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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request https://github.com/tgstation/tgstation/assets/51863163/b0662ee7-8f67-42d3-95ca-31012556f4ee This effect is purely visual, objects are still "instantly" put into or out of the morgue itself. (Meaning you can't grab an object as it is being shifted in or taken out, nor can you move off the tray while it is sliding in or out.) Also applies to crematoriums. ## Why It's Good For The Game Adds a tiny bit of visual flair to help "sell" the effect that the tray belongs to the morgue container, rather than just appearing and disappearing. ## Changelog 🆑 Melbert qol: Morgue trays (and the contents inside) are now animated on open and close /🆑
613 lines
19 KiB
Plaintext
613 lines
19 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()
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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()
|
|
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)
|
|
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"
|
|
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
|