Files
Bubberstation/code/game/objects/items/shooting_range.dm
SkyratBot 7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00

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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
/// 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