Attempting to draw an item from a holster of any type (knife or handgun) via macro/verb while both hands are full will tell you you need an empty hand to draw it. Despite this, the item drops onto the floor under you, and will keep 'teleporting' after you if you continue attempting to draw it with both hands full.
If someone picks the item up and you attempt to draw it again, it'll duplicate the item - whoever's holding it keeps theirs, but another spawns under you. These duplicates are still the SAME item, though, and if dropped or taken will remove the others.
If you pick it up yourself and then attempt to holster it by clicking on your jumpsuit/boots, you'll be given an error message for the holster being occupied. Attempting to empty the holster with your other hand will work, but the weapon you were already holding will still be visible on your sprite and still be usable, despite not being in your hand slot.
There's a lot of other confusing behaviour that you'll notice if you test this out and trying to make it consistently work is giving me a headache.
Expected to either be unable to draw the item with both hands full, or for the item dropped on the floor to not bug out horrendously.
Shoulder holsters, knife holsters, and the like. First noticed with the Head of Security's Lawgiver and Tactical Knife, but seems to be the case for everything.
It seems to be the same issue with iconstates from #15366, which was supposed to have been fixed in #15600.
bafcd50bbda22c552032a84673f973280f6bff46
Easy fix: remove verbs.
m-muh macros
Still, verbs are a real pain in the ass, aren't they?
non-meme answer: put_in_hands forcemoves the item to your turf if both your hands are busy THEN returns false. Holsters use if(put_in_hands) in the unholsting proc so there you go.
put_in_hands forcemoves the item to your turf if both your hands are busy THEN returns false
We could either do a new proc just for holstering or tweak put_in_hands.
Most helpful comment
Easy fix: remove verbs.