Files
Bubberstation/code/game/objects/items/shooting_range.dm
phil235 9b9481d65c Changes many span classes.
Replaces for(mob in oviewers) show_message()  with visible_message() when possible.

Fixes the absolute pathing in Ninja code.

Fixes facehugger attack messages being bold red for third party (only the first leap message will stay bold red for third party, for better visibility)

Standardizes vomiting message

Fixes mech occupant not receiving any attack messages when the mech is attacked.
2014-10-18 16:00:38 +02:00

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// Targets, the things that actually get shot!
/obj/item/target
name = "shooting target"
desc = "A shooting target."
icon = 'icons/obj/objects.dmi'
icon_state = "target_h"
density = 0
var/hp = 1800
var/icon/virtualIcon
var/list/bulletholes = list()
/obj/item/target/Destroy()
// if a target is deleted and associated with a stake, force stake to forget
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
T.pinned_target = null
T.density = 1
break
..() // delete target
/obj/item/target/Move()
..()
// After target moves, check for nearby stakes. If associated, move to target
for(var/obj/structure/target_stake/M in view(3,src))
if(M.density == 0 && M.pinned_target == src)
M.loc = loc
// This may seem a little counter-intuitive but I assure you that's for a purpose.
// Stakes are the ones that carry targets, yes, but in the stake code we set
// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
// the stake now, we have to push the target.
/obj/item/target/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
overlays.Cut()
usr << "You slice off [src]'s uneven chunks of aluminium and scorch marks."
return
/obj/item/target/attack_hand(mob/user as mob)
// taking pinned targets off!
var/obj/structure/target_stake/stake
for(var/obj/structure/target_stake/T in view(3,src))
if(T.pinned_target == src)
stake = T
break
if(stake)
if(stake.pinned_target)
stake.density = 1
density = 0
layer = OBJ_LAYER
loc = user.loc
if(ishuman(user))
if(!user.get_active_hand())
user.put_in_hands(src)
user << "You take the target out of the stake."
else
src.loc = get_turf(user)
user << "You take the target out of the stake."
stake.pinned_target = null
return
else
..()
/obj/item/target/syndicate
icon_state = "target_s"
desc = "A shooting target that looks like a syndicate scum."
hp = 2600 // i guess syndie targets are sturdier?
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350 // alium onest too kinda
/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = 1 // 1 - scorch, 2 - bullet
if(istype(/obj/item/projectile/bullet, Proj))
decaltype = 2
virtualIcon = new(icon, icon_state)
if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
hp -= Proj.damage
if(hp <= 0)
visible_message("<span class='warning'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
// Create a temporary object to represent the damage
var/obj/bmark = new
bmark.pixel_x = p_x
bmark.pixel_y = p_y
bmark.icon = 'icons/effects/effects.dmi'
bmark.layer = 3.5
bmark.icon_state = "scorch"
if(decaltype == 1)
// Energy weapons are hot. they scorch!
// offset correction
bmark.pixel_x--
bmark.pixel_y--
if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/practice))
bmark.icon_state = "scorch"
bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
else
bmark.icon_state = "light_scorch"
else
// Bullets are hard. They make dents!
bmark.icon_state = "dent"
if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
if(decaltype == 2) // bullet
if(prob(Proj.damage+30)) // bullets make holes more commonly!
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
else // Lasers!
if(prob(Proj.damage-10)) // lasers make holes less commonly
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
// draw bullet holes
for(var/datum/bullethole/B in bulletholes)
virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
overlays += bmark // add the decal
icon = virtualIcon // apply bulletholes over decals
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
// Small memory holder entity for transparent bullet holes
/datum/bullethole
// First box
var/b1x1 = 0
var/b1x2 = 0
var/b1y = 0
// Second box
var/b2x = 0
var/b2y1 = 0
var/b2y2 = 0
/datum/bullethole/New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
if(!Target) return
// Randomize the first box
b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
b1y = pixel_y
if(prob(35))
b1y += rand(-4,4)
// Randomize the second box
b2x = pixel_x
if(prob(35))
b2x += rand(-4,4)
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
Target.bulletholes.Add(src)