Files
Paradise/code/game/objects/items/bodybag.dm
Alan 7285576335 Migrate body bags to the new attack chain. (#32231)
* Migrate body bags to the new attack chain.

* Skip wirecutter message if there's no tag to cut off.

* Tweak label cut message.

* Add and transfer fingerprints.
2026-07-17 06:29:32 +00:00

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// 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/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = WEIGHT_CLASS_SMALL
new_attack_chain = TRUE
/obj/item/bodybag/activate_self(mob/user)
if(..())
return ITEM_INTERACT_COMPLETE
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
return ITEM_INTERACT_COMPLETE
/obj/structure/closet/body_bag
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag"
enable_door_overlay = FALSE
door_anim_time = 0
density = FALSE
integrity_failure = 0
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
open_sound_volume = 15
close_sound_volume = 15
var/item_path = /obj/item/bodybag
/obj/structure/closet/body_bag/item_interaction(mob/living/user, obj/item/used, list/modifiers)
if(!is_pen(used))
return ..()
var/new_name = rename_interactive(user, used)
if(isnull(new_name))
return ITEM_INTERACT_COMPLETE
cut_overlays()
if(new_name)
add_overlay("bodybag_label")
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
/obj/structure/closet/body_bag/wirecutter_act(mob/user, obj/item/used)
if(!istype(used, /obj/item/wirecutters))
return
if(name == initial(name))
return
user.visible_message(
SPAN_NOTICE("[user] cuts the tag off the body bag."),
SPAN_NOTICE("You cut the tag off the body bag."),
SPAN_HEAR("You hear a little snip.")
)
name = initial(name)
cut_overlays()
add_fingerprint(user)
return ITEM_INTERACT_COMPLETE
/obj/structure/closet/body_bag/welder_act(mob/user, obj/item/I)
return // Can't weld a body bag shut.
/obj/structure/closet/body_bag/close()
if(..())
density = FALSE
return TRUE
return FALSE
/obj/structure/closet/body_bag/update_overlays()
. = ..()
if(name != initial(name))
. += "bodybag_label"
/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) || opened || length(contents))
return FALSE
visible_message(SPAN_NOTICE("[usr] folds up [src]."))
var/obj/item/bodybag/new_bag = new item_path(get_turf(src))
transfer_fingerprints_to(new_bag)
new_bag.add_fingerprint(usr)
qdel(src)
return
. = ..()
/obj/structure/closet/body_bag/relaymove(mob/user)
if(user.stat)
return
// Make it possible to escape from bodybags in morgues and crematoriums.
if(loc && (isturf(loc) || istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
if(!open())
to_chat(user, SPAN_NOTICE("It won't budge!"))
/obj/structure/closet/body_bag/shove_impact(mob/living/target, mob/living/attacker)
// No, you can't shove people into a body bag.
return FALSE