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About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl
949 lines
30 KiB
Plaintext
949 lines
30 KiB
Plaintext
//check_target_facings() return defines
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/// Two mobs are facing the same direction
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#define FACING_SAME_DIR 1
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/// Two mobs are facing each others
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#define FACING_EACHOTHER 2
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/// Two mobs one is facing a person, but the other is perpendicular
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#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
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/proc/random_blood_type()
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return pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
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/proc/random_eye_color()
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switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
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if("brown")
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return "#663300"
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if("hazel")
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return "#554422"
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if("grey")
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return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc")
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if("blue")
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return "#3366cc"
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if("green")
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return "#006600"
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if("amber")
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return "#ffcc00"
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if("albino")
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return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99")
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else
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return "#000000"
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/proc/random_underwear(gender)
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if(!GLOB.underwear_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear, GLOB.underwear_list, GLOB.underwear_m, GLOB.underwear_f)
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switch(gender)
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if(MALE)
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return pick(GLOB.underwear_m)
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if(FEMALE)
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return pick(GLOB.underwear_f)
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else
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return pick(GLOB.underwear_list)
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/proc/random_undershirt(gender)
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if(!GLOB.undershirt_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt, GLOB.undershirt_list, GLOB.undershirt_m, GLOB.undershirt_f)
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switch(gender)
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if(MALE)
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return pick(GLOB.undershirt_m)
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if(FEMALE)
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return pick(GLOB.undershirt_f)
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else
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return pick(GLOB.undershirt_list)
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/proc/random_socks()
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if(!GLOB.socks_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/socks, GLOB.socks_list)
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return pick(GLOB.socks_list)
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/proc/random_backpack()
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return pick(GLOB.backpacklist)
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/proc/random_features()
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if(!GLOB.tails_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/, GLOB.tails_list, add_blank = TRUE)
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if(!GLOB.tails_list_human.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, GLOB.tails_list_human, add_blank = TRUE)
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if(!GLOB.tails_list_lizard.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard, GLOB.tails_list_lizard, add_blank = TRUE)
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if(!GLOB.snouts_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts, GLOB.snouts_list)
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if(!GLOB.horns_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, GLOB.horns_list)
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if(!GLOB.ears_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.horns_list)
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if(!GLOB.frills_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, GLOB.frills_list)
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if(!GLOB.spines_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/spines, GLOB.spines_list)
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if(!GLOB.legs_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
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if(!GLOB.body_markings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
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if(!GLOB.wings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
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if(!GLOB.moth_wings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
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if(!GLOB.moth_antennae_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae, GLOB.moth_antennae_list)
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if(!GLOB.moth_markings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, GLOB.moth_markings_list)
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if(!GLOB.pod_hair_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair, GLOB.pod_hair_list)
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//For now we will always return none for tail_human and ears. | "For now" he says.
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return(list(
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"mcolor" = "#[pick("7F","FF")][pick("7F","FF")][pick("7F","FF")]",
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"ethcolor" = GLOB.color_list_ethereal[pick(GLOB.color_list_ethereal)],
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"tail_cat" = "None",
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"tail_lizard" = "Smooth",
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"wings" = "None",
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"snout" = pick(GLOB.snouts_list),
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"horns" = pick(GLOB.horns_list),
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"ears" = "None",
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"frills" = pick(GLOB.frills_list),
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"spines" = pick(GLOB.spines_list),
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"body_markings" = pick(GLOB.body_markings_list),
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"legs" = "Normal Legs",
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"caps" = pick(GLOB.caps_list),
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"moth_wings" = pick(GLOB.moth_wings_list),
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"moth_antennae" = pick(GLOB.moth_antennae_list),
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"moth_markings" = pick(GLOB.moth_markings_list),
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"tail_monkey" = "None",
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"pod_hair" = pick(GLOB.pod_hair_list),
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))
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/proc/random_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(GLOB.hairstyles_male_list)
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if(FEMALE)
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return pick(GLOB.hairstyles_female_list)
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else
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return pick(GLOB.hairstyles_list)
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/proc/random_facial_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(GLOB.facial_hairstyles_male_list)
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if(FEMALE)
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return pick(GLOB.facial_hairstyles_female_list)
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else
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return pick(GLOB.facial_hairstyles_list)
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/proc/random_unique_name(gender, attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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if(gender==FEMALE)
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. = capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
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else
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. = capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
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if(!findname(.))
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break
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/proc/random_unique_lizard_name(gender, attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(lizard_name(gender))
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if(!findname(.))
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break
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/proc/random_unique_plasmaman_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(plasmaman_name())
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if(!findname(.))
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break
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/proc/random_unique_ethereal_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(ethereal_name())
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if(!findname(.))
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break
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/proc/random_unique_moth_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(pick(GLOB.moth_first)) + " " + capitalize(pick(GLOB.moth_last))
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if(!findname(.))
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break
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/proc/random_skin_tone()
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return pick(GLOB.skin_tones)
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GLOBAL_LIST_INIT(skin_tones, sort_list(list(
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"albino",
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"caucasian1",
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"caucasian2",
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"caucasian3",
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"latino",
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"mediterranean",
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"asian1",
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"asian2",
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"arab",
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"indian",
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"african1",
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"african2"
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)))
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GLOBAL_LIST_INIT(skin_tone_names, list(
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"african1" = "Medium brown",
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"african2" = "Dark brown",
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"albino" = "Albino",
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"arab" = "Light brown",
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"asian1" = "Ivory",
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"asian2" = "Beige",
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"caucasian1" = "Porcelain",
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"caucasian2" = "Light peach",
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"caucasian3" = "Peach",
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"indian" = "Brown",
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"latino" = "Light beige",
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"mediterranean" = "Olive",
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))
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/// An assoc list of species IDs to type paths
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GLOBAL_LIST_EMPTY(species_list)
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/proc/age2agedescription(age)
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switch(age)
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if(0 to 1)
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return "infant"
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if(1 to 3)
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return "toddler"
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if(3 to 13)
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return "child"
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if(13 to 19)
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return "teenager"
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if(19 to 30)
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return "young adult"
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if(30 to 45)
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return "adult"
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if(45 to 60)
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return "middle-aged"
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if(60 to 70)
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return "aging"
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if(70 to INFINITY)
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return "elderly"
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else
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return "unknown"
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///Timed action involving two mobs, the user and the target. interaction_key is the assoc key under which the do_after is capped under, and the max interaction count is how many of this interaction you can do at once.
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/proc/do_mob(mob/user, mob/target, time = 3 SECONDS, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1)
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if(!user || !target)
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return FALSE
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var/user_loc = user.loc
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var/drifting = FALSE
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if(SSmove_manager.processing_on(user, SSspacedrift))
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drifting = TRUE
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var/target_loc = target.loc
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if(!interaction_key && target)
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interaction_key = target //Use the direct ref to the target
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if(interaction_key) //Do we have a interaction_key now?
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var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
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if(current_interaction_count >= max_interact_count) //We are at our peak
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return
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LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
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var/holding = user.get_active_held_item()
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var/datum/progressbar/progbar
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if (progress)
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progbar = new(user, time, target)
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if(target.pixel_x != 0) //shifts the progress bar if target has an offset sprite
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progbar.bar.pixel_x -= target.pixel_x
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if(!(timed_action_flags & IGNORE_SLOWDOWNS))
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time *= user.cached_multiplicative_actions_slowdown
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var/endtime = world.time+time
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var/starttime = world.time
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. = TRUE
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while (world.time < endtime)
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stoplag(1)
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if(!QDELETED(progbar))
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progbar.update(world.time - starttime)
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if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
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drifting = FALSE
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user_loc = user.loc
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if(
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QDELETED(user) || QDELETED(target) \
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|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
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|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc) \
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|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
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|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
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|| (extra_checks && !extra_checks.Invoke()) \
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)
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. = FALSE
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break
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if(!QDELETED(progbar))
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progbar.end_progress()
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if(interaction_key)
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LAZYREMOVE(user.do_afters, interaction_key)
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//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
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/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
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if(check_clicks && next_move > world.time)
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return FALSE
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return TRUE
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//pass a list in the format list("health" = mob's health var) to check health during this
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/mob/living/break_do_after_checks(list/checked_health, check_clicks)
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if(islist(checked_health))
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if(health < checked_health["health"])
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return FALSE
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checked_health["health"] = health
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return ..()
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/**
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* Timed action involving one mob user. Target is optional.
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*
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* Checks that `user` does not move, change hands, get stunned, etc. for the
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* given `delay`. Returns `TRUE` on success or `FALSE` on failure.
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* Interaction_key is the assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set.
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*/
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/proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1)
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if(!user)
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return FALSE
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var/atom/target_loc = null
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if(target && !isturf(target))
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target_loc = target.loc
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if(!interaction_key && target)
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interaction_key = target //Use the direct ref to the target
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if(interaction_key) //Do we have a interaction_key now?
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var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
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if(current_interaction_count >= max_interact_count) //We are at our peak
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return
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LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
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var/atom/user_loc = user.loc
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var/drifting = FALSE
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if(SSmove_manager.processing_on(user, SSspacedrift))
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drifting = TRUE
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var/holding = user.get_active_held_item()
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if(!(timed_action_flags & IGNORE_SLOWDOWNS))
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delay *= user.cached_multiplicative_actions_slowdown
|
|
|
|
var/datum/progressbar/progbar
|
|
if(progress)
|
|
progbar = new(user, delay, target || user)
|
|
|
|
var/endtime = world.time + delay
|
|
var/starttime = world.time
|
|
. = TRUE
|
|
while (world.time < endtime)
|
|
stoplag(1)
|
|
|
|
if(!QDELETED(progbar))
|
|
progbar.update(world.time - starttime)
|
|
|
|
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
|
|
drifting = FALSE
|
|
user_loc = user.loc
|
|
|
|
if(
|
|
QDELETED(user) \
|
|
|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
|
|
|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
|
|
|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
|
|
|| (extra_checks && !extra_checks.Invoke()) \
|
|
)
|
|
. = FALSE
|
|
break
|
|
|
|
if(
|
|
!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) \
|
|
&& !drifting \
|
|
&& !QDELETED(target_loc) \
|
|
&& (QDELETED(target) || target_loc != target.loc) \
|
|
&& ((user_loc != target_loc || target_loc != user)) \
|
|
)
|
|
. = FALSE
|
|
break
|
|
|
|
if(!QDELETED(progbar))
|
|
progbar.end_progress()
|
|
|
|
if(interaction_key)
|
|
LAZYREMOVE(user.do_afters, interaction_key)
|
|
|
|
|
|
///Timed action involving at least one mob user and a list of targets. interaction_key is the assoc key under which the do_after is capped under, and the max interaction count is how many of this interaction you can do at once.
|
|
/proc/do_after_mob(mob/user, list/targets, time = 3 SECONDS, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1)
|
|
if(!user)
|
|
return FALSE
|
|
if(!islist(targets))
|
|
targets = list(targets)
|
|
if(!length(targets))
|
|
return FALSE
|
|
var/user_loc = user.loc
|
|
|
|
if(!(timed_action_flags & IGNORE_SLOWDOWNS))
|
|
time *= user.cached_multiplicative_actions_slowdown
|
|
|
|
var/drifting = FALSE
|
|
if(SSmove_manager.processing_on(user, SSspacedrift))
|
|
drifting = TRUE
|
|
|
|
var/list/originalloc = list()
|
|
|
|
for(var/atom/target in targets)
|
|
originalloc[target] = target.loc
|
|
|
|
if(interaction_key)
|
|
var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
|
|
if(current_interaction_count >= max_interact_count) //We are at our peak
|
|
to_chat(user, span_warning("You can't do this at the moment!"))
|
|
return
|
|
LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
|
|
|
|
|
|
var/holding = user.get_active_held_item()
|
|
var/datum/progressbar/progbar
|
|
if(progress)
|
|
progbar = new(user, time, targets[1])
|
|
|
|
var/endtime = world.time + time
|
|
var/starttime = world.time
|
|
. = TRUE
|
|
while(world.time < endtime)
|
|
stoplag(1)
|
|
|
|
if(!QDELETED(progbar))
|
|
progbar.update(world.time - starttime)
|
|
if(QDELETED(user) || !length(targets))
|
|
. = FALSE
|
|
break
|
|
|
|
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
|
|
drifting = FALSE
|
|
user_loc = user.loc
|
|
|
|
if(
|
|
(!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user_loc != user.loc) \
|
|
|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
|
|
|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
|
|
|| (extra_checks && !extra_checks.Invoke()) \
|
|
)
|
|
. = FALSE
|
|
break
|
|
|
|
for(var/t in targets)
|
|
var/atom/target = t
|
|
if(
|
|
(QDELETED(target)) \
|
|
|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && originalloc[target] != target.loc) \
|
|
)
|
|
. = FALSE
|
|
break
|
|
|
|
if(!.) // In case the for-loop found a reason to break out of the while.
|
|
break
|
|
|
|
if(!QDELETED(progbar))
|
|
progbar.end_progress()
|
|
|
|
if(interaction_key)
|
|
LAZYREMOVE(user.do_afters, interaction_key)
|
|
|
|
/proc/is_species(A, species_datum)
|
|
. = FALSE
|
|
if(ishuman(A))
|
|
var/mob/living/carbon/human/H = A
|
|
if(H.dna && istype(H.dna.species, species_datum))
|
|
. = TRUE
|
|
|
|
/// Returns if the given target is a human. Like, a REAL human.
|
|
/// Not a moth, not a felinid (which are human subtypes), but a human.
|
|
/proc/ishumanbasic(target)
|
|
if (!ishuman(target))
|
|
return FALSE
|
|
|
|
var/mob/living/carbon/human/human_target = target
|
|
return human_target.dna?.species?.type == /datum/species/human
|
|
|
|
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
|
|
var/turf/T = get_turf(target)
|
|
if(!T)
|
|
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
|
|
|
|
var/list/new_args = list(T)
|
|
if(extra_args)
|
|
new_args += extra_args
|
|
var/atom/X
|
|
for(var/j in 1 to amount)
|
|
X = new spawn_type(arglist(new_args))
|
|
if (admin_spawn)
|
|
X.flags_1 |= ADMIN_SPAWNED_1
|
|
return X //return the last mob spawned
|
|
|
|
/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE)
|
|
var/turf/T = get_turf(target)
|
|
var/step_count = 0
|
|
if(!T)
|
|
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
|
|
|
|
var/list/spawned_mobs = new(amount)
|
|
|
|
for(var/j in 1 to amount)
|
|
var/atom/movable/X
|
|
|
|
if (istype(spawn_type, /list))
|
|
var/mob_type = pick(spawn_type)
|
|
X = new mob_type(T)
|
|
else
|
|
X = new spawn_type(T)
|
|
|
|
if (admin_spawn)
|
|
X.flags_1 |= ADMIN_SPAWNED_1
|
|
|
|
spawned_mobs[j] = X
|
|
|
|
if(always_max_walk || prob(walk_chance))
|
|
if(always_max_walk)
|
|
step_count = max_walk
|
|
else
|
|
step_count = rand(1, max_walk)
|
|
|
|
for(var/i in 1 to step_count)
|
|
step(X, pick(NORTH, SOUTH, EAST, WEST))
|
|
|
|
return spawned_mobs
|
|
|
|
// Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified.
|
|
// Automatically gives the class deadsay to the whole message (message + source)
|
|
/proc/deadchat_broadcast(message, source=null, mob/follow_target=null, turf/turf_target=null, speaker_key=null, message_type=DEADCHAT_REGULAR, admin_only=FALSE)
|
|
message = span_deadsay("[source][span_linkify(message)]")
|
|
|
|
for(var/mob/M in GLOB.player_list)
|
|
var/chat_toggles = TOGGLES_DEFAULT_CHAT
|
|
var/toggles = TOGGLES_DEFAULT
|
|
var/list/ignoring
|
|
if(M.client?.prefs)
|
|
var/datum/preferences/prefs = M.client?.prefs
|
|
chat_toggles = prefs.chat_toggles
|
|
toggles = prefs.toggles
|
|
ignoring = prefs.ignoring
|
|
if(admin_only)
|
|
if (!M.client?.holder)
|
|
return
|
|
else
|
|
message += span_deadsay(" (This is viewable to admins only).")
|
|
var/override = FALSE
|
|
if(M.client?.holder && (chat_toggles & CHAT_DEAD))
|
|
override = TRUE
|
|
if(HAS_TRAIT(M, TRAIT_SIXTHSENSE) && message_type == DEADCHAT_REGULAR)
|
|
override = TRUE
|
|
if(SSticker.current_state == GAME_STATE_FINISHED)
|
|
override = TRUE
|
|
if(isnewplayer(M) && !override)
|
|
continue
|
|
if(M.stat != DEAD && !override)
|
|
continue
|
|
if(speaker_key && (speaker_key in ignoring))
|
|
continue
|
|
|
|
switch(message_type)
|
|
if(DEADCHAT_DEATHRATTLE)
|
|
if(toggles & DISABLE_DEATHRATTLE)
|
|
continue
|
|
if(DEADCHAT_ARRIVALRATTLE)
|
|
if(toggles & DISABLE_ARRIVALRATTLE)
|
|
continue
|
|
if(DEADCHAT_LAWCHANGE)
|
|
if(!(chat_toggles & CHAT_GHOSTLAWS))
|
|
continue
|
|
if(DEADCHAT_LOGIN_LOGOUT)
|
|
if(!(chat_toggles & CHAT_LOGIN_LOGOUT))
|
|
continue
|
|
|
|
if(isobserver(M))
|
|
var/rendered_message = message
|
|
|
|
if(follow_target)
|
|
var/F
|
|
if(turf_target)
|
|
F = FOLLOW_OR_TURF_LINK(M, follow_target, turf_target)
|
|
else
|
|
F = FOLLOW_LINK(M, follow_target)
|
|
rendered_message = "[F] [message]"
|
|
else if(turf_target)
|
|
var/turf_link = TURF_LINK(M, turf_target)
|
|
rendered_message = "[turf_link] [message]"
|
|
|
|
to_chat(M, rendered_message, avoid_highlighting = speaker_key == M.key)
|
|
else
|
|
to_chat(M, message, avoid_highlighting = speaker_key == M.key)
|
|
|
|
//Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value.
|
|
/proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN)
|
|
var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs
|
|
var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs
|
|
|
|
if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0)
|
|
for(var/T in typesof(/mob/living/simple_animal))
|
|
var/mob/living/simple_animal/SA = T
|
|
switch(initial(SA.gold_core_spawnable))
|
|
if(HOSTILE_SPAWN)
|
|
mob_spawn_meancritters += T
|
|
if(FRIENDLY_SPAWN)
|
|
mob_spawn_nicecritters += T
|
|
for(var/mob/living/basic/basic_mob as anything in typesof(/mob/living/basic))
|
|
switch(initial(basic_mob.gold_core_spawnable))
|
|
if(HOSTILE_SPAWN)
|
|
mob_spawn_meancritters += basic_mob
|
|
if(FRIENDLY_SPAWN)
|
|
mob_spawn_nicecritters += basic_mob
|
|
|
|
var/chosen
|
|
if(mob_class == FRIENDLY_SPAWN)
|
|
chosen = pick(mob_spawn_nicecritters)
|
|
else
|
|
chosen = pick(mob_spawn_meancritters)
|
|
var/mob/living/spawned_mob = new chosen(spawn_location)
|
|
return spawned_mob
|
|
|
|
/proc/passtable_on(target, source)
|
|
var/mob/living/L = target
|
|
if (!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
L.pass_flags |= PASSTABLE
|
|
|
|
/proc/passtable_off(target, source)
|
|
var/mob/living/L = target
|
|
REMOVE_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
if(!HAS_TRAIT(L, TRAIT_PASSTABLE))
|
|
L.pass_flags &= ~PASSTABLE
|
|
|
|
/proc/dance_rotate(atom/movable/AM, datum/callback/callperrotate, set_original_dir=FALSE)
|
|
set waitfor = FALSE
|
|
var/originaldir = AM.dir
|
|
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
|
|
if(!AM)
|
|
return
|
|
AM.setDir(i)
|
|
callperrotate?.Invoke()
|
|
sleep(1)
|
|
if(set_original_dir)
|
|
AM.setDir(originaldir)
|
|
|
|
///////////////////////
|
|
///Silicon Mob Procs///
|
|
///////////////////////
|
|
|
|
//Returns a list of unslaved cyborgs
|
|
/proc/active_free_borgs()
|
|
. = list()
|
|
for(var/mob/living/silicon/robot/borg in GLOB.silicon_mobs)
|
|
if(borg.connected_ai || borg.shell)
|
|
continue
|
|
if(borg.stat == DEAD)
|
|
continue
|
|
if(borg.emagged || borg.scrambledcodes)
|
|
continue
|
|
. += borg
|
|
|
|
//Returns a list of AI's
|
|
/proc/active_ais(check_mind=FALSE, z = null)
|
|
. = list()
|
|
for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
|
|
if(ai.stat == DEAD)
|
|
continue
|
|
if(ai.control_disabled)
|
|
continue
|
|
if(check_mind)
|
|
if(!ai.mind)
|
|
continue
|
|
if(z && !(z == ai.z) && (!is_station_level(z) || !is_station_level(ai.z))) //if a Z level was specified, AND the AI is not on the same level, AND either is off the station...
|
|
continue
|
|
. += ai
|
|
|
|
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
|
|
/proc/select_active_ai_with_fewest_borgs(z)
|
|
var/mob/living/silicon/ai/selected
|
|
var/list/active = active_ais(FALSE, z)
|
|
for(var/mob/living/silicon/ai/A in active)
|
|
if(!selected || (selected.connected_robots.len > A.connected_robots.len))
|
|
selected = A
|
|
|
|
return selected
|
|
|
|
/proc/select_active_free_borg(mob/user)
|
|
var/list/borgs = active_free_borgs()
|
|
if(borgs.len)
|
|
if(user)
|
|
. = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in sort_list(borgs)
|
|
else
|
|
. = pick(borgs)
|
|
return .
|
|
|
|
/proc/select_active_ai(mob/user, z = null)
|
|
var/list/ais = active_ais(FALSE, z)
|
|
if(ais.len)
|
|
if(user)
|
|
. = input(user,"AI signals detected:", "AI Selection", ais[1]) in sort_list(ais)
|
|
else
|
|
. = pick(ais)
|
|
return .
|
|
|
|
/**
|
|
* Used to get the amount of change between two body temperatures
|
|
*
|
|
* When passed the difference between two temperatures returns the amount of change to temperature to apply.
|
|
* The change rate should be kept at a low value tween 0.16 and 0.02 for optimal results.
|
|
* vars:
|
|
* * temp_diff (required) The differance between two temperatures
|
|
* * change_rate (optional)(Default: 0.06) The rate of range multiplyer
|
|
*/
|
|
/proc/get_temp_change_amount(temp_diff, change_rate = 0.06)
|
|
if(temp_diff < 0)
|
|
return -(BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 - (temp_diff * change_rate))
|
|
return (BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 + (temp_diff * change_rate))
|
|
|
|
#define ISADVANCEDTOOLUSER(mob) (HAS_TRAIT(mob, TRAIT_ADVANCEDTOOLUSER) && !HAS_TRAIT(mob, TRAIT_DISCOORDINATED_TOOL_USER))
|
|
|
|
#define IS_IN_STASIS(mob) (mob.has_status_effect(/datum/status_effect/grouped/stasis))
|
|
|
|
/// Gets the client of the mob, allowing for mocking of the client.
|
|
/// You only need to use this if you know you're going to be mocking clients somewhere else.
|
|
#define GET_CLIENT(mob) (##mob.client || ##mob.mock_client)
|
|
|
|
///Orders mobs by type then by name. Accepts optional arg to sort a custom list, otherwise copies GLOB.mob_list.
|
|
/proc/sort_mobs()
|
|
var/list/moblist = list()
|
|
var/list/sortmob = sort_names(GLOB.mob_list)
|
|
for(var/mob/living/silicon/ai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/camera/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/pai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/robot/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/human/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/brain/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/alien/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/observer/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/new_player/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/simple_animal/slime/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/simple_animal/mob_to_sort in sortmob)
|
|
// We've already added slimes.
|
|
if(isslime(mob_to_sort))
|
|
continue
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/basic/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
return moblist
|
|
|
|
///returns a mob type controlled by a specified ckey
|
|
/proc/get_mob_by_ckey(key)
|
|
if(!key)
|
|
return
|
|
var/list/mobs = sort_mobs()
|
|
for(var/mob/mob in mobs)
|
|
if(mob.ckey == key)
|
|
return mob
|
|
|
|
///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone]
|
|
/proc/parse_zone(zone)
|
|
switch(zone)
|
|
if(BODY_ZONE_CHEST)
|
|
return "chest"
|
|
if(BODY_ZONE_HEAD)
|
|
return "head"
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return "right hand"
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return "left hand"
|
|
if(BODY_ZONE_L_ARM)
|
|
return "left arm"
|
|
if(BODY_ZONE_R_ARM)
|
|
return "right arm"
|
|
if(BODY_ZONE_L_LEG)
|
|
return "left leg"
|
|
if(BODY_ZONE_R_LEG)
|
|
return "right leg"
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return "left foot"
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return "right foot"
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return "groin"
|
|
else
|
|
return zone
|
|
|
|
///Takes a zone and returns it's "parent" zone, if it has one.
|
|
/proc/deprecise_zone(precise_zone)
|
|
switch(precise_zone)
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return BODY_ZONE_CHEST
|
|
if(BODY_ZONE_PRECISE_EYES)
|
|
return BODY_ZONE_HEAD
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return BODY_ZONE_R_ARM
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return BODY_ZONE_L_ARM
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return BODY_ZONE_L_LEG
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return BODY_ZONE_R_LEG
|
|
else
|
|
return precise_zone
|
|
|
|
///Returns the direction that the initiator and the target are facing
|
|
/proc/check_target_facings(mob/living/initiator, mob/living/target)
|
|
/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
|
|
Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
|
|
That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/
|
|
if(!isliving(target) || target.body_position == LYING_DOWN)
|
|
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
|
|
return FALSE
|
|
if(initiator.dir == target.dir) //mobs are facing the same direction
|
|
return FACING_SAME_DIR
|
|
if(is_source_facing_target(initiator,target) && is_source_facing_target(target,initiator)) //mobs are facing each other
|
|
return FACING_EACHOTHER
|
|
if(initiator.dir + 2 == target.dir || initiator.dir - 2 == target.dir || initiator.dir + 6 == target.dir || initiator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
|
|
return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR
|
|
|
|
///Returns the occupant mob or brain from a specified input
|
|
/proc/get_mob_or_brainmob(occupant)
|
|
var/mob/living/mob_occupant
|
|
|
|
if(isliving(occupant))
|
|
mob_occupant = occupant
|
|
|
|
else if(isbodypart(occupant))
|
|
var/obj/item/bodypart/head/head = occupant
|
|
|
|
mob_occupant = head.brainmob
|
|
|
|
else if(isorgan(occupant))
|
|
var/obj/item/organ/internal/brain/brain = occupant
|
|
mob_occupant = brain.brainmob
|
|
|
|
return mob_occupant
|
|
|
|
///Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
|
|
/mob/proc/apply_pref_name(preference_type, client/requesting_client)
|
|
if(!requesting_client)
|
|
requesting_client = client
|
|
var/oldname = real_name
|
|
var/newname
|
|
var/loop = 1
|
|
var/safety = 0
|
|
|
|
var/random = CONFIG_GET(flag/force_random_names) || (requesting_client ? is_banned_from(requesting_client.ckey, "Appearance") : FALSE)
|
|
|
|
while(loop && safety < 5)
|
|
if(!safety && !random)
|
|
newname = requesting_client?.prefs?.read_preference(preference_type)
|
|
else
|
|
var/datum/preference/preference = GLOB.preference_entries[preference_type]
|
|
newname = preference.create_informed_default_value(requesting_client.prefs)
|
|
|
|
for(var/mob/living/checked_mob in GLOB.player_list)
|
|
if(checked_mob == src)
|
|
continue
|
|
if(!newname || checked_mob.real_name == newname)
|
|
newname = null
|
|
loop++ // name is already taken so we roll again
|
|
break
|
|
loop--
|
|
safety++
|
|
|
|
if(newname)
|
|
fully_replace_character_name(oldname, newname)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
///Returns the amount of currently living players
|
|
/proc/living_player_count()
|
|
var/living_player_count = 0
|
|
for(var/mob in GLOB.player_list)
|
|
if(mob in GLOB.alive_mob_list)
|
|
living_player_count += 1
|
|
return living_player_count
|
|
|
|
GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
|
|
|
|
///Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant).
|
|
/proc/dview(range = world.view, center, invis_flags = 0)
|
|
if(!center)
|
|
return
|
|
|
|
GLOB.dview_mob.loc = center
|
|
|
|
GLOB.dview_mob.set_invis_see(invis_flags)
|
|
|
|
. = view(range, GLOB.dview_mob)
|
|
GLOB.dview_mob.loc = null
|
|
|
|
/mob/dview
|
|
name = "INTERNAL DVIEW MOB"
|
|
invisibility = 101
|
|
density = FALSE
|
|
see_in_dark = 1e6
|
|
move_resist = INFINITY
|
|
var/ready_to_die = FALSE
|
|
|
|
/mob/dview/Initialize(mapload) //Properly prevents this mob from gaining huds or joining any global lists
|
|
SHOULD_CALL_PARENT(FALSE)
|
|
if(flags_1 & INITIALIZED_1)
|
|
stack_trace("Warning: [src]([type]) initialized multiple times!")
|
|
flags_1 |= INITIALIZED_1
|
|
return INITIALIZE_HINT_NORMAL
|
|
|
|
/mob/dview/Destroy(force = FALSE)
|
|
if(!ready_to_die)
|
|
stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?")
|
|
|
|
if (!force)
|
|
return QDEL_HINT_LETMELIVE
|
|
|
|
log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS")
|
|
GLOB.dview_mob = new
|
|
return ..()
|
|
|
|
|
|
#define FOR_DVIEW(type, range, center, invis_flags) \
|
|
GLOB.dview_mob.loc = center; \
|
|
GLOB.dview_mob.set_invis_see(invis_flags); \
|
|
for(type in view(range, GLOB.dview_mob))
|
|
|
|
#define FOR_DVIEW_END GLOB.dview_mob.loc = null
|
|
|
|
///Makes a call in the context of a different usr. Use sparingly
|
|
/world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...)
|
|
var/temp = usr
|
|
usr = user_mob
|
|
if (length(args) > 2)
|
|
. = invoked_callback.Invoke(arglist(args.Copy(3)))
|
|
else
|
|
. = invoked_callback.Invoke()
|
|
usr = temp
|
|
|
|
#undef FACING_SAME_DIR
|
|
#undef FACING_EACHOTHER
|
|
#undef FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR
|