/obj/structure/filingcabinet name = "filing cabinet" desc = "A large cabinet with drawers." icon = 'bureaucracy.dmi' icon_state = "filing_cabinet0" density = 1 anchored = 1 /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 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(src.contents.len <= 0) user << "The [src] is empty." return icon_state = "filing_cabinet1" //make it look open for kicks var/obj/item/P = input(user,"Choose a file or folder to take out.","[src]", "Cancel") as null|obj in contents if(!isnull(P) && in_range(src,user)) if(!user.get_active_hand()) user.put_in_hand(P) else P.loc = get_turf_loc(src) icon_state = "filing_cabinet0" return