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* Ports Space Parallax from vg/yogs * KILL ME * fuck shit * fixes * rgfkbjhkefrhjkfrejhkfds * Parallax, part 2. * Gotta get these defines in before remie notices! * DAMN IT! SHE FOUND ONE! * fixes orbits * fix orbits take 2 * Fixes some things with parallax * Refactors parallax shuttle animations.
102 lines
3.0 KiB
Plaintext
102 lines
3.0 KiB
Plaintext
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
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if(client.click_intercept)
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if(call(client.click_intercept,"InterceptClickOn")(src,params,A))
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return
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if(can_reenter_corpse && mind && mind.current)
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if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
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reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
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return // seems legit.
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// Things you might plausibly want to follow
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if(istype(A, /atom/movable))
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ManualFollow(A)
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// Otherwise jump
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else if(A.loc)
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loc = get_turf(A)
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update_parallax_contents()
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/mob/dead/observer/ClickOn(var/atom/A, var/params)
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if(client.click_intercept)
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if(call(client.click_intercept,"InterceptClickOn")(src,params,A))
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] && modifiers["middle"])
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ShiftMiddleClickOn(A)
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return
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if(modifiers["middle"])
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MiddleClickOn(A)
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return
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if(modifiers["shift"])
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ShiftClickOn(A)
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return
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if(modifiers["alt"])
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return
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if(world.time <= next_move)
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return
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// You are responsible for checking config.ghost_interaction when you override this function
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// Not all of them require checking, see below
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A.attack_ghost(src)
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// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
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/atom/proc/attack_ghost(mob/dead/observer/user)
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if(user.client)
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if(IsAdminGhost(user))
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attack_ai(user)
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if(user.client.prefs.inquisitive_ghost)
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user.examinate(src)
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// ---------------------------------------
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// And here are some good things for free:
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// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
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/obj/machinery/teleport/hub/attack_ghost(mob/user)
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var/atom/l = loc
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var/obj/machinery/computer/teleporter/com = locate(/obj/machinery/computer/teleporter, locate(l.x - 2, l.y, l.z))
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if(com && com.locked)
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user.forceMove(get_turf(com.locked))
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/obj/effect/portal/attack_ghost(mob/user)
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if(target)
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user.forceMove(get_turf(target))
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/obj/machinery/gateway/centerstation/attack_ghost(mob/user)
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if(awaygate)
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user.forceMove(awaygate.loc)
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else
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user << "[src] has no destination."
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/obj/machinery/gateway/centeraway/attack_ghost(mob/user)
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if(stationgate)
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user.forceMove(stationgate.loc)
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else
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user << "[src] has no destination."
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/obj/item/weapon/storage/attack_ghost(mob/user)
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orient2hud(user)
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show_to(user)
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/obj/machinery/teleport/hub/attack_ghost(mob/user)
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if(power_station && power_station.engaged && power_station.teleporter_console && power_station.teleporter_console.target)
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user.forceMove(get_turf(power_station.teleporter_console.target))
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// -------------------------------------------
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// This was supposed to be used by adminghosts
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// I think it is a *terrible* idea
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// but I'm leaving it here anyway
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// commented out, of course.
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/*
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/atom/proc/attack_admin(mob/user as mob)
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if(!user || !user.client || !user.client.holder)
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return
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attack_hand(user)
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*/
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