//CONTAINS: Evidence bags /obj/item/evidencebag name = "evidence bag" desc = "An empty evidence bag." icon = 'icons/obj/storage.dmi' icon_state = "evidenceobj" item_state = "" w_class = WEIGHT_CLASS_TINY /obj/item/evidencebag/afterattack(obj/item/I, mob/user,proximity) if(!proximity || loc == I) return evidencebagEquip(I, user) /obj/item/evidencebag/attackby(obj/item/I, mob/user, params) if(evidencebagEquip(I, user)) return 1 /obj/item/evidencebag/handle_atom_del(atom/A) cut_overlays() w_class = initial(w_class) icon_state = initial(icon_state) desc = initial(desc) /obj/item/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user) if(!istype(I) || I.anchored == 1) return if(istype(I, /obj/item/evidencebag)) to_chat(user, "You find putting an evidence bag in another evidence bag to be slightly absurd.") return 1 //now this is podracing if(I.w_class > WEIGHT_CLASS_NORMAL) to_chat(user, "[I] won't fit in [src].") return if(contents.len) to_chat(user, "[src] already has something inside it.") return if(!isturf(I.loc)) //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(I.loc.SendSignal(COMSIG_CONTAINS_STORAGE)) //in a container. I.loc.SendSignal(COMSIG_TRY_STORAGE_TAKE, I, src) if(!user.dropItemToGround(I)) 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/mutable_appearance/in_evidence = new(I) in_evidence.plane = FLOAT_PLANE in_evidence.layer = FLOAT_LAYER in_evidence.pixel_x = 0 in_evidence.pixel_y = 0 add_overlay(in_evidence) add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey. desc = "An evidence bag containing [I]. [I.desc]" I.forceMove(src) w_class = I.w_class return 1 /obj/item/evidencebag/attack_self(mob/user) if(contents.len) 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) w_class = WEIGHT_CLASS_TINY icon_state = "evidenceobj" desc = "An empty evidence bag." else to_chat(user, "[src] is empty.") icon_state = "evidenceobj" return /obj/item/storage/box/evidence name = "evidence bag box" desc = "A box claiming to contain evidence bags." /obj/item/storage/box/evidence/New() new /obj/item/evidencebag(src) new /obj/item/evidencebag(src) new /obj/item/evidencebag(src) new /obj/item/evidencebag(src) new /obj/item/evidencebag(src) new /obj/item/evidencebag(src) ..() return