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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 20:11:04 +01:00
Zooming with an item is now done with a general proc zoom(). This applies to binoculars and sniper rifle.
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@@ -38,6 +38,8 @@
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var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/zoomdevicename = null //name used for message when binoculars/scope is used
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var/zoom = 0 //1 if item is actively being used to zoom. For scoped guns and binoculars.
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/* Species-specific sprites, concept stolen from Paradise//vg/.
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ex:
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@@ -218,6 +220,11 @@
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// apparently called whenever an item is removed from a slot, container, or anything else.
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/obj/item/proc/dropped(mob/user as mob)
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..()
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if(zoom) //binoculars, scope, etc
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user.client.view = world.view
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user.client.pixel_x = 0
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user.client.pixel_y = 0
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zoom = 0
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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@@ -619,3 +626,78 @@
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var/obj/item/I = get_active_hand()
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if(I && !I.abstract)
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I.showoff(src)
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/*
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For zooming with scope or binoculars. This is called from
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modules/mob/mob_movement.dm if you move you will be zoomed out
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modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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*/
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/obj/item/proc/zoom(var/tileoffset = 11,var/viewsize = 12) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
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var/devicename
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if(zoomdevicename)
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devicename = zoomdevicename
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else
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devicename = src.name
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var/cannotzoom
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if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
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usr << "You are unable to focus through the [devicename]"
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cannotzoom = 1
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else if(!zoom && global_hud.darkMask[1] in usr.client.screen)
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usr << "Your welding equipment gets in the way of you looking through the [devicename]"
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cannotzoom = 1
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else if(!zoom && usr.get_active_hand() != src)
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usr << "You are too distracted to look through the [devicename], perhaps if it was in your active hand this might work better"
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cannotzoom = 1
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if(!zoom && !cannotzoom)
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1) // If the user has already limited their HUD this avoids them having a HUD when they zoom in
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usr.button_pressed_F12(1)
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usr.client.view = viewsize
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zoom = 1
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var/tilesize = 32
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var/viewoffset = tilesize * tileoffset
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switch(usr.dir)
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if (NORTH)
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usr.client.pixel_x = 0
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usr.client.pixel_y = viewoffset
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if (SOUTH)
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usr.client.pixel_x = 0
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usr.client.pixel_y = -viewoffset
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if (EAST)
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usr.client.pixel_x = viewoffset
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usr.client.pixel_y = 0
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if (WEST)
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usr.client.pixel_x = -viewoffset
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usr.client.pixel_y = 0
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usr.visible_message("[usr] peers through the [devicename].")
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/*
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if(istype(usr,/mob/living/carbon/human/))
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var/mob/living/carbon/human/H = usr
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usr.visible_message("[usr] holds [devicename] up to [H.get_visible_gender() == MALE ? "his" : H.get_visible_gender() == FEMALE ? "her" : "their"] eyes.")
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else
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usr.visible_message("[usr] holds [devicename] up to its eyes.")
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*/
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else
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usr.client.view = world.view
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if(!usr.hud_used.hud_shown)
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usr.button_pressed_F12(1)
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zoom = 0
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usr.client.pixel_x = 0
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usr.client.pixel_y = 0
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if(!cannotzoom)
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usr.visible_message("[usr] lowers the [devicename].")
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return
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