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- 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
253 lines
6.5 KiB
Plaintext
253 lines
6.5 KiB
Plaintext
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// TARGET STAKE
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// TARGET
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// Basically they are for the firing range
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/obj/structure/target_stake
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name = "target stake"
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desc = "A thin platform with negatively-magnetized wheels."
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icon = 'objects.dmi'
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icon_state = "target_stake"
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density = 1
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flags = CONDUCT
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var/obj/item/target/pinned_target // the current pinned target
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Move()
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..()
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// Move the pinned target along with the stake
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if(pinned_target in view(3, src))
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pinned_target.loc = loc
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else // Sanity check: if the pinned target can't be found in immediate view
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pinned_target = null
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density = 1
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attackby(obj/item/W as obj, mob/user as mob)
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// Putting objects on the stake. Most importantly, targets
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if(pinned_target)
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return // get rid of that pinned target first!
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if(istype(W, /obj/item/target))
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density = 0
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W.density = 1
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user.drop_item(src)
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W.loc = loc
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W.layer = 3.1
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pinned_target = W
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user << "You slide the target into the stake."
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user.drop_item(src)
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W.loc = loc
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return
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attack_hand(mob/user as mob)
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// taking pinned targets off!
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if(pinned_target)
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density = 1
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pinned_target.density = 0
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pinned_target.layer = OBJ_LAYER
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pinned_target.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_hand(pinned_target)
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user << "You take the target out of the stake."
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else
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pinned_target.loc = get_turf_loc(user)
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user << "You take the target out of the stake."
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pinned_target = null
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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 = '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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Del()
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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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..() // delete target
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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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attackby(obj/item/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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overlays = null
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usr << "You slice off [src]'s uneven chunks of aluminum and scorch marks."
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return
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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_hand(src)
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user << "You take the target out of the stake."
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else
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src.loc = get_turf_loc(user)
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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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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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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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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [src] breaks into tiny pieces and collapses!"
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del(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 = '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/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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New(var/obj/item/target/Target, var/pixel_x = 0, var/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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