// 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 w_class = WEIGHT_CLASS_HUGE var/obj/item/target/pinned_target // the current pinned target /obj/structure/target_stake/Moved() . = ..() if(pinned_target && (pinned_target.loc != loc)) // Move the pinned target along with the stake pinned_target.forceMove(loc) /obj/structure/target_stake/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)) . = CLICKCHAIN_DO_NOT_PROPAGATE if(!user.attempt_insert_item_for_installation(W, loc)) return W.layer = ABOVE_JUNK_LAYER pinned_target = W to_chat(user, "You slide the target into the stake.") else return ..() /obj/structure/target_stake/attack_hand(mob/user, datum/event_args/actor/clickchain/e_args) // taking pinned targets off! if(pinned_target) pinned_target.layer = OBJ_LAYER pinned_target.loc = user.loc if(ishuman(user)) if(!user.get_active_held_item()) user.put_in_hands(pinned_target) to_chat(user, "You take the target out of the stake.") else pinned_target.loc = get_turf(user) to_chat(user, "You take the target out of the stake.") pinned_target = null else return ..() /obj/structure/target_stake/on_bullet_act(obj/projectile/proj, impact_flags, list/bullet_act_args) if(pinned_target) return proj.impact_redirect(pinned_target, args) return ..()