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[REFACTOR] Pixel Shift Component (#22564)
* Pixel Shift - Move to Component * oops return ais * more refactor * update authors * remove more unused signals! * one more little refactor * update override and readme * update dme * move addcomponent to login * review * more review fixes * more changes, now qdels on unpixel_shift * remove unnecessary * update readme * return signal * update documentation? --------- Co-authored-by: Bloop <vinylspiders@gmail.com>
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@@ -1,97 +0,0 @@
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#define MAXIMUM_PIXEL_SHIFT 16
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#define PASSABLE_SHIFT_THRESHOLD 8
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/mob
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/// Whether the mob is pixel shifted or not
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var/is_shifted = FALSE
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/// If we are in the shifting setting.
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var/shifting = FALSE
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/// Takes the four cardinal direction defines. Any atoms moving into this atom's tile will be allowed to from the added directions.
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var/passthroughable = NONE
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/datum/keybinding/mob/pixel_shift
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hotkey_keys = list("B")
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name = "pixel_shift"
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full_name = "Pixel Shift"
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description = "Shift your characters offset."
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category = CATEGORY_MOVEMENT
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keybind_signal = COMSIG_KB_MOB_PIXELSHIFT
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/datum/keybinding/mob/pixel_shift/down(client/user)
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. = ..()
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if(.)
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return
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var/mob/M = user.mob
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M.shifting = TRUE
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return TRUE
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/datum/keybinding/mob/pixel_shift/up(client/user)
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. = ..()
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if(.)
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return
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var/mob/M = user.mob
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M.shifting = FALSE
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return TRUE
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/mob/proc/unpixel_shift()
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return
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/mob/living/unpixel_shift()
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. = ..()
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passthroughable = NONE
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if(is_shifted)
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is_shifted = FALSE
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pixel_x = body_position_pixel_x_offset + base_pixel_x
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pixel_y = body_position_pixel_y_offset + base_pixel_y
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/mob/proc/pixel_shift(direction)
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return
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/mob/living/set_pull_offsets(mob/living/pull_target, grab_state)
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pull_target.unpixel_shift()
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return ..()
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/mob/living/reset_pull_offsets(mob/living/pull_target, override)
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pull_target.unpixel_shift()
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return ..()
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/mob/living/pixel_shift(direction)
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passthroughable = NONE
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switch(direction)
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if(NORTH)
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if(pixel_y <= MAXIMUM_PIXEL_SHIFT + base_pixel_y)
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pixel_y++
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is_shifted = TRUE
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if(EAST)
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if(pixel_x <= MAXIMUM_PIXEL_SHIFT + base_pixel_x)
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pixel_x++
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is_shifted = TRUE
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if(SOUTH)
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if(pixel_y >= -MAXIMUM_PIXEL_SHIFT + base_pixel_y)
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pixel_y--
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is_shifted = TRUE
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if(WEST)
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if(pixel_x >= -MAXIMUM_PIXEL_SHIFT + base_pixel_x)
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pixel_x--
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is_shifted = TRUE
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// Yes, I know this sets it to true for everything if more than one is matched.
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// Movement doesn't check diagonals, and instead just checks EAST or WEST, depending on where you are for those.
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if(pixel_y > PASSABLE_SHIFT_THRESHOLD)
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passthroughable |= EAST | SOUTH | WEST
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if(pixel_x > PASSABLE_SHIFT_THRESHOLD)
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passthroughable |= NORTH | SOUTH | WEST
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if(pixel_y < -PASSABLE_SHIFT_THRESHOLD)
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passthroughable |= NORTH | EAST | WEST
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if(pixel_x < -PASSABLE_SHIFT_THRESHOLD)
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passthroughable |= NORTH | EAST | SOUTH
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/mob/living/CanAllowThrough(atom/movable/mover, border_dir)
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// Make sure to not allow projectiles of any kind past where they normally wouldn't.
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if(!istype(mover, /obj/projectile) && !mover.throwing && passthroughable & border_dir)
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return TRUE
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return ..()
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#undef MAXIMUM_PIXEL_SHIFT
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#undef PASSABLE_SHIFT_THRESHOLD
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@@ -0,0 +1,100 @@
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/datum/component/pixel_shift
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// Whether the mob is pixel shifted or not
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var/is_shifted = FALSE
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/// If we are in the shifting setting.
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var/shifting = TRUE
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/// Takes the four cardinal direction defines. Any atoms moving into this atom's tile will be allowed to from the added directions.
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var/passthroughable = NONE
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/// The maximum amount of pixels allowed to move in the turf.
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var/maximum_pixel_shift = 16
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/// The amount of pixel shift required to make the parent passthroughable.
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var/passable_shift_threshold = 8
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/datum/component/pixel_shift/Initialize(...)
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. = ..()
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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/datum/component/pixel_shift/RegisterWithParent()
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RegisterSignal(parent, COMSIG_KB_MOB_PIXEL_SHIFT_DOWN, PROC_REF(pixel_shift_down))
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RegisterSignal(parent, COMSIG_KB_MOB_PIXEL_SHIFT_UP, PROC_REF(pixel_shift_up))
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RegisterSignals(parent, list(COMSIG_LIVING_RESET_PULL_OFFSETS, COMSIG_LIVING_SET_PULL_OFFSET, COMSIG_MOVABLE_MOVED), PROC_REF(unpixel_shift))
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RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE, PROC_REF(pre_move_check))
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RegisterSignal(parent, COMSIG_LIVING_CAN_ALLOW_THROUGH, PROC_REF(check_passable))
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/datum/component/pixel_shift/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_KB_MOB_PIXEL_SHIFT_DOWN)
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UnregisterSignal(parent, COMSIG_KB_MOB_PIXEL_SHIFT_UP)
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UnregisterSignal(parent, COMSIG_LIVING_RESET_PULL_OFFSETS)
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UnregisterSignal(parent, COMSIG_LIVING_SET_PULL_OFFSET)
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(parent, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE)
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UnregisterSignal(parent, COMSIG_LIVING_CAN_ALLOW_THROUGH)
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/// Overrides Move to Pixel Shift.
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/datum/component/pixel_shift/proc/pre_move_check(mob/source, new_loc, direct)
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SIGNAL_HANDLER
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if(shifting)
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pixel_shift(source, direct)
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return COMSIG_MOB_CLIENT_BLOCK_PRE_LIVING_MOVE
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/// Checks if the parent is considered passthroughable from a direction. Projectiles will ignore the check and hit.
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/datum/component/pixel_shift/proc/check_passable(mob/source, atom/movable/mover, border_dir)
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SIGNAL_HANDLER
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if(!isprojectile(mover) && !mover.throwing && passthroughable & border_dir)
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return COMPONENT_LIVING_PASSABLE
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/// Activates Pixel Shift on Keybind down. Only Pixel Shift movement will be allowed.
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/datum/component/pixel_shift/proc/pixel_shift_down()
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SIGNAL_HANDLER
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shifting = TRUE
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return COMSIG_KB_ACTIVATED
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/// Disables Pixel Shift on Keybind up. Allows to Move.
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/datum/component/pixel_shift/proc/pixel_shift_up()
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SIGNAL_HANDLER
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shifting = FALSE
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/// Sets parent pixel offsets to default and deletes the component.
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/datum/component/pixel_shift/proc/unpixel_shift()
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SIGNAL_HANDLER
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passthroughable = NONE
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if(is_shifted)
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var/mob/living/owner = parent
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owner.pixel_x = owner.body_position_pixel_x_offset + owner.base_pixel_x
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owner.pixel_y = owner.body_position_pixel_y_offset + owner.base_pixel_y
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qdel(src)
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/// In-turf pixel movement which can allow things to pass through if the threshold is met.
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/datum/component/pixel_shift/proc/pixel_shift(mob/source, direct)
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passthroughable = NONE
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var/mob/living/owner = parent
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switch(direct)
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if(NORTH)
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if(owner.pixel_y <= maximum_pixel_shift + owner.base_pixel_y)
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owner.pixel_y++
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is_shifted = TRUE
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if(EAST)
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if(owner.pixel_x <= maximum_pixel_shift + owner.base_pixel_x)
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owner.pixel_x++
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is_shifted = TRUE
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if(SOUTH)
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if(owner.pixel_y >= -maximum_pixel_shift + owner.base_pixel_y)
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owner.pixel_y--
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is_shifted = TRUE
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if(WEST)
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if(owner.pixel_x >= -maximum_pixel_shift + owner.base_pixel_x)
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owner.pixel_x--
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is_shifted = TRUE
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// Yes, I know this sets it to true for everything if more than one is matched.
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// Movement doesn't check diagonals, and instead just checks EAST or WEST, depending on where you are for those.
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if(owner.pixel_y > passable_shift_threshold)
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passthroughable |= EAST | SOUTH | WEST
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else if(owner.pixel_y < -passable_shift_threshold)
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passthroughable |= NORTH | EAST | WEST
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if(owner.pixel_x > passable_shift_threshold)
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passthroughable |= NORTH | SOUTH | WEST
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else if(owner.pixel_x < -passable_shift_threshold)
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passthroughable |= NORTH | EAST | SOUTH
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@@ -0,0 +1,17 @@
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/datum/keybinding/mob/pixel_shift
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hotkey_keys = list("B")
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name = "pixel_shift"
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full_name = "Pixel Shift"
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description = "Shift your characters offset."
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category = CATEGORY_MOVEMENT
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keybind_signal = COMSIG_KB_MOB_PIXEL_SHIFT_DOWN
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/datum/keybinding/mob/pixel_shift/down(client/user)
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. = ..()
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if(.)
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return
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user.mob.add_pixel_shift_component()
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/datum/keybinding/mob/pixel_shift/up(client/user)
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. = ..()
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SEND_SIGNAL(user.mob, COMSIG_KB_MOB_PIXEL_SHIFT_UP)
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@@ -0,0 +1,6 @@
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/// Adds pixel_shift component on call. Default proc does nothing.
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/mob/proc/add_pixel_shift_component()
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return
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/mob/living/add_pixel_shift_component()
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AddComponent(/datum/component/pixel_shift)
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