Files
Bubberstation/code/game/objects/items/shooting_range.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
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 = 0
/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/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
removeOverlays()
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/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/I = image("icon"='icons/effects/effects.dmi', "icon_state"="scorch", "layer"=OBJ_LAYER+0.5)
I.pixel_x = p_x - 1 //offset correction
I.pixel_y = p_y - 1
if(decaltype == DECALTYPE_SCORCH)
I.setDir(pick(NORTH,SOUTH,EAST,WEST))// random scorch design
if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
I.setDir(pick(NORTH,SOUTH,EAST,WEST))
else
I.icon_state = "light_scorch"
else
I.icon_state = "dent"
add_overlay(I)
return
return -1
#undef DECALTYPE_SCORCH
#undef DECALTYPE_BULLET