
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "morgue1"
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density = TRUE
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anchored = TRUE
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max_integrity = 400
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var/obj/structure/tray/connected = null
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var/locked = FALSE
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dir = SOUTH
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var/message_cooldown
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var/breakout_time = 600
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/obj/structure/bodycontainer/Initialize(mapload)
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. = ..()
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GLOB.bodycontainers += src
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recursive_organ_check(src)
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/obj/structure/bodycontainer/Destroy()
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GLOB.bodycontainers -= src
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open()
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if(connected)
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QDEL_NULL(connected)
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return ..()
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/obj/structure/bodycontainer/on_log(login)
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..()
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update_appearance()
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/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
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if(user.stat || !isturf(loc))
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return
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if(locked)
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if(message_cooldown <= world.time)
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message_cooldown = world.time + 50
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to_chat(user, span_warning("[src]'s door won't budge!"))
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return
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open()
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/obj/structure/bodycontainer/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/bodycontainer/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(locked)
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to_chat(user, span_danger("It's locked."))
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return
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if(!connected)
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to_chat(user, "That doesn't appear to have a tray.")
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return
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if(connected.loc == src)
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open()
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else
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close()
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add_fingerprint(user)
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/obj/structure/bodycontainer/attack_robot(mob/user)
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if(!user.Adjacent(src))
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return
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return attack_hand(user)
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/obj/structure/bodycontainer/attackby(obj/P, mob/user, params)
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add_fingerprint(user)
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if(istype(P, /obj/item/pen))
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if(!user.is_literate())
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to_chat(user, span_notice("You scribble illegibly on the side of [src]!"))
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return
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var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
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if (user.get_active_held_item() != P)
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return
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if(!user.canUseTopic(src, BE_CLOSE))
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return
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if (t)
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name = text("[]- '[]'", initial(name), t)
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else
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name = initial(name)
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else
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return ..()
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/obj/structure/bodycontainer/deconstruct(disassembled = TRUE)
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if (!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/iron (loc, 5)
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recursive_organ_check(src)
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qdel(src)
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/obj/structure/bodycontainer/container_resist_act(mob/living/user)
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if(!locked)
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open()
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message(null, \
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span_notice("You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(breakout_time)].)"), \
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span_hear("You hear a metallic creaking from [src]."))
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if(do_after(user,(breakout_time), target = src))
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if(!user || user.stat != CONSCIOUS || user.loc != src )
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return
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user.visible_message(span_warning("[user] successfully broke out of [src]!"), \
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span_notice("You successfully break out of [src]!"))
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open()
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/obj/structure/bodycontainer/proc/open()
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recursive_organ_check(src)
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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var/turf/T = get_step(src, dir)
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if (connected)
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connected.setDir(dir)
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for(var/atom/movable/AM in src)
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AM.forceMove(T)
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update_appearance()
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/obj/structure/bodycontainer/proc/close()
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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for(var/atom/movable/AM in connected.loc)
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if(!AM.anchored || AM == connected)
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if(ismob(AM) && !isliving(AM))
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continue
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AM.forceMove(src)
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recursive_organ_check(src)
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update_appearance()
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/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/*
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* Morgue
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*/
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/obj/structure/bodycontainer/morgue
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name = "morgue"
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desc = "Used to keep bodies in until someone fetches them. Now includes a high-tech alert system."
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icon_state = "morgue1"
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dir = EAST
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/// Whether or not this morgue beeps to alert parameds of revivable corpses.
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var/beeper = TRUE
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/// The minimum time between beeps.
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var/beep_cooldown = 5 SECONDS
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/// The cooldown to prevent this from spamming beeps.
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COOLDOWN_DECLARE(next_beep)
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/obj/structure/bodycontainer/morgue/Initialize(mapload)
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. = ..()
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connected = new/obj/structure/tray/m_tray(src)
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connected.connected = src
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/obj/structure/bodycontainer/morgue/examine(mob/user)
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. = ..()
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. += span_notice("The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.")
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/obj/structure/bodycontainer/morgue/AltClick(mob/user)
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..()
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if(!user.canUseTopic(src, !issilicon(user)))
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return
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beeper = !beeper
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to_chat(user, span_notice("You turn the speaker function [beeper ? "on" : "off"]."))
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/obj/structure/bodycontainer/morgue/update_icon_state()
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if(!connected || connected.loc != src) // Open or tray is gone.
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icon_state = "morgue0"
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return ..()
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if(contents.len == 1) // Empty
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icon_state = "morgue1"
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return ..()
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var/list/compiled = get_all_contents_type(/mob/living) // Search for mobs in all contents.
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if(!length(compiled)) // No mobs?
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icon_state = "morgue3"
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return ..()
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for(var/mob/living/M in compiled)
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var/mob/living/mob_occupant = get_mob_or_brainmob(M)
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if(mob_occupant.client && !mob_occupant.suiciding && !(HAS_TRAIT(mob_occupant, TRAIT_BADDNA)))
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icon_state = "morgue4" // Revivable
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if(mob_occupant.stat == DEAD && beeper && COOLDOWN_FINISHED(src, next_beep))
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playsound(src, 'sound/weapons/gun/general/empty_alarm.ogg', 50, FALSE) //Revive them you blind fucks
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COOLDOWN_START(src, next_beep, beep_cooldown)
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return ..()
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icon_state = "morgue2" // Dead, brainded mob.
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return ..()
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/obj/item/paper/guides/jobs/medical/morgue
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name = "morgue memo"
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info = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR><font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue system detects the body may be able to be brought back to life.</font></font><BR><font size='2'>I don't know how that works, but keep it away from the kitchen and go yell at the geneticists.</font><BR><BR>- CentCom medical inspector"
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/*
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* Crematorium
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*/
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GLOBAL_LIST_EMPTY(crematoriums)
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/obj/structure/bodycontainer/crematorium
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name = "crematorium"
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desc = "A human incinerator. Works well on barbecue nights."
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icon_state = "crema1"
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base_icon_state = "crema"
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dir = SOUTH
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var/id = 1
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/obj/structure/bodycontainer/crematorium/Initialize(mapload)
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. = ..()
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GLOB.crematoriums += src
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connected = new /obj/structure/tray/c_tray(src)
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connected.connected = src
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/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
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to_chat(user, span_warning("[src] is locked against you."))
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return
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/obj/structure/bodycontainer/crematorium/Destroy()
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GLOB.crematoriums -= src
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return ..()
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/obj/structure/bodycontainer/crematorium/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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id = "[port.id]_[id]"
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/obj/structure/bodycontainer/crematorium/update_icon_state()
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if(!connected || connected.loc != src)
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icon_state = "[base_icon_state]0"
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return ..()
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if(locked)
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icon_state = "[base_icon_state]_active"
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return ..()
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icon_state = "[base_icon_state][(contents.len > 1) ? 2 : 1]"
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return ..()
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/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
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if(locked)
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return //don't let you cremate something twice or w/e
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// Make sure we don't delete the actual morgue and its tray
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var/list/conts = get_all_contents() - src - connected
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if(!conts.len)
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audible_message(span_hear("You hear a hollow crackle."))
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return
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else
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audible_message(span_hear("You hear a roar as the crematorium activates."))
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locked = TRUE
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update_appearance()
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for(var/mob/living/M in conts)
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if (M.stat != DEAD)
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M.emote("scream")
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if(user)
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log_combat(user, M, "cremated")
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else
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M.log_message("was cremated", LOG_ATTACK)
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M.death(1)
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if(M) //some animals get automatically deleted on death.
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M.ghostize()
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qdel(M)
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for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
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qdel(O)
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if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
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new/obj/effect/decal/cleanable/ash/crematorium(src)
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sleep(30)
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if(!QDELETED(src))
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locked = FALSE
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update_appearance()
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playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
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/obj/structure/bodycontainer/crematorium/creamatorium
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name = "creamatorium"
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desc = "A human incinerator. Works well during ice cream socials."
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/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
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var/list/icecreams = new()
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for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
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var/obj/item/food/icecream/IC = new(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
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icecreams += IC
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. = ..()
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for(var/obj/IC in icecreams)
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IC.forceMove(src)
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/*
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* Generic Tray
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* Parent class for morguetray and crematoriumtray
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* For overriding only
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*/
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/obj/structure/tray
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icon = 'icons/obj/stationobjs.dmi'
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density = TRUE
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var/obj/structure/bodycontainer/connected = null
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anchored = TRUE
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pass_flags_self = LETPASSTHROW
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max_integrity = 350
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/obj/structure/tray/Destroy()
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if(connected)
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connected.connected = null
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connected.update_appearance()
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connected = null
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return ..()
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/obj/structure/tray/deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron (loc, 2)
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qdel(src)
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/obj/structure/tray/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/tray/attack_robot(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/tray/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if (src.connected)
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connected.close()
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add_fingerprint(user)
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else
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to_chat(user, span_warning("That's not connected to anything!"))
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/obj/structure/tray/attackby(obj/P, mob/user, params)
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if(!istype(P, /obj/item/riding_offhand))
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return ..()
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var/obj/item/riding_offhand/riding_item = P
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var/mob/living/carried_mob = riding_item.rider
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if(carried_mob == user) //Piggyback user.
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return
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user.unbuckle_mob(carried_mob)
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MouseDrop_T(carried_mob, user)
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/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
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if(!ismovable(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
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return
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if(!ismob(O))
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if(!istype(O, /obj/structure/closet/body_bag))
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return
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else
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var/mob/M = O
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if(M.buckled)
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return
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if(!ismob(user) || user.incapacitated())
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return
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if(isliving(user))
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var/mob/living/L = user
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if(L.body_position == LYING_DOWN)
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return
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O.forceMove(src.loc)
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if (user != O)
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visible_message(span_warning("[user] stuffs [O] into [src]."))
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return
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/*
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* Crematorium tray
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*/
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/obj/structure/tray/c_tray
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name = "crematorium tray"
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desc = "Apply body before burning."
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icon_state = "cremat"
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/*
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* Morgue tray
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*/
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/obj/structure/tray/m_tray
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name = "morgue tray"
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desc = "Apply corpse before closing."
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icon_state = "morguet"
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pass_flags_self = PASSTABLE
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/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(.)
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return
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if(locate(/obj/structure/table) in get_turf(mover))
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return TRUE
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