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synced 2026-01-04 22:52:03 +00:00
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
92 lines
2.4 KiB
Plaintext
92 lines
2.4 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 to contain dead things."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_folded"
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attack_self(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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del(src)
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/obj/item/weapon/storage/body_bag_box
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name = "body bags"
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desc = "This box contains body bags."
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icon_state = "bodybags"
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item_state = "syringe_kit"
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foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
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New()
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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..()
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return
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/obj/structure/closet/body_bag
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name = "body bag"
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desc = "A bag designed to contain dead things."
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icon = 'icons/obj/bodybag.dmi'
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icon_state = "bodybag_closed"
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icon_closed = "bodybag_closed"
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icon_opened = "bodybag_open"
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density = 0
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attackby(W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != W)
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return
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if (!in_range(src, user) && src.loc != user)
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return
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t = copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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if (t)
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src.name = "body bag - "
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src.name += t
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src.overlays += image(src.icon, "bodybag_label")
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else
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src.name = "body bag"
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//..() //Doesn't need to run the parent. Since when can fucking bodybags be welded shut? -Agouri
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return
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else if(istype(W, /obj/item/weapon/wirecutters))
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user << "You cut the tag off the bodybag"
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src.name = "body bag"
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src.overlays = null
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return
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close()
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if(..())
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density = 0
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return 1
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return 0
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MouseDrop(over_object, src_location, over_location)
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..()
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if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
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if(!ishuman(usr)) return
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if(opened) return 0
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if(contents.len) return 0
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visible_message("[usr] folds up the [src.name]")
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new/obj/item/bodybag(get_turf(src))
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spawn(0)
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del(src)
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return
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/obj/structure/closet/bodybag/update_icon()
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if(!opened)
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icon_state = icon_closed
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else
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icon_state = icon_opened
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