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Paradise/code/game/objects/items/shooting_range.dm
AffectedArc07 b3d9164862 Reworks RGB procs (#21474)
* Reworks RGB procs

* Oops
2023-07-17 14:59:20 +01:00

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// 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 = FALSE
var/hp = 1800
/obj/item/target/Destroy()
cut_overlays()
// 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 = TRUE
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 && 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.
/obj/item/target/welder_act(mob/user, obj/item/I)
. = TRUE
if(!use_tool(src, user, 0, volume = I.tool_volume))
return
overlays.Cut()
to_chat(user, "<span class='notice'>You slice off [src]'s uneven chunks of aluminium and scorch marks.</span>")
/obj/item/target/attack_hand(mob/user)
// 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 = TRUE
density = FALSE
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
..()
/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?
/obj/item/target/alien
icon_state = "target_q"
desc = "A shooting target that looks like a xenomorphic alien."
hp = 2350 // alium onest too kinda
#define DECALTYPE_SCORCH 1
#define DECALTYPE_BULLET 2
/obj/item/target/bullet_act(obj/item/projectile/P)
var/p_x = P.p_x + pick(0,0,0,0,0,-1,1) // really ugly way of coding "sometimes offset P.p_x!"
var/p_y = P.p_y + pick(0,0,0,0,0,-1,1)
var/decaltype = DECALTYPE_SCORCH
if(istype(P, /obj/item/projectile/bullet))
decaltype = DECALTYPE_BULLET
var/icon/C = icon(icon, icon_state)
if(LAZYLEN(overlays) <= 35 && C.GetPixel(p_x, p_y)) // if the located pixel isn't blank (null)
hp -= P.damage
if(hp <= 0)
visible_message("<span class='danger'>[src] breaks into tiny pieces and collapses!</span>")
qdel(src)
return
var/image/bullet_hole = image('icons/effects/effects.dmi', "scorch", OBJ_LAYER + 0.5)
bullet_hole.pixel_x = p_x - 1 //offset correction
bullet_hole.pixel_y = p_y - 1
if(decaltype == DECALTYPE_SCORCH)
if(P.damage >= 20 || istype(P, /obj/item/projectile/beam/practice))
bullet_hole.dir = pick(NORTH,SOUTH,EAST,WEST) // random scorch design. light_scorch does not have different directions
else
bullet_hole.icon_state = "light_scorch"
else
bullet_hole.icon_state = "dent"
add_overlay(bullet_hole)
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
#undef DECALTYPE_SCORCH
#undef DECALTYPE_BULLET