Files
Bubberstation/code/game/objects/items/shooting_range.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
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)
2021-06-14 13:03:53 -07:00

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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