mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-27 22:17:32 +01:00
File standardisation (#13131)
* Adds the check components * Adds in trailing newlines * Converts all CRLF to LF * Post merge EOF * Post merge line endings * Final commit
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@@ -1,177 +1,177 @@
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// Targets, the things that actually get shot!
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/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 = 0
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var/hp = 1800
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var/icon/virtualIcon
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var/list/bulletholes = list()
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/obj/item/target/Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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return ..() // delete target
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/obj/item/target/Move()
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..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.loc = loc
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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/obj/item/target/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!use_tool(src, user, 0,, volume = I.tool_volume))
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return
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overlays.Cut()
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to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
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/obj/item/target/attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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to_chat(user, "You take the target out of the stake.")
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else
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src.loc = get_turf(user)
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to_chat(user, "You take the target out of the stake.")
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stake.pinned_target = null
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return
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else
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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 a syndicate scum."
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hp = 2600 // i guess syndie targets are sturdier?
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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 // alium onest too kinda
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/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
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var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
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var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = 1 // 1 - scorch, 2 - bullet
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if(istype(/obj/item/projectile/bullet, Proj))
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decaltype = 2
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virtualIcon = new(icon, icon_state)
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if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
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hp -= Proj.damage
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if(hp <= 0)
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visible_message("<span class='warning'>[src] breaks into tiny pieces and collapses!</span>")
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qdel(src)
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// Create a temporary object to represent the damage
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var/obj/bmark = new
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bmark.pixel_x = p_x
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bmark.pixel_y = p_y
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bmark.icon = 'icons/effects/effects.dmi'
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bmark.layer = 3.5
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bmark.icon_state = "scorch"
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if(decaltype == 1)
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// Energy weapons are hot. they scorch!
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// offset correction
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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else
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bmark.icon_state = "light_scorch"
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else
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// Bullets are hard. They make dents!
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bmark.icon_state = "dent"
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if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
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if(decaltype == 2) // bullet
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if(prob(Proj.damage+30)) // bullets make holes more commonly!
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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else // Lasers!
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if(prob(Proj.damage-10)) // lasers make holes less commonly
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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// draw bullet holes
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for(var/datum/bullethole/B in bulletholes)
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virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
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virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
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overlays += bmark // add the decal
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icon = virtualIcon // apply bulletholes over decals
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return
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return -1 // the bullet/projectile goes through the target! Ie, you missed
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// Small memory holder entity for transparent bullet holes
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/datum/bullethole
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// First box
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var/b1x1 = 0
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var/b1x2 = 0
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var/b1y = 0
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// Second box
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var/b2x = 0
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var/b2y1 = 0
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var/b2y2 = 0
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/datum/bullethole/New(obj/item/target/Target, pixel_x = 0, pixel_y = 0)
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if(!Target) return
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// Randomize the first box
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b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
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b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
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b1y = pixel_y
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if(prob(35))
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b1y += rand(-4,4)
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// Randomize the second box
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b2x = pixel_x
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if(prob(35))
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b2x += rand(-4,4)
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src)
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// Targets, the things that actually get shot!
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/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 = 0
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var/hp = 1800
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var/icon/virtualIcon
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var/list/bulletholes = list()
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/obj/item/target/Destroy()
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// if a target is deleted and associated with a stake, force stake to forget
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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T.pinned_target = null
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T.density = 1
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break
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return ..() // delete target
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/obj/item/target/Move()
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..()
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// After target moves, check for nearby stakes. If associated, move to target
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for(var/obj/structure/target_stake/M in view(3,src))
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if(M.density == 0 && M.pinned_target == src)
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M.loc = loc
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// This may seem a little counter-intuitive but I assure you that's for a purpose.
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// Stakes are the ones that carry targets, yes, but in the stake code we set
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// a stake's density to 0 meaning it can't be pushed anymore. Instead of pushing
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// the stake now, we have to push the target.
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/obj/item/target/welder_act(mob/user, obj/item/I)
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. = TRUE
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if(!use_tool(src, user, 0,, volume = I.tool_volume))
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return
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overlays.Cut()
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to_chat(usr, "You slice off [src]'s uneven chunks of aluminum and scorch marks.")
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/obj/item/target/attack_hand(mob/user as mob)
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// taking pinned targets off!
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var/obj/structure/target_stake/stake
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for(var/obj/structure/target_stake/T in view(3,src))
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if(T.pinned_target == src)
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stake = T
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break
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if(stake)
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if(stake.pinned_target)
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stake.density = 1
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density = 0
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layer = OBJ_LAYER
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loc = user.loc
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if(ishuman(user))
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if(!user.get_active_hand())
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user.put_in_hands(src)
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to_chat(user, "You take the target out of the stake.")
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else
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src.loc = get_turf(user)
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to_chat(user, "You take the target out of the stake.")
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stake.pinned_target = null
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return
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else
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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 a syndicate scum."
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hp = 2600 // i guess syndie targets are sturdier?
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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 // alium onest too kinda
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/obj/item/target/bullet_act(var/obj/item/projectile/Proj)
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var/p_x = Proj.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset Proj.p_x!"
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var/p_y = Proj.p_y + pick(0,0,0,0,0,-1,1)
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var/decaltype = 1 // 1 - scorch, 2 - bullet
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if(istype(/obj/item/projectile/bullet, Proj))
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decaltype = 2
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virtualIcon = new(icon, icon_state)
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if( virtualIcon.GetPixel(p_x, p_y) ) // if the located pixel isn't blank (null)
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hp -= Proj.damage
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if(hp <= 0)
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visible_message("<span class='warning'>[src] breaks into tiny pieces and collapses!</span>")
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qdel(src)
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// Create a temporary object to represent the damage
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var/obj/bmark = new
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bmark.pixel_x = p_x
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bmark.pixel_y = p_y
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bmark.icon = 'icons/effects/effects.dmi'
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bmark.layer = 3.5
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bmark.icon_state = "scorch"
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if(decaltype == 1)
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// Energy weapons are hot. they scorch!
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// offset correction
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bmark.pixel_x--
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bmark.pixel_y--
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if(Proj.damage >= 20 || istype(Proj, /obj/item/projectile/beam/practice))
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bmark.icon_state = "scorch"
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bmark.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design
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else
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bmark.icon_state = "light_scorch"
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else
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// Bullets are hard. They make dents!
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bmark.icon_state = "dent"
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if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
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if(decaltype == 2) // bullet
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if(prob(Proj.damage+30)) // bullets make holes more commonly!
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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else // Lasers!
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if(prob(Proj.damage-10)) // lasers make holes less commonly
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new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
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// draw bullet holes
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for(var/datum/bullethole/B in bulletholes)
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virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
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virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
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overlays += bmark // add the decal
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icon = virtualIcon // apply bulletholes over decals
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return
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return -1 // the bullet/projectile goes through the target! Ie, you missed
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// Small memory holder entity for transparent bullet holes
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/datum/bullethole
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// First box
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var/b1x1 = 0
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var/b1x2 = 0
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var/b1y = 0
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// Second box
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var/b2x = 0
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var/b2y1 = 0
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var/b2y2 = 0
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/datum/bullethole/New(obj/item/target/Target, pixel_x = 0, pixel_y = 0)
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if(!Target) return
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// Randomize the first box
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b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
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b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
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b1y = pixel_y
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if(prob(35))
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b1y += rand(-4,4)
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// Randomize the second box
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b2x = pixel_x
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if(prob(35))
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b2x += rand(-4,4)
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b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
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b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
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Target.bulletholes.Add(src)
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Reference in New Issue
Block a user