Files
Paradise/code/game/objects/shooting_range.dm
johnsonmt88@gmail.com fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00

253 lines
6.5 KiB
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// 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
user.drop_item(src)
W.loc = loc
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
var/list/bulletholes = list()
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))
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
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 = 2600 // i guess syndie targets are sturdier?
alien
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!"
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
virtualIcon = new(icon, icon_state)
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 || istype(Proj, /obj/item/projectile/practice))
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"
if(Proj.damage >= 10 && bulletholes.len <= 35) // maximum of 35 bullet holes
if(decaltype == 2) // bullet
if(prob(Proj.damage+30)) // bullets make holes more commonly!
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
else // Lasers!
if(prob(Proj.damage-10)) // lasers make holes less commonly
new/datum/bullethole(src, bmark.pixel_x, bmark.pixel_y) // create new bullet hole
// draw bullet holes
for(var/datum/bullethole/B in bulletholes)
virtualIcon.DrawBox(null, B.b1x1, B.b1y, B.b1x2, B.b1y) // horizontal line, left to right
virtualIcon.DrawBox(null, B.b2x, B.b2y1, B.b2x, B.b2y2) // vertical line, top to bottom
overlays += bmark // add the decal
icon = virtualIcon // apply bulletholes over decals
return
return -1 // the bullet/projectile goes through the target! Ie, you missed
// Small memory holder entity for transparent bullet holes
/datum/bullethole
// First box
var/b1x1 = 0
var/b1x2 = 0
var/b1y = 0
// Second box
var/b2x = 0
var/b2y1 = 0
var/b2y2 = 0
New(var/obj/item/target/Target, var/pixel_x = 0, var/pixel_y = 0)
if(!Target) return
// Randomize the first box
b1x1 = pixel_x - pick(1,1,1,1,2,2,3,3,4)
b1x2 = pixel_x + pick(1,1,1,1,2,2,3,3,4)
b1y = pixel_y
if(prob(35))
b1y += rand(-4,4)
// Randomize the second box
b2x = pixel_x
if(prob(35))
b2x += rand(-4,4)
b2y1 = pixel_y + pick(1,1,1,1,2,2,3,3,4)
b2y2 = pixel_y - pick(1,1,1,1,2,2,3,3,4)
Target.bulletholes.Add(src)