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https://github.com/Bubberstation/Bubberstation.git
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a4f053f0d9
## About The Pull Request So this nice way of explicitly override an emote type exists, but for some reason it is not properly used and mostly nonfunctional. Custom emotes, a perfect use case for these, was just... mutating the singleton and then resetting it back, instead of actually making use of args. Sinful. Just sinful. <details><summary> It does work, note the type override from the prompt making its way where needed. </summary> <img width="209" height="206" alt="dreamseeker_DRS9nFqoQP" src="https://github.com/user-attachments/assets/35cbac9b-600f-4060-938e-519e110f330d" /> <img width="308" height="493" alt="Code_ZQfaj3GGSu" src="https://github.com/user-attachments/assets/6847e070-d11f-4a32-90fa-edbb5e869e13" /> </details> ## Why It's Good For The Game Fixes a likely oversight/coding skill issue. Improves code modularity. ## Changelog Nothing anyone would notice, if this is working correctly.
55 lines
1.5 KiB
Plaintext
55 lines
1.5 KiB
Plaintext
/// 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 eye can move on shuttles
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var/move_on_shuttle = FALSE
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/// Toggles if the eye 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, type_override = EMOTE_VISIBLE, message = null, intentional = FALSE, force_silence = FALSE, forced = 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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