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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
97 lines
2.7 KiB
Plaintext
97 lines
2.7 KiB
Plaintext
//CONTAINS: Evidence bags and fingerprint cards
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/obj/item/weapon/evidencebag
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name = "evidence bag"
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desc = "An empty evidence bag."
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icon = 'icons/obj/storage.dmi'
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icon_state = "evidenceobj"
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item_state = null
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w_class = ITEMSIZE_SMALL
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var/obj/item/stored_item = null
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/obj/item/weapon/evidencebag/MouseDrop(var/obj/item/I as obj)
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if (!ishuman(usr))
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return
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var/mob/living/carbon/human/user = usr
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if(!user.item_is_in_hands(src))
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return //bag must be in your hands to use
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if (isturf(I.loc))
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if (!user.Adjacent(I))
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return
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else
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//If it isn't on the floor. Do some checks to see if it's in our hands or a box. Otherwise give up.
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if(istype(I.loc,/obj/item/weapon/storage)) //in a container.
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var/sdepth = I.storage_depth(user)
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if (sdepth == -1 || sdepth > 1)
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return //too deeply nested to access
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var/obj/item/weapon/storage/U = I.loc
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user.client.screen -= I
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U.contents.Remove(I)
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else if(user.item_is_in_hands(I))
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user.drop_from_inventory(I)
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else
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return
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if(!istype(I) || I.anchored)
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return
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if(istype(I, /obj/item/weapon/evidencebag))
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user << "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>"
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return
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if(I.w_class > 3)
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user << "<span class='notice'>[I] won't fit in [src].</span>"
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return
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if(contents.len)
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user << "<span class='notice'>[src] already has something inside it.</span>"
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return
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user.visible_message("[user] puts [I] into [src]", "You put [I] inside [src].",\
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"You hear a rustle as someone puts something into a plastic bag.")
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icon_state = "evidence"
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var/xx = I.pixel_x //save the offset of the item
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var/yy = I.pixel_y
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I.pixel_x = 0 //then remove it so it'll stay within the evidence bag
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I.pixel_y = 0
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var/image/img = image("icon"=I, "layer"=FLOAT_LAYER) //take a snapshot. (necessary to stop the underlays appearing under our inventory-HUD slots ~Carn
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I.pixel_x = xx //and then return it
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I.pixel_y = yy
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overlays += img
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overlays += "evidence" //should look nicer for transparent stuff. not really that important, but hey.
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desc = "An evidence bag containing [I]."
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I.loc = src
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stored_item = I
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w_class = I.w_class
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return
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/obj/item/weapon/evidencebag/attack_self(mob/user as mob)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("[user] takes [I] out of [src]", "You take [I] out of [src].",\
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"You hear someone rustle around in a plastic bag, and remove something.")
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overlays.Cut() //remove the overlays
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user.put_in_hands(I)
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stored_item = null
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w_class = initial(w_class)
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icon_state = "evidenceobj"
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desc = "An empty evidence bag."
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else
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user << "[src] is empty."
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icon_state = "evidenceobj"
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return
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/obj/item/weapon/evidencebag/examine(mob/user)
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..(user)
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if (stored_item) user.examinate(stored_item)
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