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Vehicle cameras mod #10630

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merged 13 commits into from Dec 26, 2014

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@Coolthulhu
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commented Dec 24, 2014

The feature I've seen requested few times.

Cameras use mirror mechanics and are similar to them in many ways.

When sitting on a vehicle on a part flagged as "CAM_CONTROL", cameras work like mirrors seen by the player, except with offset being dependent on camera stats rather than distance to it.

I reuse VPFLAG_MIRROR, because it is used only in lightmap.cpp and only in this exact function that now also handles cameras. That way processing seen cache shouldn't be any slower when no mirrors or cameras are installed on current vehicle and only an incredibly tiny bit slower when there are many mirrors installed.

Cameras are installed on the roof, but (like turrets and overhead lights) they can't see through vehicle walls.

@Zireael07

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commented Dec 24, 2014

Cool!

"type":"GENERIC",
"id" : "camera_control",
"name" : "camera control system",
"description" : "A system to control cameras. Currently runs on magic and doesn't require energy.",

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@KA101

KA101 Dec 24, 2014

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OK, you've created debug tools. ;-) Not ready for prime time.

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@Rivet-the-Zombie

Rivet-the-Zombie Dec 24, 2014

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Yeah, with a less fanciful description and a small power drain while active this would be cool.

@Coolthulhu

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commented Dec 25, 2014

I think this should be ready for testing now.

I moved cameras out of the mod, I hope that's OK.

I added some energy cost to cameras, added an option to disable/enable them, renamed "omnidirectional camera" to "security camera" (because no other camera exists yet), gave things proper descriptions and renamed VPFLAG_MIRROR to VPFLAG_EXTENDS_VISION (because cameras use mirror mechanics).

@KA101 KA101 self-assigned this Dec 25, 2014

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commented Dec 25, 2014

Might let 'em spawn in electronic stores too. ;-)

@Coolthulhu

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commented Dec 25, 2014

Yeah, I'll add them later on. I have to make remote controllers spawn somewhere too, so that they can have low-level uses.
Camera systems could probably spawn in police stations.

I just prefer separating my code and json PRs, because it makes it easier for me to avoid conflicts.

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commented Dec 25, 2014

I just prefer separating my code and json PRs, because it makes it easier for me to avoid conflicts.

Not sure how that works, but wev. >_>

@Coolthulhu

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commented Dec 25, 2014

It works like this: I'm bad at git. I learned how to rebase literally yesterday.
I also reuse same test saves for each PR and missing jsons add another layer of "what the fuck am I doing" to testing.

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commented Dec 25, 2014

I've never had confidence in git rebase. I ask authors to fix substantive conflicts because you folks know what you had in mind. I don't necessarily have that knowledge.

Save-reuse, yeah, that could do it. I've had a few PRs that fell behind each other.

@KA101 KA101 merged commit 1d12928 into CleverRaven:master Dec 26, 2014

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@Coolthulhu Coolthulhu deleted the cataclysmbnteam:cameras branch Dec 28, 2014

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