ff3f84ab81
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
92 lines
3.0 KiB
Plaintext
92 lines
3.0 KiB
Plaintext
//CONTAINS: Evidence bags
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/obj/item/weapon/evidencebag
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name = "evidence bag"
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desc = "An empty evidence bag."
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icon = 'icons/obj/storage.dmi'
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icon_state = "evidenceobj"
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item_state = ""
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w_class = WEIGHT_CLASS_TINY
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/obj/item/weapon/evidencebag/afterattack(obj/item/I, mob/user,proximity)
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if(!proximity || loc == I)
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return
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evidencebagEquip(I, user)
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/obj/item/weapon/evidencebag/attackby(obj/item/I, mob/user, params)
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if(evidencebagEquip(I, user))
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return 1
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/obj/item/weapon/evidencebag/proc/evidencebagEquip(obj/item/I, mob/user)
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if(!istype(I) || I.anchored == 1)
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return
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if(istype(I, /obj/item/weapon/evidencebag))
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to_chat(user, "<span class='notice'>You find putting an evidence bag in another evidence bag to be slightly absurd.</span>")
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return 1 //now this is podracing
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if(I.w_class > WEIGHT_CLASS_NORMAL)
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to_chat(user, "<span class='notice'>[I] won't fit in [src].</span>")
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return
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if(contents.len)
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to_chat(user, "<span class='notice'>[src] already has something inside it.</span>")
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return
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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.
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if(istype(I.loc,/obj/item/weapon/storage)) //in a container.
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var/obj/item/weapon/storage/U = I.loc
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U.remove_from_storage(I, src)
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if(user.is_holding(I))
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user.dropItemToGround(I)
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else
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return
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user.visible_message("[user] puts [I] into [src].", "<span class='notice'>You put [I] inside [src].</span>",\
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"<span class='italics'>You hear a rustle as someone puts something into a plastic bag.</span>")
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icon_state = "evidence"
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var/mutable_appearance/in_evidence = new(I)
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in_evidence.plane = FLOAT_PLANE
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in_evidence.layer = FLOAT_LAYER
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in_evidence.pixel_x = 0
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in_evidence.pixel_y = 0
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add_overlay(in_evidence)
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add_overlay("evidence") //should look nicer for transparent stuff. not really that important, but hey.
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desc = "An evidence bag containing [I]. [I.desc]"
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I.loc = src
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w_class = I.w_class
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return 1
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/obj/item/weapon/evidencebag/attack_self(mob/user)
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if(contents.len)
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var/obj/item/I = contents[1]
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user.visible_message("[user] takes [I] out of [src].", "<span class='notice'>You take [I] out of [src].</span>",\
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"<span class='italics'>You hear someone rustle around in a plastic bag, and remove something.</span>")
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cut_overlays() //remove the overlays
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user.put_in_hands(I)
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w_class = WEIGHT_CLASS_TINY
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icon_state = "evidenceobj"
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desc = "An empty evidence bag."
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else
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to_chat(user, "[src] is empty.")
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icon_state = "evidenceobj"
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return
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/obj/item/weapon/storage/box/evidence
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name = "evidence bag box"
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desc = "A box claiming to contain evidence bags."
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/obj/item/weapon/storage/box/evidence/New()
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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new /obj/item/weapon/evidencebag(src)
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..()
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return
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