diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 82b01cd5961..c45b485db70 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -262,6 +262,7 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
..()
/obj/item/attack_hand(mob/user as mob, pickupfireoverride = FALSE)
+ var/original_loc = loc
if(!user) return 0
if(hasorgans(user))
var/mob/living/carbon/human/H = user
@@ -317,6 +318,17 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
if(isliving(loc))
return 0
+ if(isturf(original_loc))
+ var/show_anim = TRUE
+ var/mob/living/carbon/human/H = user
+ if(istype(H) && H.gloves)
+ var/obj/item/clothing/gloves/G = H.gloves
+ if(istype(G) && G.pickpocket)
+ show_anim = FALSE
+
+ if(show_anim)
+ do_pickup_animation(user)
+
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src))
@@ -816,3 +828,76 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
/// Called on cyborg items that need special charging behavior. Override as needed for specific items.
/obj/item/proc/cyborg_recharge(coeff = 1, emagged = FALSE)
return
+
+/// Show a pickup animation when an item is collected from the ground.
+/obj/item/proc/do_pickup_animation(atom/target)
+ if(!istype(loc, /turf))
+ return
+ var/image/pickup_animation = image(icon = src, loc = loc, layer = layer + 0.1)
+ pickup_animation.plane = GAME_PLANE
+ pickup_animation.transform.Scale(0.75)
+ pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
+
+ var/turf/current_turf = get_turf(src)
+ var/direction = get_dir(current_turf, target)
+ var/to_x = target.pixel_x
+ var/to_y = target.pixel_y
+
+ if(direction & NORTH)
+ to_y += 32
+ else if(direction & SOUTH)
+ to_y -= 32
+ if(direction & EAST)
+ to_x += 32
+ else if(direction & WEST)
+ to_x -= 32
+ if(!direction)
+ to_y += 10
+ pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
+
+ flick_overlay(pickup_animation, GLOB.clients, 4)
+ var/matrix/animation_matrix = new(pickup_animation.transform)
+ animation_matrix.Turn(pick(-30, 30))
+ animation_matrix.Scale(0.65)
+
+ animate(pickup_animation, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = animation_matrix, easing = CUBIC_EASING)
+ animate(alpha = 0, transform = matrix().Scale(0.7), time = 1)
+
+/// Show a drop animation
+/obj/item/proc/do_drop_animation(atom/moving_from)
+ if(!istype(loc, /turf))
+ return
+
+ var/turf/current_turf = get_turf(src)
+ var/direction = get_dir(moving_from, current_turf)
+ var/from_x = moving_from.pixel_x
+ var/from_y = moving_from.pixel_y
+
+ if(direction & NORTH)
+ from_y -= 32
+ else if(direction & SOUTH)
+ from_y += 32
+ if(direction & EAST)
+ from_x -= 32
+ else if(direction & WEST)
+ from_x += 32
+ if(!direction)
+ from_y += 10
+ from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
+
+ //We're moving from these chords to our current ones
+ var/old_x = pixel_x
+ var/old_y = pixel_y
+ var/old_alpha = alpha
+ var/matrix/old_transform = transform
+ var/matrix/animation_matrix = new(old_transform)
+ animation_matrix.Turn(pick(-30, 30))
+ animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
+
+ pixel_x = from_x
+ pixel_y = from_y
+ alpha = 0
+ transform = animation_matrix
+
+ // This is instant on byond's end, but to our clients this looks like a quick drop
+ animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING)
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index 1a6773524b5..007777d2885 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -191,6 +191,7 @@
to_chat(user, "\The [W] is stuck to your hand, you cannot put it in \the [src]!")
return
if(W)
+ W.do_drop_animation(user)
W.forceMove(loc)
return TRUE // It's resolved. No afterattack needed. Stops you from emagging lockers when putting in an emag
else if(can_be_emaged && (istype(W, /obj/item/card/emag) || istype(W, /obj/item/melee/energy/blade) && !broken))
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 712bc602826..2232852c77b 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -92,10 +92,6 @@
new /obj/structure/table/wood(loc)
qdel(src)
-/obj/structure/table/do_climb(mob/living/user)
- . = ..()
- item_placed(user)
-
/obj/structure/table/attack_hand(mob/living/user)
..()
if(climber)
@@ -111,8 +107,11 @@
/obj/structure/table/attack_tk() // no telehulk sorry
return
-/obj/structure/table/proc/item_placed(item)
- return
+/**
+ * Called when an item in particular is placed onto a table.
+ */
+/obj/structure/table/proc/item_placed(obj/item/I, mob/previous_holder)
+ I.do_drop_animation(get_turf(previous_holder))
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0)
if(height == 0)
@@ -206,7 +205,6 @@
return FALSE
G.affecting.forceMove(get_turf(src))
G.affecting.Weaken(4 SECONDS)
- item_placed(G.affecting)
G.affecting.visible_message("[G.assailant] pushes [G.affecting] onto [src].", \
"[G.assailant] pushes [G.affecting] onto [src].")
add_attack_logs(G.assailant, G.affecting, "Pushed onto a table")
@@ -232,7 +230,7 @@
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
I.pixel_x = clamp(text2num(click_params["icon-x"]) - 16, -(world.icon_size/2), world.icon_size/2)
I.pixel_y = clamp(text2num(click_params["icon-y"]) - 16, -(world.icon_size/2), world.icon_size/2)
- item_placed(I)
+ item_placed(I, user)
else
return ..()
@@ -705,7 +703,7 @@
continue
held.forceMove(NewLoc)
-/obj/structure/table/tray/item_placed(atom/movable/item)
+/obj/structure/table/tray/item_placed(atom/movable/item, mob/previous_holder)
. = ..()
if(is_type_in_typecache(item, typecache_can_hold))
held_items += item.UID()
@@ -779,6 +777,7 @@
if(!(W.flags & ABSTRACT))
if(user.drop_item())
W.Move(loc)
+ W.do_drop_animation(user)
return
/obj/structure/rack/wrench_act(mob/user, obj/item/I)
diff --git a/code/modules/mob/inventory.dm b/code/modules/mob/inventory.dm
index f845e95dc40..a3e6e86aad0 100644
--- a/code/modules/mob/inventory.dm
+++ b/code/modules/mob/inventory.dm
@@ -95,11 +95,22 @@
//If both fail it drops it on the floor and returns 0.
//This is probably the main one you need to know :)
//Just puts stuff on the floor for most mobs, since all mobs have hands but putting stuff in the AI/corgi/ghost hand is VERY BAD.
-/mob/proc/put_in_hands(obj/item/W)
+/**
+ * Try to put an item into a mob's hands.
+ *
+ * Put the item into our active hand if possible. Failing that, try to put it into our inactive hand. Failing that as well, drop it onto the ground.
+ * Should return TRUE if the item is successfully put into our hands, and failing that, the item will be dropped and FALSE will be returned.
+ *
+ * Arguments
+ * * W - The item to try to put into your hands
+ * * ignore_anim - If TRUE, the pickup animation of the item moving to you will be suppressed.
+ */
+/mob/proc/put_in_hands(obj/item/W, ignore_anim = TRUE)
W.forceMove(drop_location())
W.layer = initial(W.layer)
W.plane = initial(W.plane)
W.dropped()
+ return FALSE
/mob/proc/drop_item_v() //this is dumb.
if(stat == CONSCIOUS && isturf(loc))
diff --git a/code/modules/mob/living/carbon/human/inventory.dm b/code/modules/mob/living/carbon/human/inventory.dm
index da32a7d30d8..1394a6f795f 100644
--- a/code/modules/mob/living/carbon/human/inventory.dm
+++ b/code/modules/mob/living/carbon/human/inventory.dm
@@ -302,9 +302,15 @@
else
to_chat(src, "You are trying to equip this item to an unsupported inventory slot. Report this to a coder!")
-/mob/living/carbon/human/put_in_hands(obj/item/I)
+/mob/living/carbon/human/put_in_hands(obj/item/I, ignore_anim = FALSE)
if(!I)
return FALSE
+ if(gloves)
+ var/obj/item/clothing/gloves/G = gloves
+ if(istype(G) && G.pickpocket)
+ ignore_anim = TRUE
+ if(isturf(I.loc) && !ignore_anim)
+ I.do_pickup_animation(src)
if(istype(I, /obj/item/stack))
var/obj/item/stack/S = I
if(!S.get_amount())