mirror of
https://github.com/Bubberstation/Bubberstation.git
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These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()". If there are other things in this commit, the PR's description will explain them.
92 lines
2.6 KiB
Plaintext
92 lines
2.6 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 = 0
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var/hp = 1800
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var/obj/structure/target_stake/pinnedLoc
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/obj/item/target/Destroy()
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removeOverlays()
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if(pinnedLoc)
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pinnedLoc.nullPinnedTarget()
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return ..()
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/obj/item/target/proc/nullPinnedLoc()
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pinnedLoc = null
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density = 0
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/obj/item/target/proc/removeOverlays()
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overlays.Cut()
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/obj/item/target/Move()
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..()
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if(pinnedLoc)
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pinnedLoc.loc = loc
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/obj/item/target/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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removeOverlays()
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user << "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>"
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else
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return ..()
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/obj/item/target/attack_hand(mob/user)
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if(pinnedLoc)
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pinnedLoc.removeTarget(user)
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..()
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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 a 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/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/item/projectile/P)
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..()
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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/obj/item/target/bullet_act(obj/item/projectile/P)
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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(/obj/item/projectile/bullet, P))
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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 class='danger'>[src] breaks into tiny pieces and collapses!</span>")
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qdel(src)
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var/image/I = image("icon"='icons/effects/effects.dmi', "icon_state"="scorch", "layer"=OBJ_LAYER+0.5)
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I.pixel_x = p_x - 1 //offset correction
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I.pixel_y = p_y - 1
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if(decaltype == DECALTYPE_SCORCH)
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I.dir = pick(NORTH,SOUTH,EAST,WEST)// random scorch design
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if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
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I.dir = pick(NORTH,SOUTH,EAST,WEST)
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else
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I.icon_state = "light_scorch"
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else
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I.icon_state = "dent"
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overlays += I
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return
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return -1
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#undef DECALTYPE_SCORCH
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#undef DECALTYPE_BULLET |