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Ports the infinity/interbay vision cone system. #21764

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comma
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@comma comma commented Jun 11, 2018

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.

@comma comma force-pushed the vision-cones-port branch 2 times, most recently from af8880b to 902d47b Compare June 12, 2018 23:56
@@ -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?

@PsiOmegaDelta
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PsiOmegaDelta commented Jun 17, 2018

I don't seem to find anything that deals with forceMoved mobs.

@@ -27,6 +28,9 @@
if(mind)
mind.name = real_name

if(species.have_vision_cone)
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Why not just check the species var directly?

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@comma comma Jun 19, 2018

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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.

@MistakeNot4892
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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.
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comma commented Jun 21, 2018

I'd go with 'fuck knows', gonna check now.

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comma commented Jun 21, 2018

Ok cameras don't have the cone, scopes do apply it at the point where your fake eye is.

@comma comma closed this Jun 22, 2018
@mikomyazaki mikomyazaki mentioned this pull request Aug 6, 2020
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This was referenced Mar 25, 2022
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4 participants