Files
Bubberstation/code/game/objects/items/shooting_range.dm
2017-08-16 10:38:51 -03:00

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/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = FALSE
var/hp = 1800
var/obj/structure/target_stake/pinnedLoc
/obj/item/target/Destroy()
removeOverlays()
if(pinnedLoc)
pinnedLoc.nullPinnedTarget()
return ..()
/obj/item/target/proc/nullPinnedLoc()
pinnedLoc = null
density = FALSE
/obj/item/target/proc/removeOverlays()
cut_overlays()
/obj/item/target/Move()
..()
if(pinnedLoc)
pinnedLoc.loc = loc
/obj/item/target/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weldingtool))
var/obj/item/weldingtool/WT = W
if(WT.remove_fuel(0, user))
removeOverlays()
to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
else
return ..()
/obj/item/target/attack_hand(mob/user)
if(pinnedLoc)
pinnedLoc.removeTarget(user)
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a 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/item/projectile/P)
..()
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
/obj/item/target/bullet_act(obj/item/projectile/P)
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(/obj/item/projectile/bullet, P))
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 class='danger'>[src] breaks into tiny pieces and collapses!</span>")
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/item/projectile/beam/practice))
bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))
else
bullet_hole.icon_state = "light_scorch"
else
bullet_hole.icon_state = "dent"
add_overlay(bullet_hole)
return
return -1
#undef DECALTYPE_SCORCH
#undef DECALTYPE_BULLET