mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-31 20:42:27 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
182 lines
5.1 KiB
Plaintext
182 lines
5.1 KiB
Plaintext
// Targets, the things that actually get shot!
|
|
/obj/item/target
|
|
name = "shooting target"
|
|
desc = "A shooting target."
|
|
icon = 'icons/obj/objects.dmi'
|
|
icon_state = "target_h"
|
|
density = 0
|
|
var/hp = 1800
|
|
var/icon/virtualIcon
|
|
var/list/bulletholes = list()
|
|
|
|
Destroy()
|
|
// if a target is deleted and associated with a stake, force stake to forget
|
|
for(var/obj/structure/target_stake/T in view(3,src))
|
|
if(T.pinned_target == src)
|
|
T.pinned_target = null
|
|
T.density = 1
|
|
break
|
|
return ..() // delete target
|
|
|
|
Move()
|
|
..()
|
|
// After target moves, check for nearby stakes. If associated, move to target
|
|
for(var/obj/structure/target_stake/M in view(3,src))
|
|
if(M.density == 0 && M.pinned_target == src)
|
|
M.loc = loc
|
|
|
|
// This may seem a little counter-intuitive but I assure you that's for a purpose.
|
|
// Stakes are the ones that carry targets, yes, but in the stake code we set
|
|
// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
|
|
// the stake now, we have to push the target.
|
|
|
|
|
|
|
|
attackby(obj/item/W as obj, mob/user as mob)
|
|
if (istype(W, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.remove_fuel(0, user))
|
|
overlays.Cut()
|
|
usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks."
|
|
return
|
|
|
|
|
|
attack_hand(mob/user as mob)
|
|
// taking pinned targets off!
|
|
var/obj/structure/target_stake/stake
|
|
for(var/obj/structure/target_stake/T in view(3,src))
|
|
if(T.pinned_target == src)
|
|
stake = T
|
|
break
|
|
|
|
if(stake)
|
|
if(stake.pinned_target)
|
|
stake.density = 1
|
|
density = 0
|
|
layer = OBJ_LAYER
|
|
|
|
loc = user.loc
|
|
if(ishuman(user))
|
|
if(!user.get_active_hand())
|
|
user.put_in_hands(src)
|
|
user << "You take the target out of the stake."
|
|
else
|
|
src.loc = get_turf(user)
|
|
user << "You take the target out of the stake."
|
|
|
|
stake.pinned_target = null
|
|
return
|
|
|
|
else
|
|
..()
|
|
|
|
syndicate
|
|
icon_state = "target_s"
|
|
desc = "A shooting target that looks like a hostile agent."
|
|
hp = 2600 // i guess syndie targets are sturdier?
|
|
alien
|
|
icon_state = "target_q"
|
|
desc = "A shooting target with a threatening silhouette."
|
|
hp = 2350 // alium onest too kinda
|
|
|
|
/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
|
|
var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
|
|
var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
|
|
var/decaltype = 1 // 1 - scorch, 2 - bullet
|
|
|
|
if(istype(/obj/item/projectile/bullet, Proj))
|
|
decaltype = 2
|
|
|
|
|
|
virtualIcon = new(icon, icon_state)
|
|
|
|
if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
|
|
|
|
hp -= Proj.damage
|
|
if(hp <= 0)
|
|
for(var/mob/O in oviewers())
|
|
if ((O.client && !( O.blinded )))
|
|
O << "<span class='warning'>\The [src] breaks into tiny pieces and collapses!</span>"
|
|
qdel(src)
|
|
|
|
// Create a temporary object to represent the damage
|
|
var/obj/bmark = new
|
|
bmark.pixel_x = p_x
|
|
bmark.pixel_y = p_y
|
|
bmark.icon = 'icons/effects/effects.dmi'
|
|
bmark.layer = 3.5
|
|
bmark.icon_state = "scorch"
|
|
|
|
if(decaltype == 1)
|
|
// Energy weapons are hot. they scorch!
|
|
|
|
// offset correction
|
|
bmark.pixel_x--
|
|
bmark.pixel_y--
|
|
|
|
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
|
|
bmark.icon_state = "scorch"
|
|
bmark.set_dir(pick(NORTH,SOUTH,EAST,WEST)) // random scorch design
|
|
|
|
|
|
else
|
|
bmark.icon_state = "light_scorch"
|
|
else
|
|
|
|
// Bullets are hard. They make dents!
|
|
bmark.icon_state = "dent"
|
|
|
|
if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
|
|
if(decaltype == 2) // bullet
|
|
if(prob(Proj.damage+30)) // bullets make holes more commonly!
|
|
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
|
|
else // Lasers!
|
|
if(prob(Proj.damage-10)) // lasers make holes less commonly
|
|
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
|
|
|
|
// draw bullet holes
|
|
for(var/datum/bullethole/B in bulletholes)
|
|
|
|
virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
|
|
virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
|
|
|
|
overlays += bmark // add the decal
|
|
|
|
icon = virtualIcon // apply bulletholes over decals
|
|
|
|
return
|
|
|
|
return PROJECTILE_CONTINUE // the bullet/projectile goes through the target!
|
|
|
|
|
|
// Small memory holder entity for transparent bullet holes
|
|
/datum/bullethole
|
|
// First box
|
|
var/b1x1 = 0
|
|
var/b1x2 = 0
|
|
var/b1y = 0
|
|
|
|
// Second box
|
|
var/b2x = 0
|
|
var/b2y1 = 0
|
|
var/b2y2 = 0
|
|
|
|
New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
|
|
if(!Target) return
|
|
|
|
// Randomize the first box
|
|
b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
|
|
b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
|
|
b1y = pixel_y
|
|
if(prob(35))
|
|
b1y += rand(-4,4)
|
|
|
|
// Randomize the second box
|
|
b2x = pixel_x
|
|
if(prob(35))
|
|
b2x += rand(-4,4)
|
|
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
|
|
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
|
|
|
|
Target.bulletholes.Add(src)
|