//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures /obj/item/bodybag name = "body bag" desc = "A folded bag designed for the storage and transportation of cadavers." icon = 'icons/obj/closets/bodybag.dmi' icon_state = "bodybag_folded" w_class = ITEMSIZE_SMALL /obj/item/bodybag/attack_self(mob/user) var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc) R.add_fingerprint(user) qdel(src) /obj/item/storage/box/bodybags name = "body bags" desc = "This box contains body bags." icon_state = "bodybags" starts_with = list(/obj/item/bodybag = 7) /obj/structure/closet/body_bag name = "body bag" desc = "A plastic bag designed for the storage and transportation of cadavers." icon = 'icons/obj/closets/bodybag.dmi' closet_appearance = null open_sound = 'sound/items/zip.ogg' close_sound = 'sound/items/zip.ogg' var/item_path = /obj/item/bodybag density = FALSE storage_capacity = (MOB_MEDIUM * 2) - 1 var/contains_body = 0 //Yawn add /obj/item/bodybag/large name = "mass grave body bag" desc = "A large folded bag designed for the storage and transportation of cadavers." icon = 'icons/obj/closets/bodybag_large.dmi' w_class = ITEMSIZE_LARGE /obj/item/bodybag/large/attack_self(mob/user) var/obj/structure/closet/body_bag/large/R = new /obj/structure/closet/body_bag/large(user.loc) R.add_fingerprint(user) qdel(src) /obj/structure/closet/body_bag/large name = "mass grave body bag" desc = "A massive body bag that holds as much as it does due to bluespace lining on its zipper. Shockingly compact for its storage." icon = 'icons/obj/closets/bodybag_large.dmi' storage_capacity = (MOB_MEDIUM * 12) - 1 //Holds 12 bodys item_path = /obj/item/bodybag/large //End of Yawn add /obj/structure/closet/body_bag/attackby(var/obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/pen)) var/t = tgui_input_text(user, "What would you like the label to be?", text("[]", src.name), null, MAX_NAME_LEN ) if (user.get_active_hand() != W) return if (!in_range(src, user) && src.loc != user) return t = sanitizeSafe(t, MAX_NAME_LEN) if (t) src.name = "body bag - " src.name += t add_overlay("bodybag_label") else src.name = "body bag" //..() //Doesn't need to run the parent. Since when can fucking bodybags be welded shut? -Agouri return else if(W.has_tool_quality(TOOL_WIRECUTTER)) to_chat(user, "You cut the tag off the bodybag") src.name = "body bag" cut_overlays() return /obj/structure/closet/body_bag/store_mobs(var/stored_units) contains_body = ..() return contains_body /obj/structure/closet/body_bag/close() if(..()) density = FALSE return 1 return 0 /obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location) ..() if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src)))) if(!ishuman(usr)) return 0 if(opened) return 0 if(contents.len) return 0 visible_message("[usr] folds up the [src.name]") var/folded = new item_path(get_turf(src)) spawn(0) qdel(src) return folded /obj/structure/closet/body_bag/relaymove(mob/user,direction) if(src.loc != get_turf(src)) src.loc.relaymove(user,direction) else ..() /obj/structure/closet/body_bag/proc/get_occupants() var/list/occupants = list() for(var/mob/living/carbon/human/H in contents) occupants += H return occupants /obj/structure/closet/body_bag/proc/update(var/broadcast=0) if(istype(loc, /obj/structure/morgue)) var/obj/structure/morgue/M = loc M.update(broadcast) /obj/structure/closet/body_bag/update_icon() if(opened) icon_state = "open" else icon_state = "closed_unlocked" cut_overlays() /* Ours don't have toetags if(has_label) add_overlay("bodybag_label") */ /obj/item/bodybag/cryobag name = "stasis bag" desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \ especially useful if short on time or in a hostile environment." // CHOMPEDIT : purdev (spelling fix) icon = 'icons/obj/closets/cryobag.dmi' icon_state = "bodybag_folded" item_state = "bodybag_cryo_folded" origin_tech = list(TECH_BIO = 4) var/obj/item/reagent_containers/syringe/syringe /obj/item/bodybag/cryobag/attack_self(mob/user) var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc) R.add_fingerprint(user) if(syringe) R.syringe = syringe syringe = null qdel(src) /obj/structure/closet/body_bag/cryobag name = "stasis bag" desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \ especially useful if short on time or in a hostile enviroment." icon = 'icons/obj/closets/cryobag.dmi' item_path = /obj/item/bodybag/cryobag store_misc = 0 store_items = 0 var/used = 0 var/obj/item/tank/tank = null var/tank_type = /obj/item/tank/stasis/oxygen var/stasis_level = 3 //Every 'this' life ticks are applied to the mob (when life_ticks%stasis_level == 1) var/obj/item/reagent_containers/syringe/syringe /obj/structure/closet/body_bag/cryobag/Initialize() tank = new tank_type(null) //It's in nullspace to prevent ejection when the bag is opened. ..() /obj/structure/closet/body_bag/cryobag/Destroy() QDEL_NULL(syringe) QDEL_NULL(tank) return ..() /obj/structure/closet/body_bag/cryobag/attack_hand(mob/living/user) if(used) var/confirm = tgui_alert(user, "Are you sure you want to open \the [src]? \The [src] will expire upon opening it.", "Confirm Opening", list("No", "Yes")) if(confirm == "Yes") ..() // Will call `toggle()` and open the bag. else ..() /obj/structure/closet/body_bag/cryobag/open() . = ..() if(used) new /obj/item/usedcryobag(loc) qdel(src) /obj/structure/closet/body_bag/cryobag/update_icon() ..() cut_overlays() var/image/I = image(icon, "indicator[opened]") I.appearance_flags = RESET_COLOR I.color = COLOR_LIME add_overlay(I) /obj/structure/closet/body_bag/cryobag/MouseDrop(over_object, src_location, over_location) . = ..() if(. && syringe) var/obj/item/bodybag/cryobag/folded = . folded.syringe = syringe syringe = null /obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM) if(ishuman(AM)) var/mob/living/carbon/human/H = AM H.Stasis(stasis_level) src.used = 1 inject_occupant(H) if(istype(AM, /obj/item/organ)) var/obj/item/organ/O = AM O.preserved = 1 for(var/obj/item/organ/organ in O) organ.preserved = 1 ..() /obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM) if(ishuman(AM)) var/mob/living/carbon/human/H = AM H.Stasis(0) if(istype(AM, /obj/item/organ)) var/obj/item/organ/O = AM O.preserved = 0 for(var/obj/item/organ/organ in O) organ.preserved = 0 ..() /obj/structure/closet/body_bag/cryobag/return_air() //Used to make stasis bags protect from vacuum. if(tank) return tank.air_contents ..() /obj/structure/closet/body_bag/cryobag/proc/inject_occupant(var/mob/living/carbon/human/H) if(!syringe) return if(H.reagents) syringe.reagents.trans_to_mob(H, 30, CHEM_BLOOD) /obj/structure/closet/body_bag/cryobag/examine(mob/user) . = ..() if(Adjacent(user)) //The bag's rather thick and opaque from a distance. . += span_info("You peer into \the [src].") if(syringe) . += span_info("It has a syringe added to it.") for(var/mob/living/L in contents) . += L.examine(user) /obj/structure/closet/body_bag/cryobag/attackby(obj/item/W, mob/user) if(opened) ..() else //Allows the bag to respond to a health analyzer by analyzing the mob inside without needing to open it. if(istype(W,/obj/item/healthanalyzer)) var/obj/item/healthanalyzer/analyzer = W for(var/mob/living/L in contents) analyzer.attack(L,user) else if(istype(W,/obj/item/reagent_containers/syringe)) if(syringe) to_chat(user,span_warning("\The [src] already has an injector! Remove it first.")) else var/obj/item/reagent_containers/syringe/syringe = W to_chat(user,span_info("You insert \the [syringe] into \the [src], and it locks into place.")) user.unEquip(syringe) src.syringe = syringe syringe.loc = null for(var/mob/living/carbon/human/H in contents) inject_occupant(H) break else if(W.has_tool_quality(TOOL_SCREWDRIVER)) if(syringe) if(used) to_chat(user,span_warning("The injector cannot be removed now that the stasis bag has been used!")) else syringe.forceMove(src.loc) to_chat(user,span_info("You pry \the [syringe] out of \the [src].")) syringe = null else ..() /obj/item/usedcryobag name = "used stasis bag" desc = "Pretty useless now.." icon_state = "bodybag_used" icon = 'icons/obj/closets/cryobag.dmi'