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## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
453 lines
13 KiB
Plaintext
453 lines
13 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/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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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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toggle_organ_decay(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 (!(flags_1 & NODECONSTRUCT_1))
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new /obj/item/stack/sheet/iron(loc, 5)
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toggle_organ_decay(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(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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toggle_organ_decay(src)
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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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AM.forceMove(src)
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toggle_organ_decay(src)
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update_appearance()
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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 = 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/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/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
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var/obj/structure/closet/body_bag/arrived_bag = arrived
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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/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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name = initial(name)
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update_appearance(UPDATE_ICON)
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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/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 && !(HAS_TRAIT(mob_occupant, TRAIT_SUICIDED))&& !(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/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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/*
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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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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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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/crematorium(src)
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sleep(3 SECONDS)
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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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anchored = TRUE
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pass_flags_self = PASSTABLE | LETPASSTHROW
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max_integrity = 350
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///The bodycontainer we are a tray to.
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var/obj/structure/bodycontainer/connected
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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 (connected)
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connected.close()
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else
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to_chat(user, span_warning("That's not connected to anything!"))
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add_fingerprint(user)
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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
|
|
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_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
|