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f4b37b4177
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
78 lines
2.3 KiB
Plaintext
78 lines
2.3 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(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_closed"
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icon_closed = "bodybag_closed"
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icon_opened = "bodybag_open"
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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(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/pen))
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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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. = ..()
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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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/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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