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Ports the infinity/interbay vision cone system. #21764
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@@ -1057,7 +1059,7 @@ | |||
else | |||
to_chat(usr, "You must be observing or in the lobby to join the antag pool.") | |||
/mob/proc/is_invisible_to(var/mob/viewer) | |||
return (!alpha || !mouse_opacity || viewer.see_invisible < invisibility) | |||
return (!alpha || !mouse_opacity || viewer.see_invisible < invisibility || (viewer.client && (src in (viewer.client.hidden_mobs || viewer.client.hidden_atoms)))) |
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Why do non-client mobs see better than player controlled ones?
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Because why simulate vision cones for beings that do not use eyes, unlike players.
What do you propose? Moving whole shebang into mob?
I don't seem to find anything that deals with forceMoved mobs. |
@@ -27,6 +28,9 @@ | |||
if(mind) | |||
mind.name = real_name | |||
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if(species.have_vision_cone) |
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Why not just check the species
var directly?
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You mean instead of can_have_vision_cone? For dumber mobs under control of people. Cone is mob-level. Can't have Ian be OP can we now.
How well does this work with camera consoles and scopes? |
Added changelog Put the screen vars into their own object so re-defining each var is no longer necessary. Addessed a majority of the feedback recieved. Removed un-used and un-needed code.
I'd go with 'fuck knows', gonna check now. |
Ok cameras don't have the cone, scopes do apply it at the point where your fake eye is. |
Squashed version of #21737
Added changelog
Put the screen vars into their own object so re-defining each var is no longer necessary.
Addessed a majority of the feedback recieved.
Removed un-used and un-needed code.