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VOREStation/code/game/objects/items/bodybag.dm
T
Cameron LennoxandGitHub d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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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/closets/bodybag.dmi'
icon_state = "bodybag_folded"
w_class = ITEMSIZE_SMALL
//Used for cryogenic bodybags
var/obj/item/reagent_containers/syringe/syringe
var/cryogenic = FALSE
var/robotic = FALSE
/obj/item/bodybag/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(cryogenic)
var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc)
R.add_fingerprint(user)
if(syringe)
R.syringe = syringe
syringe = null
qdel(src)
return
if(robotic)
var/obj/structure/closet/body_bag/cryobag/robobag/R = new /obj/structure/closet/body_bag/cryobag/robobag(user.loc)
R.add_fingerprint(user)
if(syringe)
R.syringe = syringe
syringe = null
qdel(src)
return
var/obj/structure/closet/body_bag/R = new /obj/structure/closet/body_bag(user.loc)
R.add_fingerprint(user)
qdel(src)
return
/obj/item/storage/box/bodybags
name = "body bags"
desc = "This box contains body bags."
icon_state = "bodybags"
starts_with = list(/obj/item/bodybag = 7)
/obj/structure/closet/body_bag
name = "body bag"
desc = "A plastic bag designed for the storage and transportation of cadavers."
icon = 'icons/obj/closets/bodybag.dmi'
closet_appearance = null
open_sound = 'sound/items/zip.ogg'
close_sound = 'sound/items/zip.ogg'
var/item_path = /obj/item/bodybag
density = FALSE
storage_capacity = (MOB_MEDIUM * 2) - 1
var/contains_body = FALSE
var/has_label = FALSE
/obj/structure/closet/body_bag/attackby(var/obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/pen))
var/t = tgui_input_text(user, "What would you like the label to be?", text("[]", src.name), null, MAX_NAME_LEN )
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
has_label = TRUE
add_overlay("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(W.has_tool_quality(TOOL_WIRECUTTER))
to_chat(user, "You cut the tag off the bodybag")
src.name = "body bag"
has_label = FALSE
cut_overlays()
return
/obj/structure/closet/body_bag/store_mobs(var/stored_units)
contains_body = ..()
return contains_body
/obj/structure/closet/body_bag/close()
if(..())
density = FALSE
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 0
if(opened) return 0
if(contents.len) return 0
visible_message("[usr] folds up the [src.name]")
var/folded = new item_path(get_turf(src))
spawn(0)
qdel(src)
return folded
/obj/structure/closet/body_bag/relaymove(mob/user,direction)
if(src.loc != get_turf(src))
src.loc.relaymove(user,direction)
else
..()
/obj/structure/closet/body_bag/proc/get_occupants()
var/list/occupants = list()
for(var/mob/living/carbon/human/H in contents)
occupants += H
return occupants
/obj/structure/closet/body_bag/proc/update(var/broadcast=0)
if(istype(loc, /obj/structure/morgue))
var/obj/structure/morgue/M = loc
M.update(broadcast)
/obj/structure/closet/body_bag/update_icon()
if(opened)
icon_state = "open"
else
icon_state = "base"
cut_overlays()
if(has_label)
add_overlay("bodybag_label")
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \
especially useful if short on time or in a hostile enviroment."
icon = 'icons/obj/closets/cryobag.dmi'
icon_state = "bodybag_folded"
item_state = "bodybag_cryo_folded"
origin_tech = list(TECH_BIO = 4)
cryogenic = TRUE
/obj/structure/closet/body_bag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed to slow down bodily functions such as circulation and breathing, \
especially useful if short on time or in a hostile enviroment."
icon = 'icons/obj/closets/cryobag.dmi'
item_path = /obj/item/bodybag/cryobag
store_misc = 0
store_items = 0
var/used = 0
var/obj/item/tank/tank = null
var/tank_type = /obj/item/tank/stasis/oxygen
var/stasis_level = 3 //Every 'this' life ticks are applied to the mob (when life_ticks%stasis_level == 1)
var/obj/item/reagent_containers/syringe/syringe
/obj/structure/closet/body_bag/cryobag/Initialize(mapload)
tank = new tank_type(null) //It's in nullspace to prevent ejection when the bag is opened.
..()
/obj/structure/closet/body_bag/cryobag/Destroy()
QDEL_NULL(syringe)
QDEL_NULL(tank)
return ..()
/obj/structure/closet/body_bag/cryobag/attack_hand(mob/living/user)
if(used)
var/confirm = tgui_alert(user, "Are you sure you want to open \the [src]? \The [src] will expire upon opening it.", "Confirm Opening", list("No", "Yes"))
if(confirm == "Yes")
..() // Will call `toggle()` and open the bag.
else
..()
/obj/structure/closet/body_bag/cryobag/open()
. = ..()
if(used)
new /obj/item/usedcryobag(loc)
qdel(src)
/obj/structure/closet/body_bag/cryobag/update_icon()
..()
cut_overlays()
var/image/I = image(icon, "indicator[opened]")
I.appearance_flags = RESET_COLOR
I.color = COLOR_LIME
add_overlay(I)
/obj/structure/closet/body_bag/cryobag/MouseDrop(over_object, src_location, over_location)
. = ..()
if(. && syringe)
var/obj/item/bodybag/cryobag/folded = .
folded.syringe = syringe
syringe = null
/obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM)
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
H.Stasis(stasis_level)
src.used = 1
inject_occupant(H)
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.preserved = 1
for(var/obj/item/organ/organ in O)
organ.preserved = 1
..()
/obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM)
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
H.Stasis(0)
if(istype(AM, /obj/item/organ))
var/obj/item/organ/O = AM
O.preserved = 0
for(var/obj/item/organ/organ in O)
organ.preserved = 0
..()
/obj/structure/closet/body_bag/cryobag/return_air() //Used to make stasis bags protect from vacuum.
if(tank)
return tank.air_contents
..()
/obj/structure/closet/body_bag/cryobag/proc/inject_occupant(var/mob/living/carbon/human/H)
if(!syringe)
return
if(H.reagents)
syringe.reagents.trans_to_mob(H, 30, CHEM_BLOOD)
/obj/structure/closet/body_bag/cryobag/examine(mob/user)
. = ..()
if(Adjacent(user)) //The bag's rather thick and opaque from a distance.
. += span_info("You peer into \the [src].")
if(syringe)
. += span_info("It has a syringe added to it.")
for(var/mob/living/L in contents)
. += L.examine(user)
/obj/structure/closet/body_bag/cryobag/attackby(obj/item/W, mob/user)
if(opened)
..()
else //Allows the bag to respond to a health analyzer by analyzing the mob inside without needing to open it.
if(istype(W,/obj/item/healthanalyzer))
var/obj/item/healthanalyzer/analyzer = W
for(var/mob/living/L in contents)
analyzer.attack(L,user)
else if(istype(W,/obj/item/reagent_containers/syringe))
if(syringe)
to_chat(user,span_warning("\The [src] already has an injector! Remove it first."))
else
var/obj/item/reagent_containers/syringe/syringe = W
to_chat(user,span_info("You insert \the [syringe] into \the [src], and it locks into place."))
user.unEquip(syringe)
src.syringe = syringe
syringe.loc = null
for(var/mob/living/carbon/human/H in contents)
inject_occupant(H)
break
else if(W.has_tool_quality(TOOL_SCREWDRIVER))
if(syringe)
if(used)
to_chat(user,span_warning("The injector cannot be removed now that the stasis bag has been used!"))
else
syringe.forceMove(src.loc)
to_chat(user,span_info("You pry \the [syringe] out of \the [src]."))
syringe = null
else
..()
/obj/item/usedcryobag
name = "used stasis bag"
desc = "Pretty useless now.."
icon_state = "bodybag_used"
icon = 'icons/obj/closets/cryobag.dmi'