//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 = null w_class = ITEMSIZE_SMALL var/obj/item/stored_item = null /obj/item/weapon/evidencebag/MouseDrop(var/obj/item/I as obj) if (!ishuman(usr)) return if(!istype(I) || I.anchored) return ..() var/mob/living/carbon/human/user = usr if(!user.item_is_in_hands(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.item_is_in_hands(I)) user.drop_from_inventory(I) else 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/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.loc = 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.") overlays.Cut() //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)