Files
Paradise/code/game/objects/items/bodybag.dm
HMBGERDO fc3dcb1254 Laggy DragNDrop fix (#21052)
* added dragndrop click methods for atoms

* some updating, little changing MouseDrop logic

* added INVOKE_ASYNC to delayed procs

* cleanup

* cleanup

* cleanup

* no cheesing

* more comments, removed  variable from atom

* whoopsie

* added inventory screen objects support, disabling tooltips now disables all tooltips, not only items

* fixing table hitting self issue
2023-06-22 17:19:52 +01:00

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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
/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/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_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
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/attackby(obj/item/I, mob/user, params)
if(is_pen(I))
var/t = rename_interactive(user, I)
if(isnull(t))
return
cut_overlays()
if(t)
add_overlay("bodybag_label")
return
if(istype(I, /obj/item/wirecutters))
to_chat(user, "<span class='notice'>You cut the tag off the bodybag.</span>")
name = initial(name)
cut_overlays()
return
return ..()
/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 class='notice'>[usr] folds up [src].</span>")
new item_path(get_turf(src))
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 class='notice'>It won't budge!</span>")
/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