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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes #90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
88 lines
3.0 KiB
Plaintext
88 lines
3.0 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/structures.dmi'
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icon_state = "target_h"
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density = FALSE
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max_integrity = 1800
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item_flags = CAN_BE_HIT
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/// Lazylist to keep track of bullet-hole overlays.
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var/list/bullethole_overlays
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/obj/item/target/welder_act(mob/living/user, obj/item/tool)
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if(tool.use_tool(src, user, 0 SECONDS, volume = 40))
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LAZYNULL(bullethole_overlays)
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balloon_alert(user, "target repaired")
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update_appearance(UPDATE_OVERLAYS)
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return TRUE
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/obj/item/target/update_overlays()
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. = ..()
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. |= bullethole_overlays
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/obj/item/target/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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if(prob(25))
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return ..() // RNG change to just not leave a mark, like walls
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if(length(overlays) > 35)
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return ..() // Too many bullets, we're done here
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// Projectiles which do not deal damage will not leave dent / scorch mark graphics.
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// However we snowflake some projectiles to leave them anyway, because they're appropriate.
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var/static/list/always_leave_marks
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if(isnull(always_leave_marks))
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always_leave_marks = typecacheof(list(
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/obj/projectile/beam/practice,
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/obj/projectile/beam/laser/carbine/practice,
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))
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var/is_invalid_damage = hitting_projectile.damage_type != BRUTE && hitting_projectile.damage_type != BURN
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var/is_safe = !hitting_projectile.is_hostile_projectile()
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var/is_generic_projectile = !is_type_in_typecache(hitting_projectile, always_leave_marks)
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if(is_generic_projectile && (is_invalid_damage || is_safe))
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return ..() // Don't bother unless it's real shit
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var/p_x = hitting_projectile.p_x + pick(0, 0, 0, 0, 0, -1, 1) // really ugly way of coding "sometimes offset p_x!"
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var/p_y = hitting_projectile.p_y + pick(0, 0, 0, 0, 0, -1, 1)
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var/icon/our_icon = icon(icon, icon_state)
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if(!our_icon.GetPixel(p_x, p_y) || hitting_projectile.original != src)
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return BULLET_ACT_FORCE_PIERCE // We, "missed", I guess?
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. = ..()
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if(. != BULLET_ACT_HIT)
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return
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var/image/bullet_hole = image('icons/effects/effects.dmi', "dent", OBJ_LAYER + 0.5)
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bullet_hole.pixel_w = p_x - 1 //offset correction
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bullet_hole.pixel_z = p_y - 1
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if(hitting_projectile.damage_type != BRUTE)
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bullet_hole.setDir(pick(GLOB.cardinals))// random scorch design
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if(hitting_projectile.damage < 20 && is_generic_projectile)
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bullet_hole.icon_state = "light_scorch"
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else
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bullet_hole.icon_state = "scorch"
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LAZYADD(bullethole_overlays, bullet_hole)
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update_appearance(UPDATE_OVERLAYS)
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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 syndicate scum."
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max_integrity = 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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max_integrity = 2350
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/obj/item/target/alien/anchored
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anchored = TRUE
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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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max_integrity = 2000
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/obj/item/target/clown/bullet_act(obj/projectile/proj)
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. = ..()
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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