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Aurora.3/code/modules/detectivework/tools/evidencebag.dm
LordFowl 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00

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//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, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
return
if(I.w_class > 3)
to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
return
if(contents.len)
to_chat(user, "<span class='notice'>[src] already has something inside it.</span>")
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)