mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
◦ When equipping corgis with objects, their icons immediately update. Fixes a bit of visual lag.
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?
New stuff:
◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -0,0 +1,213 @@
|
||||
|
||||
// TARGET STAKE
|
||||
// TARGET
|
||||
// Basically they are for the firing range
|
||||
/obj/structure/target_stake
|
||||
name = "target stake"
|
||||
desc = "A thin platform with negatively-magnetized wheels."
|
||||
icon = '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
|
||||
W.layer = 3.1
|
||||
pinned_target = W
|
||||
user << "You slide the target into the stake."
|
||||
|
||||
user.drop_item(src)
|
||||
W.loc = loc
|
||||
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_hand(pinned_target)
|
||||
user << "You take the target out of the stake."
|
||||
else
|
||||
pinned_target.loc = get_turf_loc(user)
|
||||
user << "You take the target out of the stake."
|
||||
|
||||
pinned_target = null
|
||||
|
||||
|
||||
|
||||
// Targets, the things that actually get shot!
|
||||
/obj/item/target
|
||||
name = "shooting target"
|
||||
desc = "A shooting target."
|
||||
icon = 'objects.dmi'
|
||||
icon_state = "target_h"
|
||||
density = 0
|
||||
var/hp = 1800
|
||||
var/icon/virtualIcon
|
||||
|
||||
Del()
|
||||
// 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
|
||||
|
||||
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.
|
||||
|
||||
|
||||
|
||||
attackby(obj/item/W as obj, mob/user as mob)
|
||||
if (istype(W, /obj/item/weapon/weldingtool))
|
||||
if(W:welding == 1)
|
||||
overlays = null
|
||||
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_hand(src)
|
||||
user << "You take the target out of the stake."
|
||||
else
|
||||
src.loc = get_turf_loc(user)
|
||||
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 syndicate scum."
|
||||
hp = 2000 // i guess syndie targets are sturdier?
|
||||
alien
|
||||
icon_state = "target_q"
|
||||
desc = "A shooting target that looks like a xenomorphic alien."
|
||||
hp = 2450 // alium ones too
|
||||
|
||||
/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
|
||||
|
||||
|
||||
if(!virtualIcon)
|
||||
virtualIcon = new(icon, icon_state) // if can't locate virtualIcon, make one!
|
||||
|
||||
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 )))
|
||||
O << "\red [src] breaks into tiny pieces and collapses!"
|
||||
del(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 = '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)
|
||||
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"
|
||||
|
||||
var/bullethole = 0 // 1 if makes bullet hole
|
||||
|
||||
if(Proj.damage >= 10)
|
||||
if(decaltype == 2) // bullet
|
||||
if(prob(Proj.damage+30)) // bullets make holes more commonly!
|
||||
bullethole = 1
|
||||
else // Lasers!
|
||||
if(prob(Proj.damage-10)) // lasers make holes less commonly
|
||||
bullethole = 1
|
||||
|
||||
if(bullethole) // draw a simple bullet hole circle thing, not horrendously fancy but it does the job
|
||||
|
||||
virtualIcon.DrawBox(null, bmark.pixel_x-pick(1,1,1,1,1,1,2,3,4), bmark.pixel_y, bmark.pixel_x+pick(1,1,1,1,1,1,2,3,4), bmark.pixel_y) // horizontal line
|
||||
virtualIcon.DrawBox(null, bmark.pixel_x, bmark.pixel_y+pick(1,1,1,1,1,1,2,3,4), bmark.pixel_x, bmark.pixel_y-pick(1,1,1,1,1,1,2,3,4)) // vertical line
|
||||
icon = virtualIcon // apply changes
|
||||
|
||||
|
||||
|
||||
overlays += bmark // add the decal
|
||||
|
||||
return
|
||||
|
||||
return -1 // the bullet/projectile goes through the target! Ie, you missed
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user