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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
472 lines
14 KiB
Plaintext
472 lines
14 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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//This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move()
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/mob/var/next_click = 0
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// THESE DO NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/var/next_move_adjust = 0 //Amount to adjust action/click delays by, + or -
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/mob/var/next_move_modifier = 1 //Value to multiply action/click delays by
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//Delays the mob's next click/action by num deciseconds
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// eg: 10-3 = 7 deciseconds of delay
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// eg: 10*0.5 = 5 deciseconds of delay
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// DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
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/mob/proc/changeNext_move(num)
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next_move = world.time + ((num+next_move_adjust)*next_move_modifier)
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/mob/living/changeNext_move(num)
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var/mod = next_move_modifier
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var/adj = next_move_adjust
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for(var/datum/status_effect/effect as anything in status_effects)
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mod *= effect.nextmove_modifier()
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adj += effect.nextmove_adjust()
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next_move = world.time + ((num + adj)*mod)
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/**
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* Before anything else, defer these calls to a per-mobtype handler. This allows us to
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* remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
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*
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* Alternately, you could hardcode every mob's variation in a flat [/mob/proc/ClickOn] proc; however,
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* that's a lot of code duplication and is hard to maintain.
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*
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* Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location, control, params)
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if(flags_1 & INITIALIZED_1)
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SEND_SIGNAL(src, COMSIG_CLICK, location, control, params, usr)
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usr.ClickOn(src, params)
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/atom/DblClick(location,control,params)
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if(flags_1 & INITIALIZED_1)
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usr.DblClickOn(src,params)
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/atom/MouseWheel(delta_x,delta_y,location,control,params)
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if(flags_1 & INITIALIZED_1)
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usr.MouseWheelOn(src, delta_x, delta_y, params)
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/**
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* Standard mob ClickOn()
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*
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* After that, mostly just check your state, check whether you're holding an item,
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* check whether you're adjacent to the target, then pass off the click to whoever is receiving it.
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*
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* The most common are:
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* * [mob/proc/UnarmedAttack] (atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
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* * [atom/proc/attackby] (item,user) - used only when adjacent
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* * [obj/item/proc/afterattack] (atom,user,adjacent,params) - used both ranged and adjacent
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* * [mob/proc/RangedAttack] (atom,modifiers) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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/mob/proc/ClickOn( atom/A, params )
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if(world.time <= next_click)
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return
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next_click = world.time + 1
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if(check_click_intercept(params,A) || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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var/list/modifiers = params2list(params)
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if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, modifiers) & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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ShiftMiddleClickOn(A)
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlShiftClickOn(A)
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return
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ShiftClickOn(A)
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return
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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CtrlMiddleClickOn(A)
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else
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MiddleClickOn(A, params)
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return
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if(LAZYACCESS(modifiers, ALT_CLICK)) // alt and alt-gr (rightalt)
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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AltClickSecondaryOn(A)
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else
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AltClickOn(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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if(INCAPACITATED_IGNORING(src, INCAPABLE_RESTRAINTS|INCAPABLE_STASIS))
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return
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face_atom(A)
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if(next_move > world.time) // in the year 2000...
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return
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if(!LAZYACCESS(modifiers, "catcher") && A.IsObscured())
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return
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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changeNext_move(CLICK_CD_HANDCUFFED) //Doing shit in cuffs shall be vey slow
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UnarmedAttack(A, Adjacent(A), modifiers)
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return
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if(throw_mode)
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if(throw_item(A))
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changeNext_move(CLICK_CD_THROW)
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return
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var/obj/item/W = get_active_held_item()
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if(W == A)
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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W.attack_self_secondary(src, modifiers)
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update_held_items()
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return
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else
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W.attack_self(src, modifiers)
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update_held_items()
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return
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//These are always reachable.
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//User itself, current loc, and user inventory
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if(A in DirectAccess())
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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UnarmedAttack(A, TRUE, modifiers)
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return
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//Can't reach anything else in lockers or other weirdness
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if(!loc.AllowClick())
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return
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// In a storage item with a disassociated storage parent
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var/obj/item/item_atom = A
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if(istype(item_atom))
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if((item_atom.item_flags & IN_STORAGE) && (item_atom.loc.flags_1 & HAS_DISASSOCIATED_STORAGE_1))
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UnarmedAttack(item_atom, TRUE, modifiers)
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//Standard reach turf to turf or reaching inside storage
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if(CanReach(A,W))
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if(W)
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W.melee_attack_chain(src, A, params)
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else
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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UnarmedAttack(A, TRUE, modifiers)
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else
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if(W)
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A.base_ranged_item_interaction(src, W, modifiers)
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else
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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ranged_secondary_attack(A, modifiers)
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else
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RangedAttack(A, modifiers)
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/// Is the atom obscured by a PREVENT_CLICK_UNDER_1 object above it
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/atom/proc/IsObscured()
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SHOULD_BE_PURE(TRUE)
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if(!isturf(loc)) //This only makes sense for things directly on turfs for now
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return FALSE
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var/turf/T = get_turf_pixel(src)
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if(!T)
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return FALSE
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for(var/atom/movable/AM in T)
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1 && AM.density && AM.layer > layer)
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return TRUE
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return FALSE
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/turf/IsObscured()
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for(var/item in src)
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var/atom/movable/AM = item
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if(AM.flags_1 & PREVENT_CLICK_UNDER_1)
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return TRUE
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return FALSE
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/**
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* A backwards depth-limited breadth-first-search to see if the target is
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* logically "in" anything adjacent to us.
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*/
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/atom/proc/CanReach(atom/ultimate_target, obj/item/tool, view_only = FALSE)
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var/list/direct_access = DirectAccess()
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var/depth = 1 + (view_only ? STORAGE_VIEW_DEPTH : INVENTORY_DEPTH)
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var/list/closed = list()
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var/list/checking = list(ultimate_target)
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while (checking.len && depth > 0)
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var/list/next = list()
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--depth
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for(var/atom/target in checking) // will filter out nulls
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if(closed[target] || isarea(target)) // avoid infinity situations
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continue
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if(isturf(target) || isturf(target.loc) || (target in direct_access) || (ismovable(target) && target.flags_1 & IS_ONTOP_1) || target.loc?.atom_storage) //Directly accessible atoms
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if(Adjacent(target) || (tool && CheckToolReach(src, target, tool.reach))) //Adjacent or reaching attacks
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return TRUE
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closed[target] = TRUE
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if (!target.loc)
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continue
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if(target.loc.atom_storage)
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next += target.loc
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checking = next
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if(SEND_SIGNAL(src, COMSIG_ATOM_CANREACH, ultimate_target) & COMPONENT_ALLOW_REACH)
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return TRUE
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return FALSE
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/atom/proc/DirectAccess()
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return list(src, loc)
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/mob/DirectAccess(atom/target)
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return ..() + contents
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/mob/living/DirectAccess(atom/target)
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return ..() + get_all_contents()
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/atom/proc/AllowClick()
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return FALSE
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/turf/AllowClick()
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return TRUE
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/proc/CheckToolReach(atom/movable/here, atom/movable/there, reach)
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if(!here || !there)
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return
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switch(reach)
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if(0)
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return FALSE
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if(1)
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return FALSE //here.Adjacent(there)
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if(2 to INFINITY)
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var/obj/dummy = new(get_turf(here))
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dummy.pass_flags |= PASSTABLE
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dummy.SetInvisibility(INVISIBILITY_ABSTRACT)
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for(var/i in 1 to reach) //Limit it to that many tries
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var/turf/T = get_step(dummy, get_dir(dummy, there))
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if(dummy.CanReach(there))
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qdel(dummy)
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return TRUE
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if(!dummy.Move(T)) //we're blocked!
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qdel(dummy)
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return
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qdel(dummy)
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/// Default behavior: ignore double clicks (the second click that makes the doubleclick call already calls for a normal click)
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/mob/proc/DblClickOn(atom/A, params)
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return
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/**
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* UnarmedAttack: The higest level of mob click chain discounting click itself.
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*
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* This handles, just "clicking on something" without an item. It translates
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* into [atom/proc/attack_hand], [atom/proc/attack_animal] etc.
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*
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* Note: proximity_flag here is used to distinguish between normal usage (flag=1),
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* and usage when clicking on things telekinetically (flag=0). This proc will
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* not be called at ranged except with telekinesis.
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*
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* proximity_flag is not currently passed to attack_hand, and is instead used
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* in human click code to allow glove touches only at melee range.
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*
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* modifiers is a lazy list of click modifiers this attack had,
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* used for figuring out different properties of the click, mostly right vs left and such.
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*/
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/mob/proc/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(ismob(A))
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changeNext_move(CLICK_CD_MELEE)
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return
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/**
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* Ranged unarmed attack:
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*
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* This currently is just a default for all mobs, involving
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* laser eyes and telekinesis. You could easily add exceptions
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* for things like ranged glove touches, spitting alien acid/neurotoxin,
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* animals lunging, etc.
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*/
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/mob/proc/RangedAttack(atom/A, modifiers)
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if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED, A, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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/**
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* Ranged secondary attack
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*
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* If the same conditions are met to trigger RangedAttack but it is
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* instead initialized via a right click, this will trigger instead.
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* Useful for mobs that have their abilities mapped to right click.
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*/
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/mob/proc/ranged_secondary_attack(atom/target, modifiers)
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if(SEND_SIGNAL(src, COMSIG_MOB_ATTACK_RANGED_SECONDARY, target, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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/**
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* Middle click
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* Mainly used for swapping hands
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*/
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/mob/proc/MiddleClickOn(atom/A, params)
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. = SEND_SIGNAL(src, COMSIG_MOB_MIDDLECLICKON, A, params)
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if(. & COMSIG_MOB_CANCEL_CLICKON)
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return
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swap_hand()
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/**
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* Shift click
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* For most mobs, examine.
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* This is overridden in ai.dm
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*/
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/mob/proc/ShiftClickOn(atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(mob/user)
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SEND_SIGNAL(src, COMSIG_SHIFT_CLICKED_ON, user)
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var/flags = SEND_SIGNAL(user, COMSIG_CLICK_SHIFT, src)
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if(flags & COMSIG_MOB_CANCEL_CLICKON)
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return
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if(user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
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user.examinate(src)
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/mob/proc/TurfAdjacent(turf/tile)
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return tile.Adjacent(src)
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/mob/proc/ShiftMiddleClickOn(atom/A)
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src.pointed(A)
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return
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/*
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Misc helpers
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face_atom: turns the mob towards what you clicked on
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*/
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/// Simple helper to face what you clicked on, in case it should be needed in more than one place
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/mob/proc/face_atom(atom/atom_to_face)
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if( buckled || stat != CONSCIOUS || !atom_to_face || !x || !y || !atom_to_face.x || !atom_to_face.y )
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return
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var/dx = atom_to_face.x - x
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var/dy = atom_to_face.y - y
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if(!dx && !dy) // Wall items are graphically shifted but on the floor
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if(atom_to_face.pixel_y > 16)
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setDir(NORTH)
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else if(atom_to_face.pixel_y < -16)
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setDir(SOUTH)
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else if(atom_to_face.pixel_x > 16)
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setDir(EAST)
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else if(atom_to_face.pixel_x < -16)
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setDir(WEST)
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return
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if(abs(dx) < abs(dy))
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if(dy > 0)
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setDir(NORTH)
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else
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setDir(SOUTH)
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else
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if(dx > 0)
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setDir(EAST)
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else
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setDir(WEST)
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//debug
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/atom/movable/screen/proc/scale_to(x1,y1)
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if(!y1)
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y1 = x1
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var/matrix/M = new
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M.Scale(x1,y1)
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transform = M
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/atom/movable/screen/click_catcher
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icon = 'icons/hud/screen_gen.dmi'
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icon_state = "catcher"
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plane = CLICKCATCHER_PLANE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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screen_loc = "CENTER"
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#define MAX_SAFE_BYOND_ICON_SCALE_TILES (MAX_SAFE_BYOND_ICON_SCALE_PX / ICON_SIZE_ALL)
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#define MAX_SAFE_BYOND_ICON_SCALE_PX (33 * 32) //Not using world.icon_size on purpose. //Ok well I trust you
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/atom/movable/screen/click_catcher/proc/UpdateGreed(view_size_x = 15, view_size_y = 15)
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var/icon/newicon = icon('icons/hud/screen_gen.dmi', "catcher")
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var/ox = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_x)
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var/oy = min(MAX_SAFE_BYOND_ICON_SCALE_TILES, view_size_y)
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var/px = view_size_x * ICON_SIZE_X
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var/py = view_size_y * ICON_SIZE_Y
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var/sx = min(MAX_SAFE_BYOND_ICON_SCALE_PX, px)
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var/sy = min(MAX_SAFE_BYOND_ICON_SCALE_PX, py)
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newicon.Scale(sx, sy)
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icon = newicon
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screen_loc = "CENTER-[(ox-1)*0.5],CENTER-[(oy-1)*0.5]"
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var/matrix/M = new
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M.Scale(px/sx, py/sy)
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transform = M
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/atom/movable/screen/click_catcher/Initialize(mapload, datum/hud/hud_owner)
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. = ..()
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RegisterSignal(SSmapping, COMSIG_PLANE_OFFSET_INCREASE, PROC_REF(offset_increased))
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offset_increased(SSmapping, 0, SSmapping.max_plane_offset)
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// Draw to the lowest plane level offered
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/atom/movable/screen/click_catcher/proc/offset_increased(datum/source, old_offset, new_offset)
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SIGNAL_HANDLER
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SET_PLANE_W_SCALAR(src, initial(plane), new_offset)
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/atom/movable/screen/click_catcher/Click(location, control, params)
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var/list/modifiers = params2list(params)
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if(LAZYACCESS(modifiers, MIDDLE_CLICK) && iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.swap_hand()
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else
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var/turf/click_turf = parse_caught_click_modifiers(modifiers, get_turf(usr.client ? usr.client.eye : usr), usr.client)
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if (click_turf)
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modifiers["catcher"] = TRUE
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click_turf.Click(click_turf, control, list2params(modifiers))
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. = 1
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/// MouseWheelOn
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/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
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SEND_SIGNAL(src, COMSIG_MOUSE_SCROLL_ON, A, delta_x, delta_y, params)
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/mob/dead/observer/MouseWheelOn(atom/A, delta_x, delta_y, params)
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var/list/modifiers = params2list(params)
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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var/view = 0
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if(delta_y > 0)
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view = -1
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else
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view = 1
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add_view_range(view)
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/mob/proc/check_click_intercept(params,A)
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//Client level intercept
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if(client?.click_intercept)
|
|
if(call(client.click_intercept, "InterceptClickOn")(src, params, A))
|
|
return TRUE
|
|
|
|
//Mob level intercept
|
|
if(click_intercept)
|
|
if(call(click_intercept, "InterceptClickOn")(src, params, A))
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
#undef MAX_SAFE_BYOND_ICON_SCALE_TILES
|
|
#undef MAX_SAFE_BYOND_ICON_SCALE_PX
|