/obj/structure/filingcabinet name = "filing cabinet" desc = "A large cabinet with drawers." icon = 'icons/obj/bureaucracy.dmi' icon_state = "filing_cabinet0" var/icon_closed = "filing_cabinet0" var/icon_open = "filing_cabinet1" density = 1 anchored = 1 var/list/items = new/list() /obj/structure/filingcabinet/chestdrawer name = "chest drawer" icon_state = "chestdrawer" icon_closed = "chestdrawer" icon_open = "chestdrawer-open" /obj/structure/filingcabinet/filingcabinet icon_state = "filingcabinet" icon_closed = "filingcabinet" icon_open = "filingcabinet-open" /obj/structure/filingcabinet/attackby(obj/item/P as obj, mob/user as mob) if(istype(P, /obj/item/weapon/paper) || istype(P, /obj/item/weapon/folder)) user << "You put the [P] in \the [src]." user.drop_item() P.loc = src spawn() icon_state = icon_open sleep(5) icon_state = icon_closed else if(istype(P, /obj/item/weapon/wrench)) playsound(loc, 'Ratchet.ogg', 50, 1) anchored = !anchored user << "You [anchored ? "wrench" : "unwrench"] \the [src]." else user << "You can't put a [P] in \the [src]!" /obj/structure/filingcabinet/attack_hand(mob/user as mob) if(contents.len <= 0) user << "\The [src] is empty." return var/dat = "
| [P.name] |