//CONTAINS: Evidence bags /obj/item/evidencebag name = "evidence bag" desc = "An empty evidence bag." icon = 'icons/obj/storage.dmi' icon_state = "evidenceobj" inhand_icon_state = "" w_class = WEIGHT_CLASS_TINY /obj/item/evidencebag/afterattack(obj/item/I, mob/user,proximity) . = ..() if(!proximity || loc == I) return evidencebagEquip(I, user) /obj/item/evidencebag/attackby(obj/item/I, mob/user, params) if(evidencebagEquip(I, user)) return 1 /obj/item/evidencebag/handle_atom_del(atom/A) cut_overlays() w_class = initial(w_class) icon_state = initial(icon_state) desc = initial(desc) /obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user) if(!istype(I) || I.anchored) return if(SEND_SIGNAL(loc, COMSIG_CONTAINS_STORAGE) && SEND_SIGNAL(I, COMSIG_CONTAINS_STORAGE)) to_chat(user, span_warning("No matter what way you try, you can't get [I] to fit inside [src].")) return TRUE //begone infinite storage ghosts, begone from me if(istype(I, /obj/item/evidencebag)) to_chat(user, span_warning("You find putting an evidence bag in another evidence bag to be slightly absurd.")) return TRUE //now this is podracing if(loc in I.GetAllContents()) // fixes tg #39452, evidence bags could store their own location, causing I to be stored in the bag while being present inworld still, and able to be teleported when removed. to_chat(user, span_warning("You find putting [I] in [src] while it's still inside it quite difficult!")) return if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, span_warning("[I] won't fit in [src]!")) return if(contents.len) to_chat(user, span_warning("[src] already has something inside it!")) return if(!isturf(I.loc)) //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(SEND_SIGNAL(I.loc, COMSIG_CONTAINS_STORAGE)) //in a container. SEND_SIGNAL(I.loc, COMSIG_TRY_STORAGE_TAKE, I, src) if(!user.dropItemToGround(I)) return user.visible_message(span_notice("[user] puts [I] into [src]."), span_notice("You put [I] inside [src]."),\ span_hear("You hear a rustle as someone puts something into a plastic bag.")) icon_state = "evidence" var/mutable_appearance/in_evidence = new(I) in_evidence.plane = FLOAT_PLANE in_evidence.layer = FLOAT_LAYER in_evidence.pixel_x = 0 in_evidence.pixel_y = 0 add_overlay(in_evidence) add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey. desc = "An evidence bag containing [I]. [I.desc]" I.forceMove(src) w_class = I.w_class return 1 /obj/item/evidencebag/attack_self(mob/user) if(contents.len) var/obj/item/I = contents[1] user.visible_message(span_notice("[user] takes [I] out of [src]."), span_notice("You take [I] out of [src]."),\ span_hear("You hear someone rustle around in a plastic bag, and remove something.")) cut_overlays() //remove the overlays user.put_in_hands(I) w_class = WEIGHT_CLASS_TINY icon_state = "evidenceobj" desc = "An empty evidence bag." else to_chat(user, span_notice("[src] is empty.")) icon_state = "evidenceobj" return /obj/item/storage/box/evidence name = "evidence bag box" desc = "A box claiming to contain evidence bags." /obj/item/storage/box/evidence/PopulateContents() for(var/i in 1 to 6) new /obj/item/evidencebag(src)