Files
VOREStation/code/modules/detectivework/tools/evidencebag.dm
T
Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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//CONTAINS: Evidence bags and fingerprint cards
/obj/item/evidencebag
name = "evidence bag"
desc = "An empty evidence bag. Use by clicking on the bag and dragging it to the item you want to bag."
icon = 'icons/obj/storage.dmi'
icon_state = "evidenceobj"
item_state = null
w_class = ITEMSIZE_SMALL
var/obj/item/stored_item = null
/obj/item/evidencebag/MouseDrop(var/obj/item/I)
if (!ishuman(usr))
return
if(!istype(I) || I.anchored)
return ..()
var/mob/living/carbon/human/user = usr
if(!user.item_is_in_hands(src))
return //bag must be in your hands to use
if (isturf(I.loc))
if (!user.Adjacent(I))
return
else
//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/storage)) //in a container.
var/sdepth = I.storage_depth(user)
if (sdepth > MAX_STORAGE_REACH)
return //too deeply nested to access
var/obj/item/storage/U = I.loc
user.client.screen -= I
U.contents.Remove(I)
else if(user.item_is_in_hands(I))
user.drop_from_inventory(I)
else
return
if(istype(I, /obj/item/evidencebag))
to_chat(user, span_notice("You find putting an evidence bag in another evidence bag to be slightly absurd."))
return
if(I.w_class > 3)
to_chat(user, span_notice("[I] won't fit in [src]."))
return
if(contents.len)
to_chat(user, span_notice("[src] already has something inside it."))
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
add_overlay(img)
add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey.
desc = "An evidence bag containing [I]."
I.loc = src
stored_item = I
w_class = I.w_class
return
/obj/item/evidencebag/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
if(LAZYLEN(contents))
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.")
cut_overlays() //remove the overlays
user.put_in_hands(I)
stored_item = null
w_class = initial(w_class)
icon_state = "evidenceobj"
desc = "An empty evidence bag."
else
to_chat(user, "[src] is empty.")
icon_state = "evidenceobj"
return
/obj/item/evidencebag/examine(mob/user)
. = ..()
if(stored_item)
user.examinate(stored_item)