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* Desc change * Update girders.dm * Update valve.dm * Update machine_stacking.dm * Update shuttle_engines.dm * Update pipe_dispenser.dm * Update lib_items.dm
95 lines
2.7 KiB
Plaintext
95 lines
2.7 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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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 = FALSE
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/obj/item/target/proc/removeOverlays()
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cut_overlays()
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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/weldingtool))
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var/obj/item/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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removeOverlays()
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to_chat(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 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/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/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/item/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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add_overlay(bullet_hole)
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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 |