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fixes can_see not working (#86517)
## About The Pull Request can_see wasnt working after the new inbuilt byond procs were introduced to it. ## Why It's Good For The Game closes #86515 ## Changelog 🆑 fix: basic mobs will now act hostile again /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -107,6 +107,7 @@
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#include "breath.dm"
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#include "burning.dm"
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#include "cable_powernets.dm"
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#include "can_see.dm"
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#include "card_mismatch.dm"
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#include "cardboard_cutouts.dm"
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#include "cargo_dep_order_locations.dm"
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@@ -0,0 +1,7 @@
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/// Unit test to make sure can_see is working properly
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/datum/unit_test/can_see_test
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/datum/unit_test/can_see_test/Run()
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var/mob/living/carbon/human/observer = allocate(/mob/living/carbon/human/consistent, run_loc_floor_bottom_left) //make sure they're both apart
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var/mob/living/carbon/human/to_be_seen = allocate(/mob/living/carbon/human/consistent, run_loc_floor_top_right)
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TEST_ASSERT(can_see(observer, to_be_seen, get_dist(observer, to_be_seen)), "can_see returned false despite dummies being able to see one another!")
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