//GUNCASES// /obj/structure/guncase name = "gun locker" desc = "A locker that holds guns." icon = 'icons/obj/closet.dmi' icon_state = "shotguncase" anchored = FALSE density = TRUE opacity = 0 var/case_type = "" var/gun_category = /obj/item/gun var/open = TRUE var/capacity = 4 /obj/structure/guncase/Initialize(mapload) ..() if(mapload) for(var/obj/item/I in loc.contents) if(istype(I, gun_category)) I.forceMove(src) if(contents.len >= capacity) break update_icon() /obj/structure/guncase/update_overlays() . = ..() if(case_type && LAZYLEN(contents)) var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type) for(var/i in 1 to contents.len) gun_overlay.pixel_x = 3 * (i - 1) . += gun_overlay if(open) . += "[icon_state]_open" else . += "[icon_state]_door" /obj/structure/guncase/attackby(obj/item/I, mob/user, params) if(iscyborg(user) || isalien(user)) return if(istype(I, gun_category) && open) if(LAZYLEN(contents) < capacity) if(!user.transferItemToLoc(I, src)) return to_chat(user, "You place [I] in [src].") update_icon() else to_chat(user, "[src] is full.") return else if(user.a_intent != INTENT_HARM) open = !open update_icon() else return ..() /obj/structure/guncase/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) if(iscyborg(user) || isalien(user)) return if(contents.len && open) ShowWindow(user) else open = !open update_icon() /obj/structure/guncase/proc/ShowWindow(mob/user) var/dat = {"