Files
Bubberstation/code/game/objects/structures/morgue.dm
phil235 7171cd252b Fixes no blood dna on Mulebot and its blood tracks.
Fixes putting buckled mobs onto morgue trays.
Fixes mob pixel offset when unbuckled from roller bed.
Fixes blood trail appearing when pulling a patient on a roller bed.
Fixes other minor stuff.
2015-02-26 19:31:55 +01:00

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/* Morgue stuff
* Contains:
* Morgue
* Morgue tray
* Crematorium
* Crematorium tray
* Crematorium button
*/
/*
* Bodycontainer
* Parent class for morgue and crematorium
* For overriding only
*/
/obj/structure/bodycontainer
icon = 'icons/obj/stationobjs.dmi'
icon_state = "morgue1"
density = 1
anchored = 1.0
var/obj/structure/tray/connected = null
var/locked = 0
var/opendir = SOUTH
/obj/structure/bodycontainer/New()
..()
/obj/structure/bodycontainer/Destroy()
open()
if(connected)
qdel(connected)
connected = null
..()
/obj/structure/bodycontainer/on_log()
update_icon()
/obj/structure/bodycontainer/update_icon()
return
/obj/structure/bodycontainer/alter_health()
return src.loc
/obj/structure/bodycontainer/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/bodycontainer/attack_hand(mob/user as mob)
if(locked)
user << "<span class='danger'>It's locked.</span>"
return
if(!connected)
user << "That doesn't appear to have a tray."
return
if(connected.loc == src)
open()
else
close()
add_fingerprint(user)
/obj/structure/bodycontainer/attackby(P as obj, mob/user as mob, params)
if (istype(P, /obj/item/weapon/pen))
var/t = stripped_input(user, "What would you like the label to be?", text("[]", name), null)
if (user.get_active_hand() != P)
return
if ((!in_range(src, usr) && src.loc != user))
return
if (t)
name = text("[]- '[]'", initial(name), t)
else
name = initial(name)
add_fingerprint(user)
/obj/structure/bodycontainer/container_resist()
open()
/obj/structure/bodycontainer/proc/open()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
var/turf/T = get_step(src, opendir)
for(var/atom/movable/A in src)
A.loc = T
update_icon()
/obj/structure/bodycontainer/proc/close()
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
for(var/atom/movable/A in connected.loc)
if(!A.anchored || A == connected)
A.loc = src
update_icon()
/*
* Morgue
*/
/obj/structure/bodycontainer/morgue
name = "morgue"
desc = "Used to keep bodies in until someone fetches them."
icon_state = "morgue1"
opendir = EAST
/obj/structure/bodycontainer/morgue/New()
connected = new/obj/structure/tray/m_tray(src)
connected.connected = src
..()
/obj/structure/bodycontainer/morgue/update_icon()
if (!connected || connected.loc != src) //open or the tray broke off somehow
src.icon_state = "morgue0"
else
if(src.contents.len == 1) //empty except for the tray
src.icon_state = "morgue1"
else
src.icon_state = "morgue2"//default dead no-client mob
var/list/compiled = recursive_mob_check(src,0,0)//run through contents
if(!length(compiled))//no mobs at all, but objects inside
src.icon_state = "morgue3"
return
for(var/mob/living/M in compiled)
if(M.client)
src.icon_state = "morgue4"//clone that mofo
break
/*
* Crematorium
*/
var/global/list/crematoriums = new/list()
/obj/structure/bodycontainer/crematorium
name = "crematorium"
desc = "A human incinerator. Works well on barbeque nights."
icon_state = "crema1"
opendir = SOUTH
var/id = 1
/obj/structure/bodycontainer/crematorium/Destroy()
crematoriums.Remove(src)
..()
/obj/structure/bodycontainer/crematorium/New()
connected = new/obj/structure/tray/c_tray(src)
connected.connected = src
crematoriums.Add(src)
..()
/obj/structure/bodycontainer/crematorium/update_icon()
if(!connected || connected.loc != src)
icon_state = "crema0"
else
if(src.contents.len > 1)
src.icon_state = "crema2"
else
src.icon_state = "crema1"
if(locked)
src.icon_state = "crema_active"
return
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user as mob)
if(locked)
return //don't let you cremate something twice or w/e
if(contents.len <= 1)
audible_message("<span class='danger'>You hear a hollow crackle.</span>")
return
else
audible_message("<span class='danger'>You hear a roar as the crematorium activates.</span>")
locked = 1
update_icon()
for(var/mob/living/M in contents)
if (M.stat!=2)
M.emote("scream")
//Logging for this causes runtimes resulting in the cremator locking up. Commenting it out until that's figured out.
//M.attack_log += "\[[time_stamp()]\] Has been cremated by <b>[user]/[user.ckey]</b>" //No point in this when the mob's about to be deleted
user.attack_log +="\[[time_stamp()]\] Cremated <b>[M]/[M.ckey]</b>"
log_attack("\[[time_stamp()]\] <b>[user]/[user.ckey]</b> cremated <b>[M]/[M.ckey]</b>")
M.death(1)
M.ghostize()
qdel(M)
for(var/obj/O in contents) //obj instead of obj/item so that bodybags and ashes get destroyed. We dont want tons and tons of ash piling up
if(O != connected) //Creamtorium does not burn hot enough to destroy the tray
qdel(O)
new /obj/effect/decal/cleanable/ash(src)
sleep(30)
locked = 0
update_icon()
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1) //you horrible people
/*
Crematorium Switch
*/
/obj/machinery/crema_switch/attack_hand(mob/user as mob)
if(src.allowed(usr))
for (var/obj/structure/bodycontainer/crematorium/C in crematoriums)
if (C.id != id)
continue
C.cremate(user)
else
usr << "<span class='danger'>Access denied.</span>"
return
/obj/machinery/crema_switch/attackby(obj/item/W as obj, mob/user as mob, params)
if(W.GetID())
attack_hand(user)
else
return ..()
/*
* Generic Tray
* Parent class for morguetray and crematoriumtray
* For overriding only
*/
/obj/structure/tray
icon = 'icons/obj/stationobjs.dmi'
density = 1
layer = 2.9
var/obj/structure/bodycontainer/connected = null
anchored = 1.0
throwpass = 1
/obj/structure/tray/Destroy()
if(connected)
connected.connected = null
connected.update_icon()
connected = null
..()
/obj/structure/tray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/structure/tray/attack_hand(mob/user as mob)
if (src.connected)
connected.close()
add_fingerprint(user)
else
user << "That's not connected to anything."
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob)
if(!istype(O, /atom/movable) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
return
if(!ismob(O))
if(!istype(O, /obj/structure/closet/body_bag))
return
else
var/mob/M = O
if(M.buckled)
return
if(!ismob(user) || user.lying || user.incapacitated())
return
O.loc = src.loc
if (user != O)
visible_message("<span class='warning'>[user] stuffs [O] into [src]!</span>")
return
/*
* Crematorium tray
*/
/obj/structure/tray/c_tray
name = "crematorium tray"
desc = "Apply body before burning."
icon_state = "cremat"
/*
* Morgue tray
*/
/obj/structure/tray/m_tray
name = "morgue tray"
desc = "Apply corpse before closing."
icon_state = "morguet"