// Basically they are for the firing range /obj/structure/target_stake name = "target stake" desc = "A thin platform with negatively-magnetized wheels." icon = 'icons/obj/objects.dmi' icon_state = "target_stake" density = 0 flags = CONDUCT var/obj/item/target/pinned_target // the current pinned target var/mob/living/buckled_mob Move() ..() // Move the pinned target along with the stake if(pinned_target in view(3, src)) pinned_target.loc = loc else // Sanity check: if the pinned target can't be found in immediate view pinned_target = null density = 0 attackby(obj/item/W as obj, mob/user as mob) // Putting objects on the stake. Most importantly, targets if(pinned_target) return // Clear the stake first! if(buckled_mob) return // Clear the stake first! if(istype(W, /obj/item/target)) density = 0 W.density = 0 user.drop_item(src) W.loc = loc W.layer = 3.1 pinned_target = W user << "You slide the target into the stake." return attack_hand(mob/user as mob) // taking pinned targets off! if(pinned_target) density = 0 pinned_target.density = 0 pinned_target.layer = OBJ_LAYER pinned_target.loc = user.loc if(ishuman(user)) if(!user.get_active_hand()) user.put_in_hands(pinned_target) user << "You take the target out of the stake." else pinned_target.loc = get_turf(user) user << "You take the target out of the stake." pinned_target = null /obj/structure/target_stake/Del() unbuckle() ..() return /obj/structure/target_stake/attack_paw(mob/user as mob) return src.attack_hand(user) /obj/structure/target_stake/attack_hand(mob/user as mob) manual_unbuckle(user) return /obj/structure/target_stake/MouseDrop(atom/over_object) return /obj/structure/target_stake/MouseDrop_T(mob/M as mob, mob/user as mob) if(!istype(M)) return buckle_mob(M, user) return /obj/structure/target_stake/proc/unbuckle() if(buckled_mob) if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt if(!buckled_mob.mob_has_gravity(buckled_mob.loc)) buckled_mob.float(1) buckled_mob.buckled = null buckled_mob.anchored = initial(buckled_mob.anchored) buckled_mob.update_canmove() buckled_mob = null return /obj/structure/target_stake/proc/manual_unbuckle(mob/user as mob) if(buckled_mob) if(buckled_mob.buckled == src) if(buckled_mob != user) buckled_mob.visible_message(\ "\blue [buckled_mob.name] was unbuckled by [user.name]!",\ "You were unbuckled from [src] by [user.name].",\ "You hear metal clanking") else buckled_mob.visible_message(\ "\blue [buckled_mob.name] unbuckled \himself!",\ "You unbuckle yourself from [src].",\ "You hear metal clanking") unbuckle() src.add_fingerprint(user) return /obj/structure/target_stake/Move() ..() if(buckled_mob) if(buckled_mob.buckled == src) buckled_mob.loc = src.loc else buckled_mob = null /obj/structure/target_stake/proc/buckle_mob(mob/M as mob, mob/user as mob) if (!ticker) user << "You can't buckle anyone in before the game starts." if ( !ismob(M) || (get_dist(src, user) > 1) || (M.loc != src.loc) || user.restrained() || user.lying || user.stat || M.buckled || istype(user, /mob/living/silicon/pai) ) return if(pinned_target) return if (istype(M, /mob/living/carbon/slime)) user << "The [M] is too squishy to buckle in." return unbuckle() if (M == usr) M.visible_message(\ "\blue [M.name] buckles in!",\ "You buckle yourself to [src].",\ "You hear metal clanking") else M.visible_message(\ "\blue [M.name] is buckled in to [src] by [user.name]!",\ "You are buckled in to [src] by [user.name].",\ "You hear metal clanking") M.buckled = src M.loc = src.loc M.dir = src.dir M.update_canmove() // if(!M.mob_has_gravity(M.loc)) // M.float(0) src.buckled_mob = M src.add_fingerprint(user) return