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https://github.com/Bubberstation/Bubberstation.git
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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
77 lines
2.5 KiB
Plaintext
77 lines
2.5 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 = FALSE
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var/hp = 1800
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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/I)
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..()
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if(I.use_tool(src, user, 0, volume=40))
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for (var/bullethole in bullethole_overlays)
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cut_overlay(bullethole)
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bullethole_overlays = null
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to_chat(user, span_notice("You slice off [src]'s uneven chunks of aluminium and scorch marks."))
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return TRUE
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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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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/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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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/projectile/P)
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. = ..()
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
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/obj/item/target/bullet_act(obj/projectile/P)
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if(istype(P, /obj/projectile/bullet/reusable)) // If it's a foam dart, don't bother with any of this other shit
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return P.on_hit(src, 0)
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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(P, /obj/projectile/bullet))
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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_danger("[src] breaks into tiny pieces and collapses!"))
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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/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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LAZYADD(bullethole_overlays, bullet_hole)
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add_overlay(bullet_hole)
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return BULLET_ACT_HIT
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return BULLET_ACT_FORCE_PIERCE
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#undef DECALTYPE_SCORCH
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#undef DECALTYPE_BULLET
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