diff --git a/code/game/area/Space Station 13 areas.dm b/code/game/area/Space Station 13 areas.dm index 67e3ee11d53..872b443c124 100644 --- a/code/game/area/Space Station 13 areas.dm +++ b/code/game/area/Space Station 13 areas.dm @@ -1408,28 +1408,28 @@ var/list/ghostteleportlocs = list() valid_territory = FALSE /area/solar/auxport - name = "\improper Fore Port Solar Array" - icon_state = "panelsA" + name = "\improper Fore Port Solar Array" + icon_state = "panelsA" /area/solar/auxstarboard - name = "\improper Fore Starboard Solar Array" - icon_state = "panelsA" + name = "\improper Fore Starboard Solar Array" + icon_state = "panelsA" /area/solar/fore - name = "\improper Fore Solar Array" - icon_state = "yellow" + name = "\improper Fore Solar Array" + icon_state = "yellow" /area/solar/aft - name = "\improper Aft Solar Array" - icon_state = "aft" + name = "\improper Aft Solar Array" + icon_state = "aft" /area/solar/starboard - name = "\improper Aft Starboard Solar Array" - icon_state = "panelsS" + name = "\improper Aft Starboard Solar Array" + icon_state = "panelsS" /area/solar/port - name = "\improper Aft Port Solar Array" - icon_state = "panelsP" + name = "\improper Aft Port Solar Array" + icon_state = "panelsP" /area/maintenance/auxsolarport name = "\improper Fore Port Solar Maintenance" diff --git a/code/game/objects/items/shooting_range.dm b/code/game/objects/items/shooting_range.dm index b2f6803a919..8c2d64bda59 100644 --- a/code/game/objects/items/shooting_range.dm +++ b/code/game/objects/items/shooting_range.dm @@ -10,74 +10,75 @@ var/list/bulletholes = list() /obj/item/target/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 - return ..() // delete target + // 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 + return ..() // delete target /obj/item/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 + ..() + // 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. + // 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. /obj/item/target/attackby(obj/item/W as obj, mob/user as mob, params) - if(istype(W, /obj/item/weldingtool)) - var/obj/item/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 + if(istype(W, /obj/item/weldingtool)) + var/obj/item/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 /obj/item/target/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 + // 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 + 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) + 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 + stake.pinned_target = null + return - else - ..() + else + ..() /obj/item/target/syndicate - icon_state = "target_s" - desc = "A shooting target that looks like a syndicate scum." - hp = 2600 // i guess syndie targets are sturdier? + icon_state = "target_s" + desc = "A shooting target that looks like a syndicate scum." + hp = 2600 // i guess syndie targets are sturdier? + /obj/item/target/alien - icon_state = "target_q" - desc = "A shooting target that looks like a xenomorphic alien." - hp = 2350 // alium onest too kinda + icon_state = "target_q" + desc = "A shooting target that looks like a xenomorphic alien." + 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!"