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## 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>
37 lines
775 B
Plaintext
37 lines
775 B
Plaintext
// Blob Overmind Controls
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/mob/eye/blob/ClickOn(atom/A, params) //Expand blob
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var/list/modifiers = params2list(params)
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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MiddleClickOn(A, params)
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return
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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ShiftClickOn(A)
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return
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if(LAZYACCESS(modifiers, ALT_CLICK))
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blob_click_alt(A)
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlClickOn(A)
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return
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var/turf/T = get_turf(A)
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if(T)
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expand_blob(T)
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/mob/eye/blob/MiddleClickOn(atom/A) //Rally spores
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. = ..()
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var/turf/T = get_turf(A)
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if(T)
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rally_spores(T)
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/mob/eye/blob/CtrlClickOn(atom/A) //Create a shield
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var/turf/T = get_turf(A)
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if(T)
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create_shield(T)
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/mob/eye/blob/proc/blob_click_alt(atom/A) //Remove a blob
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var/turf/T = get_turf(A)
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if(T)
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remove_blob(T)
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