//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 = 2.0 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/item/weapon/storage/box/bodybags name = "body bags" desc = "This box contains body bags." icon_state = "bodybags" 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) /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" open_sound = 'sound/items/zip.ogg' close_sound = 'sound/items/zip.ogg' var/item_path = /obj/item/bodybag density = 0 storage_capacity = (MOB_MEDIUM * 2) - 1 var/contains_body = 0 /obj/structure/closet/body_bag/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 = sanitizeSafe(t, MAX_NAME_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.Cut() return /obj/structure/closet/body_bag/store_mobs(var/stored_units) contains_body = ..() return contains_body /obj/structure/closet/body_bag/close() if(..()) density = 0 return 1 return 0 /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)) return if(opened) return 0 if(contents.len) return 0 visible_message("[usr] folds up the [src.name]") new item_path(get_turf(src)) spawn(0) qdel(src) return /obj/structure/closet/body_bag/update_icon() if(opened) icon_state = icon_opened else if(contains_body > 0) icon_state = "bodybag_closed1" else icon_state = icon_closed /obj/item/bodybag/cryobag name = "stasis bag" desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant at the cost of genetic damage." icon = 'icons/obj/cryobag.dmi' icon_state = "bodybag_folded" attack_self(mob/user) var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc) R.add_fingerprint(user) qdel(src) /obj/structure/closet/body_bag/cryobag name = "stasis bag" desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant at the cost of genetic damage." icon = 'icons/obj/cryobag.dmi' item_path = /obj/item/bodybag/cryobag store_misc = 0 store_items = 0 var/used = 0 /obj/structure/closet/body_bag/cryobag/open() . = ..() if(used) var/obj/item/O = new/obj/item(src.loc) O.name = "used stasis bag" O.icon = src.icon O.icon_state = "bodybag_used" O.desc = "Pretty useless now.." qdel(src) /obj/structure/closet/body_bag/cryobag/MouseDrop(over_object, src_location, over_location) if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src)))) if(!ishuman(usr)) return usr << "You can't fold that up anymore.." ..()