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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
200 lines
5.8 KiB
Plaintext
200 lines
5.8 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 = ITEMSIZE_SMALL
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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/item/weapon/storage/box/bodybags
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name = "body bags"
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desc = "This box contains body bags."
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icon_state = "bodybags"
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New()
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..()
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(src)
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new /obj/item/bodybag(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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open_sound = 'sound/items/zip.ogg'
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close_sound = 'sound/items/zip.ogg'
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var/item_path = /obj/item/bodybag
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density = 0
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storage_capacity = (MOB_MEDIUM * 2) - 1
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var/contains_body = 0
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/obj/structure/closet/body_bag/attackby(W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/pen))
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var/t = input(user, "What would you like the label to be?", text("[]", src.name), null) as text
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if (user.get_active_hand() != W)
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return
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if (!in_range(src, user) && src.loc != user)
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return
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t = sanitizeSafe(t, MAX_NAME_LEN)
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if (t)
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src.name = "body bag - "
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src.name += t
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src.overlays += image(src.icon, "bodybag_label")
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else
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src.name = "body bag"
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//..() //Doesn't need to run the parent. Since when can fucking bodybags be welded shut? -Agouri
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return
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else if(istype(W, /obj/item/weapon/wirecutters))
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user << "You cut the tag off the bodybag"
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src.name = "body bag"
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src.overlays.Cut()
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return
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/obj/structure/closet/body_bag/store_mobs(var/stored_units)
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contains_body = ..()
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return contains_body
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/obj/structure/closet/body_bag/close()
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if(..())
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density = 0
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return 1
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return 0
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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)) return
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if(opened) return 0
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if(contents.len) return 0
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visible_message("[usr] folds up the [src.name]")
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new item_path(get_turf(src))
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spawn(0)
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qdel(src)
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return
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/obj/structure/closet/body_bag/proc/get_occupants()
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var/list/occupants = list()
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for(var/mob/living/carbon/human/H in contents)
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occupants += H
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return occupants
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/obj/structure/closet/body_bag/proc/update(var/broadcast=0)
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if(istype(loc, /obj/structure/morgue))
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var/obj/structure/morgue/M = loc
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M.update(broadcast)
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/obj/structure/closet/body_bag/update_icon()
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if(opened)
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icon_state = icon_opened
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else
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if(contains_body > 0)
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icon_state = "bodybag_closed1"
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else
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icon_state = icon_closed
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/obj/item/bodybag/cryobag
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name = "stasis bag"
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desc = "A folded, non-reusable bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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icon = 'icons/obj/cryobag.dmi'
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icon_state = "bodybag_folded"
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origin_tech = list(TECH_BIO = 4)
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/obj/item/bodybag/cryobag/attack_self(mob/user)
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var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(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/cryobag
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name = "stasis bag"
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desc = "A non-reusable plastic bag designed to prevent additional damage to an occupant, especially useful if short on time or in \
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a hostile enviroment."
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icon = 'icons/obj/cryobag.dmi'
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item_path = /obj/item/bodybag/cryobag
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store_misc = 0
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store_items = 0
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var/used = 0
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var/obj/item/weapon/tank/tank = null
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/obj/structure/closet/body_bag/cryobag/New()
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tank = new /obj/item/weapon/tank/emergency_oxygen(null) //It's in nullspace to prevent ejection when the bag is opened.
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..()
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/obj/structure/closet/body_bag/cryobag/Destroy()
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qdel(tank)
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tank = null
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..()
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/obj/structure/closet/body_bag/cryobag/open()
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. = ..()
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if(used)
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var/obj/item/O = new/obj/item(src.loc)
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O.name = "used stasis bag"
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O.icon = src.icon
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O.icon_state = "bodybag_used"
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O.desc = "Pretty useless now.."
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qdel(src)
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/obj/structure/closet/body_bag/cryobag/Entered(atom/movable/AM)
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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H.in_stasis = 1
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src.used = 1
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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O.preserved = 1
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for(var/obj/item/organ/organ in O)
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organ.preserved = 1
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..()
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/obj/structure/closet/body_bag/cryobag/Exited(atom/movable/AM)
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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H.in_stasis = 0
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if(istype(AM, /obj/item/organ))
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var/obj/item/organ/O = AM
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O.preserved = 0
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for(var/obj/item/organ/organ in O)
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organ.preserved = 0
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..()
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/obj/structure/closet/body_bag/cryobag/return_air() //Used to make stasis bags protect from vacuum.
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if(tank)
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return tank.air_contents
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..()
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/obj/structure/closet/body_bag/cryobag/examine(mob/user)
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..()
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if(Adjacent(user)) //The bag's rather thick and opaque from a distance.
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user << "<span class='info'>You peer into \the [src].</span>"
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for(var/mob/living/L in contents)
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L.examine(user)
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/obj/structure/closet/body_bag/cryobag/attackby(obj/item/W, mob/user)
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if(opened)
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..()
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else //Allows the bag to respond to a health analyzer by analyzing the mob inside without needing to open it.
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if(istype(W,/obj/item/device/healthanalyzer))
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var/obj/item/device/healthanalyzer/analyzer = W
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for(var/mob/living/L in contents)
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analyzer.attack(L,user)
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else
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..()
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