mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-27 14:46:16 +01:00
Conflicts: code/game/machinery/cryopod.dm code/game/objects/structures/stool_bed_chair_nest/bed.dm code/modules/supermatter/supermatter.dm
149 lines
3.8 KiB
Plaintext
149 lines
3.8 KiB
Plaintext
// Basically they are for the firing range
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/obj/structure/target_stake
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name = "target stake"
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desc = "A thin platform with negatively-magnetized wheels."
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icon = 'icons/obj/objects.dmi'
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icon_state = "target_stake"
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density = 0
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flags = CONDUCT
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var/obj/item/target/pinned_target // the current pinned target
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var/mob/living/buckled_mob
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Move()
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..()
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// Move the pinned target along with the stake
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if(pinned_target in view(3, src))
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pinned_target.loc = loc
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else // Sanity check: if the pinned target can't be found in immediate view
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pinned_target = null
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density = 0
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attackby(obj/item/W as obj, mob/user as mob)
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// Putting objects on the stake. Most importantly, targets
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if(pinned_target)
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return // Clear the stake first!
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if(buckled_mob)
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return // Clear the stake first!
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if(istype(W, /obj/item/target))
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density = 0
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W.density = 0
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user.drop_item(src)
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W.loc = loc
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W.layer = 3.1
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pinned_target = W
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user << "You slide the target into the stake."
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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if(pinned_target)
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density = 0
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pinned_target.density = 0
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pinned_target.layer = OBJ_LAYER
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pinned_target.loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(pinned_target)
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user << "You take the target out of the stake."
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else
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pinned_target.loc = get_turf(user)
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user << "You take the target out of the stake."
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pinned_target = null
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/obj/structure/target_stake/Del()
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unbuckle()
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..()
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return
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/obj/structure/target_stake/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/structure/target_stake/attack_hand(mob/user as mob)
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manual_unbuckle(user)
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return
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/obj/structure/target_stake/MouseDrop(atom/over_object)
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return
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/obj/structure/target_stake/MouseDrop_T(mob/M as mob, mob/user as mob)
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if(!istype(M)) return
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buckle_mob(M, user)
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return
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/obj/structure/target_stake/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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if(!buckled_mob.mob_has_gravity(buckled_mob.loc))
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buckled_mob.float(1)
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob = null
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return
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/obj/structure/target_stake/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] was unbuckled by [user.name]!",\
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"You were unbuckled from [src] by [user.name].",\
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"You hear metal clanking")
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else
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buckled_mob.visible_message(\
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"\blue [buckled_mob.name] unbuckled \himself!",\
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"You unbuckle yourself from [src].",\
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"You hear metal clanking")
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unbuckle()
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src.add_fingerprint(user)
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return
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/obj/structure/target_stake/Move()
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..()
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if(buckled_mob)
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if(buckled_mob.buckled == src)
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buckled_mob.loc = src.loc
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else
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buckled_mob = null
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/obj/structure/target_stake/proc/buckle_mob(mob/M as mob, mob/user as mob)
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if (!ticker)
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user << "You can't buckle anyone in before the game starts."
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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) )
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return
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if(pinned_target)
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return
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if (istype(M, /mob/living/carbon/slime))
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user << "The [M] is too squishy to buckle in."
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return
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unbuckle()
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if (M == usr)
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M.visible_message(\
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"\blue [M.name] buckles in!",\
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"You buckle yourself to [src].",\
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"You hear metal clanking")
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else
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M.visible_message(\
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"\blue [M.name] is buckled in to [src] by [user.name]!",\
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"You are buckled in to [src] by [user.name].",\
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"You hear metal clanking")
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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M.update_canmove()
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// if(!M.mob_has_gravity(M.loc))
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// M.float(0)
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src.buckled_mob = M
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src.add_fingerprint(user)
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return |