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The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body. The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is. Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
#define SEE_INVISIBLE_MINIMUM 5
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#define INVISIBILITY_LIGHTING 20
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#define SEE_INVISIBLE_LIVING 25
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//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
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//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
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//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
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//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
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#define INVISIBILITY_OBSERVER 60
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#define SEE_INVISIBLE_OBSERVER 60
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#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
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#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
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#define BORGMESON (1<<0)
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#define BORGTHERM (1<<1)
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#define BORGXRAY (1<<2)
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#define BORGMATERIAL (1<<3)
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//for clothing visor toggles, these determine which vars to toggle
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#define VISOR_FLASHPROTECT (1<<0)
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#define VISOR_TINT (1<<1)
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#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
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#define VISOR_DARKNESSVIEW (1<<3)
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#define VISOR_INVISVIEW (1<<4)
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//for whether AI eyes see static, and whether it is mouse-opaque or not
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#define USE_STATIC_NONE 0
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#define USE_STATIC_TRANSPARENT 1
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#define USE_STATIC_OPAQUE 2
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