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Improves support for rags as reagent containers
Rags now hold just under half a glass worth of reagents. Fixes rags wiping down a mob while smothering them. Rags can now be wrung out over a container or the floor, emptying it's contents. When wiping down stuff, a small amount of the rag's contents are splashed onto the atom.
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@@ -14,33 +14,94 @@
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var/track_blood = 0
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/obj/item/weapon/reagent_containers/glass/rag
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name = "damp rag"
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name = "rag"
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desc = "For cleaning up messes, you suppose."
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w_class = 1
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icon = 'icons/obj/toy.dmi'
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icon_state = "rag"
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list(5)
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volume = 5
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volume = 10
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can_be_placed_into = null
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flags = OPENCONTAINER | NOBLUDGEON
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/obj/item/weapon/reagent_containers/glass/rag/New()
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..()
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
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return
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remove_contents(user)
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/obj/item/weapon/reagent_containers/glass/rag/attackby()
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. = ..()
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/proc/update_name()
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if(reagents.total_volume)
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name = "damp [initial(name)]"
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else
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name = "dry [initial(name)]"
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/obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null)
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if(!trans_dest && !user.loc)
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return
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if(reagents.total_volume)
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var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]"
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user.visible_message("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice>You begin to wring out [src] over [target_text].</span>")
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if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag
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if(trans_dest)
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reagents.trans_to(trans_dest, reagents.total_volume)
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else
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reagents.splash(user.loc, reagents.total_volume)
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user.visible_message("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
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update_name()
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/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
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if(!reagents.total_volume)
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user << "<span class='warning'>The [initial(name)] is dry!</span>"
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else
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user.visible_message("\The [user] starts to wipe down [A] with [src]!")
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reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping.
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update_name()
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if(do_after(user,30))
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user.visible_message("\The [user] finishes wiping off the [A]!")
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A.clean_blood()
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/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
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if(ismob(target) && target.reagents && reagents.total_volume)
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user.visible_message("\red \The [target] has been smothered with \the [src] by \the [user]!", "\red You smother \the [target] with \the [src]!", "You hear some struggling and muffled cries of surprise")
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reagents.trans_to_mob(target, reagents.total_volume, CHEM_INGEST)
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if(ismob(target) && reagents.total_volume)
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if(user.zone_sel.selecting == "mouth")
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user.visible_message(
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"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
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"<span class='warning'>You smother [target] with [src]!</span>",
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"You hear some struggling and muffled cries of surprise"
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)
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reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_INGEST) //it's inhaled, really... maybe this should be CHEM_BLOOD?
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update_name()
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else
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wipe_down(target, user)
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return
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else
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..()
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return ..()
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/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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if(istype(A) && src in user)
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user.visible_message("[user] starts to wipe down [A] with [src]!")
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if(do_after(user,30))
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user.visible_message("[user] finishes wiping off the [A]!")
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A.clean_blood()
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return
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if(!proximity)
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return
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if(istype(A, /obj/structure/reagent_dispensers))
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if(!reagents.get_free_space())
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user << "<span class='warning'>\The [src] is already soaked.</span>"
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return
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if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
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user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
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update_name()
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return
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if(istype(A) && (src in user))
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if(A.is_open_container())
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remove_contents(user, A)
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else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them.
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wipe_down(A, user)
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return
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