/obj/item/target name = "shooting target" desc = "A shooting target." icon = 'icons/obj/objects.dmi' icon_state = "target_h" density = FALSE var/hp = 1800 /// Lazylist to keep track of bullet-hole overlays. var/list/bullethole_overlays /obj/item/target/welder_act(mob/living/user, obj/item/I) ..() if(I.use_tool(src, user, 0, volume=40)) for (var/bullethole in bullethole_overlays) cut_overlay(bullethole) bullethole_overlays = null to_chat(user, span_notice("You slice off [src]'s uneven chunks of aluminium and scorch marks.")) return TRUE /obj/item/target/syndicate icon_state = "target_s" desc = "A shooting target that looks like syndicate scum." hp = 2600 /obj/item/target/alien icon_state = "target_q" desc = "A shooting target that looks like a xenomorphic alien." hp = 2350 /obj/item/target/alien/anchored anchored = TRUE /obj/item/target/clown icon_state = "target_c" desc = "A shooting target that looks like a useless clown." hp = 2000 #define DECALTYPE_SCORCH 1 #define DECALTYPE_BULLET 2 /obj/item/target/clown/bullet_act(obj/projectile/P) . = ..() playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE) /obj/item/target/bullet_act(obj/projectile/P) if(istype(P, /obj/projectile/bullet/reusable)) // If it's a foam dart, don't bother with any of this other shit return P.on_hit(src, 0) var/p_x = P.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset P.p_x!" var/p_y = P.p_y + pick(0,0,0,0,0,-1,1) var/decaltype = DECALTYPE_SCORCH if(istype(P, /obj/projectile/bullet)) decaltype = DECALTYPE_BULLET var/icon/C = icon(icon,icon_state) if(C.GetPixel(p_x, p_y) && P.original == src && overlays.len <= 35) // if the located pixel isn't blank (null) hp -= P.damage if(hp <= 0) visible_message(span_danger("[src] breaks into tiny pieces and collapses!")) qdel(src) var/image/bullet_hole = image('icons/effects/effects.dmi', "scorch", OBJ_LAYER + 0.5) bullet_hole.pixel_x = p_x - 1 //offset correction bullet_hole.pixel_y = p_y - 1 if(decaltype == DECALTYPE_SCORCH) bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design if(P.damage >= 20 || istype(P, /obj/projectile/beam/practice)) bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST)) else bullet_hole.icon_state = "light_scorch" else bullet_hole.icon_state = "dent" LAZYADD(bullethole_overlays, bullet_hole) add_overlay(bullet_hole) return BULLET_ACT_HIT return BULLET_ACT_FORCE_PIERCE #undef DECALTYPE_SCORCH #undef DECALTYPE_BULLET