Files
Paradise/code/game/objects/items/bodybag.dm
T
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* 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
2022-07-21 08:11:59 +02:00

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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(istype(I, /obj/item/pen))
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)
/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>")