mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-26 02:02:39 +00:00
Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/jobs/job_controller.dm code/game/machinery/alarm.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/bots/medbot.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/message.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/constructable_frame.dm code/game/machinery/doors/door.dm code/game/machinery/doors/firedoor.dm code/game/machinery/newscaster.dm code/game/machinery/recharger.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/mecha/mech_fabricator.dm code/game/mecha/working/ripley.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/flashlight.dm code/game/objects/items/devices/radio/encryptionkey.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/medical.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/secstorage/secstorage.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/storage/firstaid.dm code/game/objects/items/weapons/storage/kit.dm code/game/objects/items/weapons/storage/storage.dm code/game/objects/items/weapons/storage/toolbox.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/tools.dm code/game/objects/structures/crates_lockers/closets/secure/cargo.dm code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm code/game/objects/structures/crates_lockers/closets/secure/scientist.dm code/game/objects/structures/crates_lockers/closets/secure/security.dm code/game/objects/structures/electricchair.dm code/game/objects/structures/extinguisher.dm code/game/objects/structures/watercloset.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/game/vehicles/airtight/airtight.dm code/game/vehicles/vehicle.dm code/global.dm code/modules/DetectiveWork/evidence.dm code/modules/admin/IsBanned.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/diagnostics.dm code/modules/admin/verbs/getlogs.dm code/modules/client/preferences.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/rig.dm code/modules/clothing/suits/miscellaneous.dm code/modules/critters/critter_defenses.dm code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
181 lines
5.0 KiB
Plaintext
181 lines
5.0 KiB
Plaintext
// 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 = 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.Cut()
|
|
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_hands(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 = 'icons/effects/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/beam/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) |