b09e519584
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
Beam rifles now have different zoom modes
Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
Center view, just increases your view in all directions (2x weaker)
No zoom mode, in which you just retain your normal view.
You can select beam rifle zooming rates to be instant or stepped.
Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
Beam rifles no longer require zoom to be fired
Beam rifle aiming beams now instantly update instead of on process
Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
Angular penalty reduced by 0.1 for a nice even number.
Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..
146 lines
5.0 KiB
Plaintext
146 lines
5.0 KiB
Plaintext
/mob
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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flags = HEAR
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/list/datum/action/actions = list()
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var/static/next_mob_id = 0
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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var/zone_selected = null
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var/macro_default = "default"
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var/macro_hotkeys = "hotkeys"
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var/damageoverlaytemp = 0
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var/computer_id = null
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var/lastattacker = null
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var/lastattacked = null
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var/list/logging = list(INDIVIDUAL_ATTACK_LOG, INDIVIDUAL_SAY_LOG, INDIVIDUAL_EMOTE_LOG, INDIVIDUAL_OOC_LOG)
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/disabilities = 0 //Carbon
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var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc.
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var/atom/movable/pulling = null
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var/grab_state = 0
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var/next_move = null
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var/notransform = null //Carbon
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var/eye_blind = 0 //Carbon
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var/eye_blurry = 0 //Carbon
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var/stuttering = 0 //Carbon
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var/slurring = 0 //Carbon
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var/cultslurring = 0 //Carbon
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var/real_name = null
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var/druggy = 0 //Carbon
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var/confused = 0 //Carbon
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var/resting = 0 //Carbon
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var/lying = 0
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var/lying_prev = 0
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var/canmove = 1
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var/lastpuke = 0
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var/name_archive //For admin things like possession
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var/timeofdeath = 0//Living
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var/cpr_time = 1//Carbon
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var/bodytemperature = 310.055 //98.7 F
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var/drowsyness = 0//Carbon
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var/dizziness = 0//Carbon
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var/jitteriness = 0//Carbon
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var/nutrition = NUTRITION_LEVEL_FED + 50//Carbon
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var/satiety = 0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/losebreath = 0//Carbon
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var/a_intent = INTENT_HELP//Living
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var/list/possible_a_intents = null//Living
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var/m_intent = MOVE_INTENT_RUN//Living
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var/lastKnownIP = null
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var/atom/movable/buckled = null//Living
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//Hands
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var/active_hand_index = 1
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var/list/held_items = list(null, null) //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
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//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
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var/obj/item/weapon/storage/s_active = null//Carbon
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var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
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var/datum/hud/hud_used = null
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var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
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var/list/mapobjs = list()
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var/in_throw_mode = 0
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var/music_lastplayed = "null"
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var/job = null//Living
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var/radiation = 0//Carbon
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var/voice_name = "unidentifiable voice"
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var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/move_on_shuttle = 1 // Can move on the shuttle.
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//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
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var/mob/living/carbon/LAssailant = null
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var/list/obj/user_movement_hooks //Passes movement in client/Move() to these!
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var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
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//Changlings, but can be used in other modes
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// var/obj/effect/proc_holder/changpower/list/power_list = list()
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//List of active diseases
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var/list/viruses = list() // list of all diseases in a mob
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var/list/resistances = list()
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/digitalinvis = 0 //Are they ivisible to the AI?
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var/image/digitaldisguise = null //what does the AI see instead of them?
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var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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var/atom/movable/remote_control //Calls relaymove() to whatever it is
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/permanent_huds = list()
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var/resize = 1 //Badminnery resize
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var/list/observers = null //The list of people observing this mob.
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var/list/progressbars = null //for stacking do_after bars
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var/list/can_ride_typecache = list()
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var/list/mousemove_intercept_objects
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