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2016 Bugfix Roundup (#10731)
Fixes #833 Fixes #934 Fixes #1125 Fixes #1186
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@@ -467,9 +467,15 @@
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/datum/species/proc/handle_vision(var/mob/living/carbon/human/H)
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var/list/vision = H.get_accumulated_vision_handlers()
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H.update_sight()
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H.sight |= get_vision_flags(H)
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H.sight |= H.equipment_vision_flags
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H.sight |= vision[1]
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if(H.machine && H.machine.check_eye(H) >= 0 && H.client.eye != H)
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// we inherit sight flags from the machine
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H.sight &= ~(get_vision_flags(H))
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H.sight &= ~(H.equipment_vision_flags)
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H.sight &= ~(vision[1])
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else
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H.sight |= get_vision_flags(H)
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H.sight |= H.equipment_vision_flags
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H.sight |= vision[1]
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if(H.stat == DEAD)
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return 1
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@@ -637,4 +643,4 @@
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return E.key
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/datum/species/proc/get_injection_modifier()
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return injection_mod
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return injection_mod
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@@ -24,10 +24,10 @@ var/mob/living/next_point_time = 0
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face_atom(A)
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if(isturf(A))
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if(pointing_effect)
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clear_point()
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QDEL_NULL(pointing_effect)
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pointing_effect = new /obj/effect/decal/point(A)
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pointing_effect.invisibility = invisibility
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addtimer(CALLBACK(src, .proc/clear_point), 20)
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addtimer(CALLBACK(GLOBAL_PROC, /proc/qdel, pointing_effect), 2 SECONDS)
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else
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var/pointglow = filter(type = "drop_shadow", x = 0, y = -1, offset = 1, size = 1, color = "#F00")
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LAZYADD(A.filters, pointglow)
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@@ -980,4 +980,4 @@ default behaviour is:
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set hidden = 1
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set name = "mov_intent"
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if(hud_used?.move_intent)
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hud_used.move_intent.Click()
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hud_used.move_intent.Click()
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@@ -341,14 +341,10 @@
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pointing_effect = new /obj/effect/decal/point(tile)
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pointing_effect.invisibility = invisibility
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addtimer(CALLBACK(src, .proc/clear_point), 20)
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addtimer(CALLBACK(GLOBAL_PROC, /proc/qdel, pointing_effect), 2 SECONDS)
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face_atom(A)
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return 1
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/mob/proc/clear_point()
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QDEL_NULL(pointing_effect)
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/datum/mobl // I have no idea what the fuck this is, but it's better for it to be a datum than an /obj/effect.
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var/list/container = list()
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var/master
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@@ -1448,4 +1444,4 @@
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if(!check_has_body_select())
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return
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var/obj/screen/zone_sel/selector = mob.zone_sel
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selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
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selector.set_selected_zone(next_in_list(mob.zone_sel.selecting,zones))
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