Files
Yogstation/code/game/objects/structures/target_stake.dm
adamsong 3baeaeb0c4 Steals tg's span macros (#12232)
* Steals tg's span macros

* Fix alphabet

* Updated some more spans

* Misses a conflict

* Fix compile errors

* Converts more spans

* oops
2021-09-17 12:50:16 +01:00

77 lines
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/obj/structure/target_stake
name = "target stake"
desc = "A thin platform with negatively-magnetized wheels."
icon = 'icons/obj/objects.dmi'
icon_state = "target_stake"
density = FALSE
flags_1 = CONDUCT_1
can_buckle = TRUE
max_buckled_mobs = 1
buckle_lying = FALSE
var/obj/item/target/pinned_target
/obj/structure/target_stake/Destroy()
if(pinned_target)
pinned_target.nullPinnedLoc()
return ..()
/obj/structure/target_stake/proc/handle_density()
if(length(buckled_mobs) || pinned_target)
density = TRUE
else
density = FALSE
/obj/structure/target_stake/post_buckle_mob()
handle_density()
return ..()
/obj/structure/target_stake/post_unbuckle_mob()
handle_density()
return ..()
/obj/structure/target_stake/proc/nullPinnedTarget()
pinned_target = null
/obj/structure/target_stake/Move()
. = ..()
if(pinned_target)
pinned_target.forceMove(loc)
/obj/structure/target_stake/attackby(obj/item/target/T, mob/user)
if(pinned_target)
return
if(istype(T) && user.transferItemToLoc(T, drop_location()))
pinned_target = T
T.pinnedLoc = src
T.density = TRUE
T.layer = OBJ_LAYER + 0.01
handle_density()
to_chat(user, span_notice("You slide the target into the stake."))
/obj/structure/target_stake/attack_hand(mob/user)
. = ..()
if(.)
return
if(pinned_target)
removeTarget(user)
/obj/structure/target_stake/proc/removeTarget(mob/user)
pinned_target.layer = OBJ_LAYER
pinned_target.forceMove(user.loc)
pinned_target.nullPinnedLoc()
nullPinnedTarget()
handle_density()
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(pinned_target)
to_chat(user, span_notice("You take the target out of the stake."))
else
pinned_target.forceMove(user.drop_location())
to_chat(user, span_notice("You take the target out of the stake."))
/obj/structure/target_stake/bullet_act(obj/item/projectile/P)
if(pinned_target)
pinned_target.bullet_act(P)
else
. = ..()