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* refactor: Attack chain, initial setup. * migrate curtain to make dreamchecker happy * update thurible * don't call attacked_by separately for legacy attack chain * remove duplicate proc * condense similar code, put allowances for legacy code in new procs * update docs, include diagram source * add comment on how to update diagram * fix admonition * mindflayer updates * remove commented out code * clarify all steps * after_attack should be overridable * whoops * retrofit recent changes * duh, can't restrict this yet because of tool_acts * i hate ore bags with the fire of a thousand suns * return correct value for object attack logic * Various cleanups. We don't want to attempt to pull stuff out of `/obj/item/attackby`, because those pieces are part of the related objects' migrations, not `/obj/item` itself. Attempting to do this causes knockon effects where things expected to call e.g. `/obj/item/storage/attackby` in the call chain were not ferried over to the new item interaction code, because the related objects hadn't actually been migrated over yet. I've used refactoring /obj/vehicle as the example for migrating `attackby` methods instead. * simplify some argument names * fuck it * make it do the thing * Rename CI module call * Prove that CI works * improve test output * aaand fix it again * fix curtain tool interactions * fix compile error * fix compile error * Better docs, introduce migration plan tool.
82 lines
2.5 KiB
Plaintext
82 lines
2.5 KiB
Plaintext
//Also contains /obj/structure/closet/body_bag because I doubt anyone would think to look for bodybags in /object/structures
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/obj/item/bodybag
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name = "body bag"
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desc = "A folded bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_folded"
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/bodybag/attack_self__legacy__attackchain(mob/user)
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var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
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R.add_fingerprint(user)
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qdel(src)
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/obj/structure/closet/body_bag
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name = "body bag"
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desc = "A plastic bag designed for the storage and transportation of cadavers."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag"
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enable_door_overlay = FALSE
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door_anim_time = 0
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density = FALSE
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integrity_failure = 0
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open_sound = 'sound/items/zip.ogg'
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close_sound = 'sound/items/zip.ogg'
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open_sound_volume = 15
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close_sound_volume = 15
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var/item_path = /obj/item/bodybag
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/obj/structure/closet/body_bag/attackby__legacy__attackchain(obj/item/I, mob/user, params)
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if(is_pen(I))
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var/t = rename_interactive(user, I)
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if(isnull(t))
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return
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cut_overlays()
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if(t)
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add_overlay("bodybag_label")
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return
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if(istype(I, /obj/item/wirecutters))
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to_chat(user, "<span class='notice'>You cut the tag off the bodybag.</span>")
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name = initial(name)
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cut_overlays()
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return
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return ..()
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/obj/structure/closet/body_bag/welder_act(mob/user, obj/item/I)
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return // Can't weld a body bag shut
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/obj/structure/closet/body_bag/close()
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if(..())
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density = FALSE
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return TRUE
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return FALSE
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/obj/structure/closet/body_bag/update_overlays()
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. = ..()
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if(name != initial(name))
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. += "bodybag_label"
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/obj/structure/closet/body_bag/MouseDrop(over_object, src_location, over_location)
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if(over_object == usr && (in_range(src, usr) || usr.contents.Find(src)))
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if(!ishuman(usr) || opened || length(contents))
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return FALSE
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visible_message("<span class='notice'>[usr] folds up [src].</span>")
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new item_path(get_turf(src))
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qdel(src)
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return
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. = ..()
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/obj/structure/closet/body_bag/relaymove(mob/user)
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if(user.stat)
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return
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// Make it possible to escape from bodybags in morgues and crematoriums
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if(loc && (isturf(loc) || istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
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if(!open())
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to_chat(user, "<span class='notice'>It won't budge!</span>")
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/obj/structure/closet/body_bag/shove_impact(mob/living/target, mob/living/attacker)
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// no, you can't shove people into a body bag
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return FALSE
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