Files
Bubberstation/code/modules/detectivework/evidence.dm
Remie Richards 897e8c5b88 Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2016-09-02 18:04:18 +01:00

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3.1 KiB
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//CONTAINS: Evidence bags
/obj/item/weapon/evidencebag
name = "evidence bag"
desc = "An empty evidence bag."
icon = 'icons/obj/storage.dmi'
icon_state = "evidenceobj"
item_state = ""
w_class = 1
/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user,proximity)
if(!proximity || loc == I)
return
evidencebagEquip(I, user)
/obj/item/weapon/evidencebag/attackby(obj/item/I, mob/user, params)
if(evidencebagEquip(I, user))
return 1
/obj/item/weapon/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
if(!istype(I) || I.anchored == 1)
return
if(istype(I, /obj/item/weapon/evidencebag))
user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
return 1 //now this is podracing
if(I.w_class > 3)
user << "<span class='notice'>[I] won't fit in [src].</span>"
return
if(contents.len)
user << "<span class='notice'>[src] already has something inside it.</span>"
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(istype(I.loc,/obj/item/weapon/storage)) //in a container.
var/obj/item/weapon/storage/U = I.loc
U.remove_from_storage(I, src)
if(user.is_holding(I))
user.unEquip(I)
else
return
user.visible_message("[user] puts [I] into [src].", "<span class='notice'>You put [I] inside [src].</span>",\
"<span class='italics'>You hear a rustle as someone puts something into a plastic bag.</span>")
icon_state = "evidence"
var/xx = I.pixel_x //save the offset of the item
var/yy = I.pixel_y
I.pixel_x = 0 //then remove it so it'll stay within the evidence bag
I.pixel_y = 0
var/image/img = image("icon"=I, "layer"=FLOAT_LAYER) //take a snapshot. (necessary to stop the underlays appearing under our inventory-HUD slots ~Carn
I.pixel_x = xx //and then return it
I.pixel_y = yy
add_overlay(img)
add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey.
desc = "An evidence bag containing [I]. [I.desc]"
I.loc = src
w_class = I.w_class
return 1
/obj/item/weapon/evidencebag/attack_self(mob/user)
if(contents.len)
var/obj/item/I = contents[1]
user.visible_message("[user] takes [I] out of [src].", "<span class='notice'>You take [I] out of [src].</span>",\
"<span class='italics'>You hear someone rustle around in a plastic bag, and remove something.</span>")
cut_overlays() //remove the overlays
user.put_in_hands(I)
w_class = 1
icon_state = "evidenceobj"
desc = "An empty evidence bag."
else
user << "[src] is empty."
icon_state = "evidenceobj"
return
/obj/item/weapon/storage/box/evidence
name = "evidence bag box"
desc = "A box claiming to contain evidence bags."
/obj/item/weapon/storage/box/evidence/New()
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
new /obj/item/weapon/evidencebag(src)
..()
return