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Paradise/code/game/objects/items/bodybag.dm
johnsonmt88@gmail.com 28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +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 to contain dead things."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_folded"
attack_self(mob/user)
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
del(src)
/obj/item/weapon/storage/body_bag_box
name = "body bags"
desc = "This box contains body bags."
icon_state = "bodybags"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
New()
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
new /obj/item/bodybag(src)
..()
return
/obj/structure/closet/body_bag
name = "body bag"
desc = "A bag designed to contain dead things."
icon = 'icons/obj/bodybag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
density = 0
attackby(W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/pen))
var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
if (user.get_active_hand() != W)
return
if (!in_range(src, user) && src.loc != user)
return
t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
if (t)
src.name = "body bag - "
src.name += t
src.overlays += image(src.icon, "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(istype(W, /obj/item/weapon/wirecutters))
user << "You cut the tag off the bodybag"
src.name = "body bag"
src.overlays = null
return
close()
if(..())
density = 0
return 1
return 0
MouseDrop(over_object, src_location, over_location)
..()
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
if(opened) return 0
if(contents.len) return 0
visible_message("[usr] folds up the [src.name]")
new/obj/item/bodybag(get_turf(src))
spawn(0)
del(src)
return
/obj/structure/closet/bodybag/update_icon()
if(!opened)
icon_state = icon_closed
else
icon_state = icon_opened