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[NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game Clarity and consistency regarding DM's systems. Internally, `eye` is used for anything that controls the client's view.  How `eye` is used in DM is consistent with how we use the term, so I figured this would add clarity. Being named mob/camera also makes it unclear exactly what it's doing. The name implies that it would function similar to how mob/camera/ai_eye does, but most of the time it's only used as... an eye. My ulterior reason for this PR is that I want to clean up mob/camera/ai_eye and it's subtypes after this. ## Changelog 🆑 server: mob/camera has been renamed to mob/eye, which may break downstreams /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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// Eye mob, used by cameras and overminds such as blobs.
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/mob/eye
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name = "eye mob"
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density = FALSE
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move_force = INFINITY
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move_resist = INFINITY
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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invisibility = INVISIBILITY_ABSTRACT // No one can see us
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sight = SEE_SELF
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status_flags = NONE
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/// Toggles if the camera can move on shuttles
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var/move_on_shuttle = FALSE
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/// Toggles if the camera can use emotes
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var/has_emotes = FALSE
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/mob/eye/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_GODMODE, INNATE_TRAIT)
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SSpoints_of_interest.make_point_of_interest(src)
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if(!move_on_shuttle)
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ADD_TRAIT(src, TRAIT_BLOCK_SHUTTLE_MOVEMENT, INNATE_TRAIT)
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/mob/eye/experience_pressure_difference()
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return
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/mob/eye/canUseStorage()
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return FALSE
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/mob/eye/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP, z_move_flags = ZMOVE_FEEDBACK))
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to_chat(src, span_notice("You move upwards."))
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/mob/eye/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN, z_move_flags = ZMOVE_FEEDBACK))
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to_chat(src, span_notice("You move down."))
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/mob/eye/can_z_move(direction, turf/start, turf/destination, z_move_flags = NONE, mob/living/rider)
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z_move_flags |= ZMOVE_IGNORE_OBSTACLES //cameras do not respect these FLOORS you speak so much of
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return ..()
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/mob/eye/emote(act, m_type=1, message = null, intentional = FALSE, force_silence = FALSE)
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if(has_emotes)
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return ..()
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return FALSE
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/mob/eye/update_sight()
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lighting_color_cutoffs = list(lighting_cutoff_red, lighting_cutoff_green, lighting_cutoff_blue)
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return ..()
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