mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 20:47:29 +00:00
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)
Into this
```
if(!iscarbon(target))
return
```
I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it
## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
607 lines
18 KiB
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607 lines
18 KiB
Plaintext
///The cooldown between messages when attempting to break out of a morgue tray.
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#define BREAKOUT_COOLDOWN (5 SECONDS)
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///The amount of time it takes to break out of a morgue tray.
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#define BREAKDOWN_TIME (60 SECONDS)
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/obj/item/paper/guides/jobs/medical/morgue
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name = "morgue memo"
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default_raw_text = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys \
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meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure \
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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>\
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<font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a \
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corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue \
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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, \
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but keep it away from the kitchen and go yell at the coroner.</font><BR><BR>- CentCom medical inspector"
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/* 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/structures.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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pass_flags_self = LETPASSTHROW | PASSSTRUCTURE
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dir = SOUTH
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///The morgue tray this container will open/close to put/take things in/out.
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var/obj/structure/tray/connected
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///Boolean on whether we're locked and will not allow the tray to be opened.
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var/locked = FALSE
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///Cooldown between breakout msesages.
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COOLDOWN_DECLARE(breakout_message_cooldown)
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/// Cooldown between being able to slide the tray in or out.
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COOLDOWN_DECLARE(open_close_cd)
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/obj/structure/bodycontainer/Initialize(mapload)
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. = ..()
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if(connected)
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connected = new connected(src)
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connected.connected = src
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GLOB.bodycontainers += src
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register_context()
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/obj/structure/bodycontainer/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(!locked)
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context[SCREENTIP_CONTEXT_LMB] = "Open/Close"
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return CONTEXTUAL_SCREENTIP_SET
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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(UPDATE_ICON)
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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(COOLDOWN_FINISHED(src, breakout_message_cooldown))
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COOLDOWN_START(src, breakout_message_cooldown, BREAKOUT_COOLDOWN)
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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_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_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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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/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 5)
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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(BREAKDOWN_TIME)].)"), \
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span_hear("You hear a metallic creaking from [src]."))
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if(!do_after(user, BREAKDOWN_TIME, target = src))
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return
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if(!user || user.stat != CONSCIOUS || user.loc != src)
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return
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user.visible_message(
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span_warning("[user] successfully broke out of [src]!"),
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span_notice("You successfully break out of [src]!"),
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)
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open()
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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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/obj/structure/bodycontainer/proc/open()
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if(!COOLDOWN_FINISHED(src, open_close_cd))
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return FALSE
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COOLDOWN_START(src, open_close_cd, 0.25 SECONDS)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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var/turf/dump_turf = get_step(src, dir)
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connected?.setDir(dir)
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for(var/atom/movable/moving in src)
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moving.forceMove(dump_turf)
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animate_slide_out(moving)
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update_appearance()
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return TRUE
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/obj/structure/bodycontainer/proc/close()
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if(!COOLDOWN_FINISHED(src, open_close_cd))
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return FALSE
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COOLDOWN_START(src, open_close_cd, 0.5 SECONDS)
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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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var/turf/close_loc = connected.loc
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for(var/atom/movable/entering in close_loc)
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if(entering.anchored && entering != connected)
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continue
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if(isliving(entering))
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var/mob/living/living_mob = entering
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if(living_mob.incorporeal_move)
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continue
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else if(istype(entering, /obj/effect/dummy/phased_mob) || isdead(entering))
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continue
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animate_slide_in(entering, close_loc)
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entering.forceMove(src)
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update_appearance()
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return TRUE
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#define SLIDE_LENGTH (0.3 SECONDS)
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/// Slides the passed object out of the morgue tray.
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/obj/structure/bodycontainer/proc/animate_slide_out(atom/movable/animated)
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var/old_layer = animated.layer
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animated.layer = layer - (animated == connected ? 0.03 : 0.01)
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animated.pixel_x = animated.base_pixel_x + (x * 32) - (animated.x * 32)
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animated.pixel_y = animated.base_pixel_y + (y * 32) - (animated.y * 32)
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animate(
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animated,
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pixel_x = animated.base_pixel_x,
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pixel_y = animated.base_pixel_y,
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time = SLIDE_LENGTH,
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easing = CUBIC_EASING|EASE_OUT,
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flags = ANIMATION_PARALLEL,
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)
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addtimer(VARSET_CALLBACK(animated, layer, old_layer), SLIDE_LENGTH)
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/// Slides the passed object into the morgue tray from the passed turf.
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/obj/structure/bodycontainer/proc/animate_slide_in(atom/movable/animated, turf/from_loc)
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// It's easier to just make a visual for entering than to animate the object itself
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var/obj/effect/temp_visual/morgue_content/visual = new(from_loc, animated)
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visual.layer = layer - (animated == connected ? 0.03 : 0.01)
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animate(
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visual,
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pixel_x = visual.base_pixel_x + (x * 32) - (visual.x * 32),
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pixel_y = visual.base_pixel_y + (y * 32) - (visual.y * 32),
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time = SLIDE_LENGTH,
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easing = CUBIC_EASING|EASE_IN,
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flags = ANIMATION_PARALLEL,
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)
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/// Used to mimic the appearance of an object sliding into a morgue tray.
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/obj/effect/temp_visual/morgue_content
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duration = SLIDE_LENGTH
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/obj/effect/temp_visual/morgue_content/Initialize(mapload, atom/movable/sliding_in)
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. = ..()
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if(isnull(sliding_in))
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return
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appearance = sliding_in.appearance
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dir = sliding_in.dir
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alpha = sliding_in.alpha
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base_pixel_x = sliding_in.base_pixel_x
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base_pixel_y = sliding_in.base_pixel_y
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#undef SLIDE_LENGTH
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#define MORGUE_EMPTY 1
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#define MORGUE_NO_MOBS 2
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#define MORGUE_ONLY_BRAINDEAD 3
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#define MORGUE_HAS_REVIVABLE 4
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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. Includes a high-tech alert system."
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icon_state = "morgue1"
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base_icon_state = "morgue"
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dir = EAST
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interaction_flags_click = ALLOW_SILICON_REACH|ALLOW_RESTING
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connected = /obj/structure/tray/m_tray
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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 = 1 MINUTES
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/// Whether this morgue tray has revivables or not
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var/morgue_state = MORGUE_EMPTY
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/// The cooldown to prevent this from spamming beeps.
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COOLDOWN_DECLARE(next_beep)
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/// Internal air of this morgue, for cooling purposes.
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var/datum/gas_mixture/internal_air
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/// The rate at which the internal air mixture cools
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var/cooling_rate_per_second = 4
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/// Minimum temperature of the internal air mixture
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var/minimum_temperature = T0C - 60
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/obj/structure/bodycontainer/morgue/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/bodycontainer/morgue/LateInitialize()
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var/datum/gas_mixture/external_air = loc.return_air()
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if(external_air)
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internal_air = external_air.copy()
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else
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internal_air = new()
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START_PROCESSING(SSobj, src)
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/obj/structure/bodycontainer/morgue/return_air()
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return internal_air
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/obj/structure/bodycontainer/morgue/process(seconds_per_tick)
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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if(morgue_state == MORGUE_HAS_REVIVABLE && 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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if(!connected || connected.loc != src)
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var/datum/gas_mixture/current_exposed_air = loc.return_air()
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if(!current_exposed_air)
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return
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// The internal air won't cool down the external air when the freezer is opened.
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internal_air.temperature = max(current_exposed_air.temperature, internal_air.temperature)
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if(current_exposed_air.equalize(internal_air))
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var/turf/location = get_turf(src)
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location.air_update_turf()
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else
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if(internal_air.temperature <= minimum_temperature)
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return
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var/temperature_decrease_this_tick = min(cooling_rate_per_second * seconds_per_tick, internal_air.temperature - minimum_temperature)
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internal_air.temperature -= temperature_decrease_this_tick
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/obj/structure/bodycontainer/morgue/beeper_off
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name = "secure morgue"
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desc = "Used to keep bodies in until someone fetches them. Starts with their beeper off."
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beeper = FALSE
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/obj/structure/bodycontainer/morgue/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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context[SCREENTIP_CONTEXT_ALT_LMB] = "[beeper ? "disable beeper" : "enable beeper"]"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bodycontainer/morgue/proc/update_morgue_status()
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if(length(contents) <= 1)
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morgue_state = MORGUE_EMPTY
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return
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var/list/stored_living = get_all_contents_type(/mob/living) // Search for mobs in all contents.
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if(!length(stored_living))
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morgue_state = MORGUE_NO_MOBS
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return
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if(obj_flags & EMAGGED)
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morgue_state = MORGUE_ONLY_BRAINDEAD
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return
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for(var/mob/living/occupant as anything in stored_living)
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if(occupant.stat == DEAD)
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if(iscarbon(occupant))
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var/mob/living/carbon/carbon_occupant = occupant
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if(!carbon_occupant.can_defib_client())
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continue
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else
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if(HAS_TRAIT(occupant, TRAIT_SUICIDED) || HAS_TRAIT(occupant, TRAIT_BADDNA) || (!occupant.key && !occupant.get_ghost(FALSE, TRUE)))
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continue
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morgue_state = MORGUE_HAS_REVIVABLE
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return
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morgue_state = MORGUE_ONLY_BRAINDEAD
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/obj/structure/bodycontainer/morgue/proc/handle_bodybag_enter(obj/structure/closet/body_bag/arrived_bag)
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if(!arrived_bag.tag_name)
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return
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name = "[initial(name)] - ([arrived_bag.tag_name])"
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update_appearance(UPDATE_ICON)
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/obj/structure/bodycontainer/morgue/proc/handle_bodybag_exit(obj/structure/closet/body_bag/exited_bag)
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name = initial(name)
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update_appearance(UPDATE_ICON)
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/obj/structure/bodycontainer/morgue/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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. = ..()
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if(istype(arrived, /obj/structure/closet/body_bag))
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return handle_bodybag_enter(arrived)
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/obj/structure/bodycontainer/morgue/close()
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. = ..()
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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/obj/structure/bodycontainer/morgue/Exited(atom/movable/gone, direction)
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. = ..()
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if(istype(gone, /obj/structure/closet/body_bag))
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return handle_bodybag_exit(gone)
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/obj/structure/bodycontainer/morgue/open()
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. = ..()
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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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/click_alt(mob/user)
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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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return CLICK_ACTION_SUCCESS
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/obj/structure/bodycontainer/morgue/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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balloon_alert(user, "alert system overloaded")
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obj_flags |= EMAGGED
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update_appearance(UPDATE_ICON)
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return TRUE
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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(morgue_state == MORGUE_EMPTY) // Empty
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icon_state = "morgue1"
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return ..()
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if(morgue_state == MORGUE_NO_MOBS) // No mobs?
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icon_state = "morgue3"
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return ..()
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if(morgue_state == MORGUE_HAS_REVIVABLE)
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icon_state = "morgue4" // Revivable
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return ..()
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if(morgue_state == MORGUE_ONLY_BRAINDEAD)
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icon_state = "morgue2" // Dead, brainded mob.
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return ..()
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/obj/structure/bodycontainer/morgue/update_overlays()
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. = ..()
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underlays.Cut()
|
|
|
|
if(name != initial(name))
|
|
. += "[base_icon_state]_label"
|
|
|
|
#undef MORGUE_EMPTY
|
|
#undef MORGUE_NO_MOBS
|
|
#undef MORGUE_ONLY_BRAINDEAD
|
|
#undef MORGUE_HAS_REVIVABLE
|
|
|
|
/*
|
|
* Crematorium
|
|
*/
|
|
GLOBAL_LIST_EMPTY(crematoriums)
|
|
/obj/structure/bodycontainer/crematorium
|
|
name = "crematorium"
|
|
desc = "A human incinerator. Works well on barbecue nights."
|
|
icon = 'icons/obj/machines/crematorium.dmi'
|
|
icon_state = "crema1"
|
|
base_icon_state = "crema"
|
|
dir = SOUTH
|
|
|
|
connected = /obj/structure/tray/c_tray
|
|
|
|
var/id = 1
|
|
|
|
/obj/structure/bodycontainer/crematorium/Initialize(mapload)
|
|
. = ..()
|
|
GLOB.crematoriums += src
|
|
|
|
/obj/structure/bodycontainer/crematorium/Destroy()
|
|
GLOB.crematoriums -= src
|
|
return ..()
|
|
|
|
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
|
|
to_chat(user, span_warning("[src] is locked against you."))
|
|
return
|
|
|
|
/obj/structure/bodycontainer/crematorium/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
|
|
id = "[port.shuttle_id]_[id]"
|
|
|
|
/obj/structure/bodycontainer/crematorium/update_icon_state()
|
|
if(!connected || connected.loc != src)
|
|
icon_state = "[base_icon_state]0"
|
|
return ..()
|
|
if(locked)
|
|
icon_state = "[base_icon_state]_active"
|
|
return ..()
|
|
icon_state = "[base_icon_state][(contents.len > 1) ? 2 : 1]"
|
|
return ..()
|
|
|
|
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
|
|
if(locked)
|
|
return //don't let you cremate something twice or w/e
|
|
// Make sure we don't delete the actual morgue and its tray
|
|
var/list/conts = get_all_contents() - src - connected
|
|
|
|
if(!conts.len)
|
|
audible_message(span_hear("You hear a hollow crackle."))
|
|
return
|
|
|
|
else
|
|
audible_message(span_hear("You hear a roar as the crematorium activates."))
|
|
|
|
locked = TRUE
|
|
update_appearance()
|
|
|
|
for(var/mob/living/M in conts)
|
|
if(M.incorporeal_move) //can't cook revenants!
|
|
continue
|
|
if (M.stat != DEAD)
|
|
M.emote("scream")
|
|
if(user)
|
|
log_combat(user, M, "cremated")
|
|
else
|
|
M.log_message("was cremated", LOG_ATTACK)
|
|
|
|
if(user.stat != DEAD)
|
|
user.investigate_log("has died from being cremated.", INVESTIGATE_DEATHS)
|
|
M.death(TRUE)
|
|
if(M) //some animals get automatically deleted on death.
|
|
M.ghostize()
|
|
qdel(M)
|
|
|
|
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
|
|
if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
|
|
continue
|
|
qdel(O)
|
|
|
|
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
|
|
new/obj/effect/decal/cleanable/ash(src)
|
|
|
|
sleep(3 SECONDS)
|
|
|
|
if(!QDELETED(src))
|
|
locked = FALSE
|
|
update_appearance()
|
|
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
|
|
|
|
/obj/structure/bodycontainer/crematorium/creamatorium
|
|
name = "creamatorium"
|
|
desc = "A human incinerator. Works well during ice cream socials."
|
|
|
|
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
|
|
var/list/icecreams = list()
|
|
for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
|
|
icecreams += new /obj/item/food/icecream(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
|
|
. = ..()
|
|
for(var/obj/ice_cream as anything in icecreams)
|
|
ice_cream.forceMove(src)
|
|
|
|
/*
|
|
* Generic Tray
|
|
* Parent class for morguetray and crematoriumtray
|
|
* For overriding only
|
|
*/
|
|
/obj/structure/tray
|
|
icon = 'icons/obj/machines/crematorium.dmi'
|
|
density = TRUE
|
|
anchored = TRUE
|
|
pass_flags_self = PASSTABLE | LETPASSTHROW
|
|
|
|
max_integrity = 350
|
|
|
|
///The bodycontainer we are a tray to.
|
|
var/obj/structure/bodycontainer/connected
|
|
|
|
/obj/structure/tray/Destroy()
|
|
if(connected)
|
|
connected.connected = null
|
|
connected.update_appearance()
|
|
connected = null
|
|
return ..()
|
|
|
|
/obj/structure/tray/atom_deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/iron (loc, 2)
|
|
|
|
/obj/structure/tray/attack_paw(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/tray/attack_robot(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/tray/attack_hand(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if (connected)
|
|
connected.close()
|
|
else
|
|
to_chat(user, span_warning("That's not connected to anything!"))
|
|
add_fingerprint(user)
|
|
|
|
/obj/structure/tray/attackby(obj/P, mob/user, params)
|
|
if(!istype(P, /obj/item/riding_offhand))
|
|
return ..()
|
|
|
|
var/obj/item/riding_offhand/riding_item = P
|
|
var/mob/living/carried_mob = riding_item.rider
|
|
if(carried_mob == user) //Piggyback user.
|
|
return
|
|
user.unbuckle_mob(carried_mob)
|
|
mouse_drop_receive(carried_mob, user)
|
|
|
|
/obj/structure/tray/mouse_drop_receive(atom/movable/O as mob|obj, mob/user, params)
|
|
if(!ismovable(O) || O.anchored || 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
|
|
O.forceMove(src.loc)
|
|
if (user != O)
|
|
visible_message(span_warning("[user] stuffs [O] into [src]."))
|
|
|
|
/*
|
|
* Crematorium tray
|
|
*/
|
|
/obj/structure/tray/c_tray
|
|
name = "crematorium tray"
|
|
desc = "Apply body before burning."
|
|
icon_state = "cremat"
|
|
layer = /obj/structure/bodycontainer/crematorium::layer - 0.03
|
|
|
|
/*
|
|
* Morgue tray
|
|
*/
|
|
/obj/structure/tray/m_tray
|
|
name = "morgue tray"
|
|
desc = "Apply corpse before closing."
|
|
icon = 'icons/obj/structures.dmi'
|
|
icon_state = "morguet"
|
|
pass_flags_self = PASSTABLE | LETPASSTHROW
|
|
layer = /obj/structure/bodycontainer/morgue::layer - 0.03
|
|
|
|
/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(locate(/obj/structure/table) in get_turf(mover))
|
|
return TRUE
|
|
|
|
#undef BREAKOUT_COOLDOWN
|
|
#undef BREAKDOWN_TIME
|