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While in the middle of a destroy chain the mob can no longer be associated with the client you need to clear huds from. This allows you to just pass a client into a different proc and has some more error checking to hopefully avoid visible issues for players if something goes wrong. This fixes a runtime I cam across while working on something else.
109 lines
4.9 KiB
Plaintext
109 lines
4.9 KiB
Plaintext
//detective spyglasses. meant to be an example for map_popups.dm
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/obj/item/clothing/glasses/sunglasses/spy
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desc = "Made by Nerd. Co's infiltration and surveillance department. Upon closer inspection, there's a small screen in each lens."
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actions_types = list(/datum/action/item_action/activate_remote_view)
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var/obj/item/clothing/accessory/spy_bug/linked_bug
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/obj/item/clothing/glasses/sunglasses/spy/proc/show_to_user(mob/user)//this is the meat of it. most of the map_popup usage is in this.
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var/client/cool_guy = user?.client
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if(!cool_guy)
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return
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if(!linked_bug)
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user.audible_message(span_warning("[src] lets off a shrill beep!"))
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if(cool_guy.screen_maps["spypopup_map"]) //alright, the popup this object uses is already IN use, so the window is open. no point in doing any other work here, so we're good.
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return
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cool_guy.setup_popup("spypopup", 3, 3, 2, "S.P.Y")
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linked_bug.cam_screen.display_to(user)
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RegisterSignal(cool_guy, COMSIG_POPUP_CLEARED, PROC_REF(on_screen_clear))
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linked_bug.update_view()
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/obj/item/clothing/glasses/sunglasses/spy/proc/on_screen_clear(client/source, window)
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SIGNAL_HANDLER
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linked_bug.cam_screen.hide_from_client(source)
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/obj/item/clothing/glasses/sunglasses/spy/equipped(mob/user, slot)
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. = ..()
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if(!(slot & ITEM_SLOT_EYES))
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user.client?.close_popup("spypopup")
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/obj/item/clothing/glasses/sunglasses/spy/dropped(mob/user)
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. = ..()
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user.client?.close_popup("spypopup")
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/obj/item/clothing/glasses/sunglasses/spy/ui_action_click(mob/user)
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show_to_user(user)
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/obj/item/clothing/glasses/sunglasses/spy/item_action_slot_check(slot)
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if(slot & ITEM_SLOT_EYES)
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return TRUE
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/obj/item/clothing/glasses/sunglasses/spy/Destroy()
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if(linked_bug)
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linked_bug.linked_glasses = null
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. = ..()
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/datum/action/item_action/activate_remote_view
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name = "Activate Remote View"
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desc = "Activates the Remote View of your spy sunglasses."
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/obj/item/clothing/accessory/spy_bug
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name = "pocket protector"
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icon = 'icons/obj/clothing/accessories.dmi'
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icon_state = "pocketprotector"
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desc = "An advanced piece of espionage equipment in the shape of a pocket protector. It has a built in 360 degree camera for all your \"admirable\" needs. Microphone not included."
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/// The glasses that you can use to see what this can see
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var/obj/item/clothing/glasses/sunglasses/spy/linked_glasses
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/// Our camera display popup
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var/atom/movable/screen/map_view/cam_screen
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/// How far can we actually see? Ranges higher than one can be used to see through walls.
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var/cam_range = 1
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/// Detects when we move to update the camera view
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var/datum/movement_detector/tracker
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/obj/item/clothing/accessory/spy_bug/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/pinnable_accessory)
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tracker = new /datum/movement_detector(src, CALLBACK(src, PROC_REF(update_view)))
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cam_screen = new
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cam_screen.generate_view("spypopup_map")
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/obj/item/clothing/accessory/spy_bug/Destroy()
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if(linked_glasses)
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linked_glasses.linked_bug = null
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QDEL_NULL(cam_screen)
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QDEL_NULL(tracker)
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. = ..()
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/obj/item/clothing/accessory/spy_bug/proc/update_view()//this doesn't do anything too crazy, just updates the vis_contents of its screen obj
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cam_screen.vis_contents.Cut()
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for(var/turf/visible_turf in view(cam_range, get_turf(src)))//fuck you usr
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cam_screen.vis_contents += visible_turf
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//it needs to be linked, hence a kit.
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/obj/item/storage/box/rxglasses/spyglasskit
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name = "spyglass kit"
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desc = "this box contains <i>cool</i> nerd glasses; with built-in displays to view a linked camera."
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/obj/item/paper/fluff/nerddocs
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name = "Espionage For Dummies"
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color = COLOR_YELLOW
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desc = "An eye gougingly yellow pamphlet with a badly designed image of a detective on it. the subtext says \" The Latest way to violate privacy guidelines!\" "
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default_raw_text = @{"
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Thank you for your purchase of the Nerd Co SpySpeks <small>tm</small>, this paper will be your quick-start guide to violating the privacy of your crewmates in three easy steps!<br><br>Step One: Nerd Co SpySpeks <small>tm</small> upon your face. <br>
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Step Two: Place the included "ProfitProtektor <small>tm</small>" camera assembly in a place of your choosing - make sure to make heavy use of its inconspicous design!
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Step Three: Press the "Activate Remote View" Button on the side of your SpySpeks <small>tm</small> to open a movable camera display in the corner of your vision, it's just that easy!<br><br><br><center><b>TROUBLESHOOTING</b><br></center>
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My SpySpeks <small>tm</small> Make a shrill beep while attempting to use!
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A shrill beep coming from your SpySpeks means that they can't connect to the included ProfitProtektor <small>tm</small>, please make sure your ProfitProtektor is still active, and functional!
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"}
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/obj/item/storage/box/rxglasses/spyglasskit/PopulateContents()
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var/obj/item/clothing/accessory/spy_bug/newbug = new(src)
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var/obj/item/clothing/glasses/sunglasses/spy/newglasses = new(src)
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newbug.linked_glasses = newglasses
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newglasses.linked_bug = newbug
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new /obj/item/paper/fluff/nerddocs(src)
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