// Basically they are for the firing range /obj/structure/target_stake name = "target stake" desc = "A thin platform with negatively-magnetized wheels." icon = 'icons/obj/objects.dmi' icon_state = "target_stake" density = 1 flags = CONDUCT var/obj/item/target/pinned_target // the current pinned target Move() ..() // Move the pinned target along with the stake if(pinned_target in view(3, src)) pinned_target.loc = loc else // Sanity check: if the pinned target can't be found in immediate view pinned_target = null density = 1 attackby(obj/item/W as obj, mob/user as mob) // Putting objects on the stake. Most importantly, targets if(pinned_target) return // get rid of that pinned target first! if(istype(W, /obj/item/target)) density = 0 W.density = 1 user.remove_from_mob(W) W.loc = loc W.layer = 3.1 pinned_target = W user << "You slide the target into the stake." return attack_hand(mob/user as mob) // taking pinned targets off! if(pinned_target) density = 1 pinned_target.density = 0 pinned_target.layer = OBJ_LAYER pinned_target.loc = user.loc if(ishuman(user)) if(!user.get_active_hand()) user.put_in_hands(pinned_target) user << "You take the target out of the stake." else pinned_target.loc = get_turf(user) user << "You take the target out of the stake." pinned_target = null