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In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism. I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default. Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
92 lines
2.7 KiB
Plaintext
92 lines
2.7 KiB
Plaintext
/obj/item/target
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name = "shooting target"
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desc = "A shooting target."
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icon = 'icons/obj/objects.dmi'
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icon_state = "target_h"
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density = 0
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var/hp = 1800
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var/obj/structure/target_stake/pinnedLoc
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/obj/item/target/Destroy()
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removeOverlays()
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if(pinnedLoc)
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pinnedLoc.nullPinnedTarget()
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return ..()
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/obj/item/target/proc/nullPinnedLoc()
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pinnedLoc = null
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density = 0
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/obj/item/target/proc/removeOverlays()
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cut_overlays()
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/obj/item/target/Move()
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..()
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if(pinnedLoc)
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pinnedLoc.loc = loc
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/obj/item/target/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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removeOverlays()
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to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
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else
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return ..()
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/obj/item/target/attack_hand(mob/user)
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if(pinnedLoc)
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pinnedLoc.removeTarget(user)
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..()
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/obj/item/target/syndicate
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icon_state = "target_s"
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desc = "A shooting target that looks like a syndicate scum."
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hp = 2600
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/obj/item/target/alien
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icon_state = "target_q"
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desc = "A shooting target that looks like a xenomorphic alien."
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hp = 2350
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/obj/item/target/clown
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icon_state = "target_c"
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desc = "A shooting target that looks like a useless clown."
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hp = 2000
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#define DECALTYPE_SCORCH 1
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#define DECALTYPE_BULLET 2
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/obj/item/target/clown/bullet_act(obj/item/projectile/P)
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..()
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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/obj/item/target/bullet_act(obj/item/projectile/P)
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var/p_x = P.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset P.p_x!"
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var/p_y = P.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = DECALTYPE_SCORCH
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if(istype(/obj/item/projectile/bullet, P))
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decaltype = DECALTYPE_BULLET
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var/icon/C = icon(icon,icon_state)
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if(C.GetPixel(p_x, p_y) && P.original == src && overlays.len <= 35) // if the located pixel isn't blank (null)
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hp -= P.damage
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if(hp <= 0)
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visible_message("<span class='danger'>[src] breaks into tiny pieces and collapses!</span>")
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qdel(src)
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var/image/bullet_hole = image('icons/effects/effects.dmi', "scorch", OBJ_LAYER + 0.5)
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bullet_hole.pixel_x = p_x - 1 //offset correction
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bullet_hole.pixel_y = p_y - 1
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if(decaltype == DECALTYPE_SCORCH)
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bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design
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if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
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bullet_hole.setDir(pick(NORTH,SOUTH,EAST,WEST))
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else
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bullet_hole.icon_state = "light_scorch"
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else
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bullet_hole.icon_state = "dent"
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add_overlay(bullet_hole)
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return
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return -1
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#undef DECALTYPE_SCORCH
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#undef DECALTYPE_BULLET |