// 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() 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 Moved(atom/old_loc, direction, forced = FALSE) . = ..() // 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.forceMove(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. 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() to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.") return 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) to_chat(user, "You take the target out of the stake.") else src.loc = get_turf(user) to_chat(user, "You take the target out of the stake.") stake.pinned_target = null return else ..() syndicate icon_state = "target_s" desc = "A shooting target that looks like a hostile agent." hp = 2600 // i guess syndie targets are sturdier? alien icon_state = "target_q" desc = "A shooting target with a threatening silhouette." 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) for(var/mob/O in oviewers()) if ((O.client && !( O.blinded ))) to_chat(O, "\The [src] breaks into tiny pieces and collapses!") 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.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/beam/practice)) bmark.icon_state = "scorch" bmark.set_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 PROJECTILE_CONTINUE // the bullet/projectile goes through the target! // 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 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)