Files
CHOMPStation2/code/modules/detectivework/evidence.dm
giacomand@gmail.com f1d24f27f9 Simplified Detective.
-Changed the focus from the high-res scanner to the regular scanner. It will simply scan the fingerprints and display them to the detective. For extra functionality, it'll store it's findings in a log and then you can print it out in a report by using attack_self().

-Detectives can now use the medical computer.
-Removed the pda forensic scanning functionality.
-Got rid of now useless high-res scanner computer. Got rid of the now useless fingerprint cards.
-Added a medical computer to the detective's office and replaced the useless medical cabinet with an empty one.

Other

-Got rid of diseases magically moving down a stage.
-Optimized playsound()
-Added an attack_self() to sprayers so that you can change the reagent use of them between 5 and 10.




git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5168 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-23 00:39:18 +00:00

93 lines
2.9 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 as mob)
if(!in_range(I, user))
return
if(!istype(I) || I.anchored == 1)
return ..()
if(istype(I, /obj/item/weapon/storage))
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
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
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 = null //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