//CONTAINS: Evidence bags and fingerprint cards /obj/item/weapon/evidencebag name = "evidence bag" desc = "An empty evidence bag." icon = 'icons/obj/storage.dmi' icon_state = "evidenceobj" item_state = "" w_class = 2 var/obj/item/stored_item = null /obj/item/weapon/evidencebag/MouseDrop(var/obj/item/I as obj) if (!ishuman(usr)) return var/mob/living/carbon/human/user = usr if (!(user.l_hand == src || user.r_hand == src)) return //bag must be in your hands to use if (isturf(I.loc)) if (!user.Adjacent(I)) return else //If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up. if(istype(I.loc,/obj/item/weapon/storage)) //in a container. var/sdepth = I.storage_depth(user) if (sdepth == -1 || sdepth > 1) return //too deeply nested to access var/obj/item/weapon/storage/U = I.loc user.client.screen -= I U.contents.Remove(I) else if(user.l_hand == I) //in a hand user.drop_l_hand() else if(user.r_hand == I) //in a hand user.drop_r_hand() else return if(!istype(I) || I.anchored) return if(istype(I, /obj/item/weapon/evidencebag)) to_chat(user, "You find putting an evidence bag in another evidence bag to be slightly absurd.") return if(I.w_class > 3) to_chat(user, "[I] won't fit in [src].") return if(contents.len) to_chat(user, "[src] already has something inside it.") return user.visible_message("[user] puts [I] into [src]", "You put [I] inside [src].",\ "You hear a rustle as someone puts something into a plastic bag.") icon_state = "evidence" var/mutable_appearance/MA = new(I) MA.pixel_x = 0 MA.pixel_y = 0 MA.layer = FLOAT_LAYER add_overlay(list(MA, "evidence")) desc = "An evidence bag containing [I]." I.forceMove(src) stored_item = I w_class = I.w_class return /obj/item/weapon/evidencebag/attack_self(mob/user as mob) if(contents.len) var/obj/item/I = contents[1] user.visible_message("[user] takes [I] out of [src]", "You take [I] out of [src].",\ "You hear someone rustle around in a plastic bag, and remove something.") cut_overlays() //remove the overlays user.put_in_hands(I) stored_item = null w_class = initial(w_class) icon_state = "evidenceobj" desc = "An empty evidence bag." else to_chat(user, "[src] is empty.") icon_state = "evidenceobj" return /obj/item/weapon/evidencebag/examine(mob/user) ..(user) if (stored_item) user.examinate(stored_item)