//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 = 1 /obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user as mob, proximity) if(!proximity) return if(!in_range(I, user)) return if(!istype(I) || I.anchored == 1) return ..() if(istype(I, /obj/item/weapon/evidencebag)) user << "You find putting an evidence bag in another evidence bag to be slightly absurd." return if(I.w_class > 3) user << "[I] won't fit in [src]." return if(contents.len) user << "[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(istype(I.loc,/obj/item/weapon/storage)) //in a container. 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 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/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 overlays += img overlays += "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 /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.") overlays.Cut() //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." 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 /obj/item/weapon/f_card name = "finger print card" desc = "Used to take fingerprints." icon = 'icons/obj/card.dmi' icon_state = "fingerprint0" var/amount = 10.0 item_state = "paper" throwforce = 1 w_class = 1.0 throw_speed = 3 throw_range = 5 /obj/item/weapon/fcardholder name = "fingerprint card case" desc = "Apply finger print card." icon = 'icons/obj/items.dmi' icon_state = "fcardholder0" item_state = "clipboard"