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* Ice cream now gives a chilling food effect (plus small food haste buff) (#81719) ## About The Pull Request We have a `crafted_food_buff` in the code meant for specific food buffs (and perhaps one day, debuffs) that has gone unused ever since it was created during the 'Foodening' PR. Anyway, yeah, this PR takes the fire step to implement it with ice cream and other frozen treats. Frozen treats (all food found in the `food/frozen.dm` file) have it by default. Other ice cream holders such as waffles cones (and now regular waffles too!) can aquire it when filled with ice cream. Using the ice cream vat also adds the 'Chef Made' trait now, which is required for food effects to happen. Also very slight food effect refactor. There's no need to have five different alert screen objects when only have to switch icon states. This PR also adds an action speed modifier to the generic 'haste' food effect. I'm confident the original creator would have done that too, but action speed modifiers aren't as well-known. ## Why It's Good For The Game People tend to make one feature, call it a day and then move on to the next. Food effects are nice, however they're barely implemented, and I don't like food being all the same-ish in the end. ## Changelog 🆑 add: Ice cream and frozen treats now have a chilling effect. add: You can add a scoop of ice cream on waffles. balance: added an action speed modifier to the generic food haste effect (you do things, and not just run, an itsy bitsy faster) /🆑 * Ice cream now gives a chilling food effect (plus small food haste buff) --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
559 lines
17 KiB
Plaintext
559 lines
17 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'//ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
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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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/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/deconstruct(disassembled = TRUE)
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if (!(obj_flags & NO_DECONSTRUCTION))
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new /obj/item/stack/sheet/iron(loc, 5)
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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(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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playsound(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(isliving(AM))
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var/mob/living/living_mob = AM
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if(living_mob.incorporeal_move)
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continue
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else if(istype(AM, /obj/effect/dummy/phased_mob))
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continue
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else if(isdead(AM))
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continue
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AM.forceMove(src)
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update_appearance()
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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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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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. = ..()
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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/AltClick(mob/user)
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..()
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if(!user.can_perform_action(src, (ALLOW_SILICON_REACH|ALLOW_RESTING)))
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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/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()
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if(name != initial(name))
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. += "[base_icon_state]_label"
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#undef MORGUE_EMPTY
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#undef MORGUE_NO_MOBS
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#undef MORGUE_ONLY_BRAINDEAD
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#undef MORGUE_HAS_REVIVABLE
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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 = 'icons/obj/machines/crematorium.dmi'
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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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connected = /obj/structure/tray/c_tray
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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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/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/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/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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id = "[port.shuttle_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.incorporeal_move) //can't cook revenants!
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continue
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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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if(user.stat != DEAD)
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user.investigate_log("has died from being cremated.", INVESTIGATE_DEATHS)
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M.death(TRUE)
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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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// SKYRAT EDIT ADDITION
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if(istype(O, /obj/item/goldeneye_key))
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continue
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// SKYRAT EDIT END
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if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
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continue
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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(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/deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/iron (loc, 2)
|
|
qdel(src)
|
|
|
|
/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)
|
|
MouseDrop_T(carried_mob, user)
|
|
|
|
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
|
|
if(!ismovable(O) || 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.incapacitated())
|
|
return
|
|
if(isliving(user))
|
|
var/mob/living/L = user
|
|
if(L.body_position == LYING_DOWN)
|
|
return
|
|
O.forceMove(src.loc)
|
|
if (user != O)
|
|
visible_message(span_warning("[user] stuffs [O] into [src]."))
|
|
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 = 'icons/obj/structures.dmi'
|
|
icon_state = "morguet"
|
|
pass_flags_self = PASSTABLE | LETPASSTHROW
|
|
|
|
/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
|