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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
255 lines
8.6 KiB
Plaintext
255 lines
8.6 KiB
Plaintext
///A component that allows players to use the item to zoom out. Mainly intended for firearms, but now works with other items too.
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/datum/component/scope
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/// How far we can extend, with modifier of 1, up to our vision edge, higher numbers multiply.
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var/range_modifier = 1
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/// Fullscreen object we use for tracking.
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var/atom/movable/screen/fullscreen/cursor_catcher/scope/tracker
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/// The owner of the tracker's ckey. For comparing with the current owner mob, in case the client has left it (e.g. ghosted).
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var/tracker_owner_ckey
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/// The method which we zoom in and out
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var/zoom_method = ZOOM_METHOD_RIGHT_CLICK
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/// if not null, an item action will be added. Redundant if the mode is ZOOM_METHOD_RIGHT_CLICK or ZOOM_METHOD_WIELD.
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var/item_action_type
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/datum/component/scope/Initialize(range_modifier = 1, zoom_method = ZOOM_METHOD_RIGHT_CLICK, item_action_type)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.range_modifier = range_modifier
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src.zoom_method = zoom_method
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src.item_action_type = item_action_type
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/datum/component/scope/Destroy(force)
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if(tracker)
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stop_zooming(tracker.owner)
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return ..()
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/datum/component/scope/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
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switch(zoom_method)
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if(ZOOM_METHOD_RIGHT_CLICK)
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RegisterSignal(parent, COMSIG_RANGED_ITEM_INTERACTING_WITH_ATOM_SECONDARY, PROC_REF(do_secondary_zoom))
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if(ZOOM_METHOD_WIELD)
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RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_WIELDED), PROC_REF(on_wielded))
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_WIELDED), PROC_REF(on_unwielded))
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if(item_action_type)
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var/obj/item/parent_item = parent
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var/datum/action/item_action/scope = parent_item.add_item_action(item_action_type)
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RegisterSignal(scope, COMSIG_ACTION_TRIGGER, PROC_REF(on_action_trigger))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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if(isgun(parent))
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RegisterSignal(parent, COMSIG_GUN_TRY_FIRE, PROC_REF(on_gun_fire))
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/datum/component/scope/UnregisterFromParent()
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if(item_action_type)
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var/obj/item/parent_item = parent
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var/datum/action/item_action/scope = locate(item_action_type) in parent_item.actions
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parent_item.remove_item_action(scope)
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UnregisterSignal(parent, list(
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COMSIG_MOVABLE_MOVED,
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COMSIG_RANGED_ITEM_INTERACTING_WITH_ATOM_SECONDARY,
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SIGNAL_ADDTRAIT(TRAIT_WIELDED),
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SIGNAL_REMOVETRAIT(TRAIT_WIELDED),
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COMSIG_GUN_TRY_FIRE,
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COMSIG_ATOM_EXAMINE,
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))
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/datum/component/scope/process(seconds_per_tick)
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var/mob/user_mob = tracker.owner
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var/client/user_client = user_mob.client
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if(!user_client)
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stop_zooming(user_mob)
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return
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tracker.calculate_params()
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if(!user_client.intended_direction)
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user_mob.face_atom(tracker.given_turf)
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animate(user_client, world.tick_lag, pixel_x = tracker.given_x, pixel_y = tracker.given_y)
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/datum/component/scope/proc/on_move(atom/movable/source, atom/oldloc, dir, forced)
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SIGNAL_HANDLER
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if(!tracker)
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return
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stop_zooming(tracker.owner)
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/datum/component/scope/proc/do_secondary_zoom(datum/source, mob/user, atom/target, click_parameters)
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SIGNAL_HANDLER
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if(tracker)
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stop_zooming(user)
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else
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zoom(user)
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return ITEM_INTERACT_BLOCKING
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/datum/component/scope/proc/on_action_trigger(datum/action/source)
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SIGNAL_HANDLER
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var/obj/item/item = source.target
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var/mob/living/user = item.loc
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if(tracker)
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stop_zooming(user)
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else
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zoom(user)
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/datum/component/scope/proc/on_wielded(obj/item/source, trait)
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SIGNAL_HANDLER
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var/mob/living/user = source.loc
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zoom(user)
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/datum/component/scope/proc/on_unwielded(obj/item/source, trait)
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SIGNAL_HANDLER
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var/mob/living/user = source.loc
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stop_zooming(user)
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/datum/component/scope/proc/on_gun_fire(obj/item/gun/source, mob/living/user, atom/target, flag, params)
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SIGNAL_HANDLER
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if(!tracker?.given_turf || target == get_target(tracker.given_turf))
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return NONE
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INVOKE_ASYNC(source, TYPE_PROC_REF(/obj/item/gun, fire_gun), get_target(tracker.given_turf), user)
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return COMPONENT_CANCEL_GUN_FIRE
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/datum/component/scope/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/scope = isgun(parent) ? "scope in" : "zoom out"
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switch(zoom_method)
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if(ZOOM_METHOD_RIGHT_CLICK)
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examine_list += span_notice("You can [scope] with <b>right-click</b>.")
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if(ZOOM_METHOD_WIELD)
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examine_list += span_notice("You can [scope] by wielding it with both hands.")
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/**
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* We find and return the best target to hit on a given turf.
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*
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* Arguments:
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* * target_turf: The turf we are looking for targets on.
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*/
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/datum/component/scope/proc/get_target(turf/target_turf)
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var/list/object_targets = list()
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var/list/non_dense_targets = list()
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for(var/atom/movable/possible_target in target_turf)
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if(possible_target.layer <= PROJECTILE_HIT_THRESHHOLD_LAYER)
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continue
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if(possible_target.invisibility > tracker.owner.see_invisible)
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continue
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if(!possible_target.mouse_opacity)
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continue
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if(iseffect(possible_target))
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continue
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if(ismob(possible_target))
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if(possible_target == tracker.owner)
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continue
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return possible_target
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if(!possible_target.density)
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non_dense_targets += possible_target
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continue
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object_targets += possible_target
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for(var/obj/important_object as anything in object_targets)
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return important_object
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for(var/obj/unimportant_object as anything in non_dense_targets)
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return unimportant_object
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return target_turf
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/**
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* We start zooming by adding our tracker overlay and starting our processing.
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*
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* Arguments:
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* * user: The mob we are starting zooming on.
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*/
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/datum/component/scope/proc/zoom(mob/user)
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if(isnull(user.client))
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return
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if(HAS_TRAIT(user, TRAIT_USER_SCOPED))
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user.balloon_alert(user, "already zoomed!")
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return
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user.playsound_local(parent, 'sound/weapons/scope.ogg', 75, TRUE)
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tracker = user.overlay_fullscreen("scope", /atom/movable/screen/fullscreen/cursor_catcher/scope, isgun(parent))
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tracker.assign_to_mob(user, range_modifier)
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tracker_owner_ckey = user.ckey
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if(user.is_holding(parent))
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RegisterSignals(user, list(COMSIG_MOB_SWAP_HANDS, COMSIG_QDELETING), PROC_REF(stop_zooming))
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else // The item is likely worn (eg. mothic cap)
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RegisterSignal(user, COMSIG_QDELETING, PROC_REF(stop_zooming))
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var/static/list/capacity_signals = list(
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COMSIG_LIVING_STATUS_KNOCKDOWN,
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COMSIG_LIVING_STATUS_PARALYZE,
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COMSIG_LIVING_STATUS_STUN,
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)
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RegisterSignals(user, capacity_signals, PROC_REF(on_incapacitated))
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START_PROCESSING(SSprojectiles, src)
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ADD_TRAIT(user, TRAIT_USER_SCOPED, REF(src))
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return TRUE
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/datum/component/scope/proc/on_incapacitated(mob/living/source, amount = 0, ignore_canstun = FALSE)
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SIGNAL_HANDLER
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if(amount > 0)
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stop_zooming(source)
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/**
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* We stop zooming, canceling processing, resetting stuff back to normal and deleting our tracker.
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*
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* Arguments:
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* * user: The mob we are canceling zooming on.
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*/
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/datum/component/scope/proc/stop_zooming(mob/user)
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SIGNAL_HANDLER
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if(!HAS_TRAIT(user, TRAIT_USER_SCOPED))
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return
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STOP_PROCESSING(SSprojectiles, src)
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UnregisterSignal(user, list(
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COMSIG_LIVING_STATUS_KNOCKDOWN,
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COMSIG_LIVING_STATUS_PARALYZE,
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COMSIG_LIVING_STATUS_STUN,
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COMSIG_MOB_SWAP_HANDS,
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COMSIG_QDELETING,
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))
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REMOVE_TRAIT(user, TRAIT_USER_SCOPED, REF(src))
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user.playsound_local(parent, 'sound/weapons/scope.ogg', 75, TRUE, frequency = -1)
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user.clear_fullscreen("scope")
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// if the client has ended up in another mob, find that mob so we can fix their cursor
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var/mob/true_user
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if(user.ckey != tracker_owner_ckey)
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true_user = get_mob_by_ckey(tracker_owner_ckey)
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if(!isnull(true_user))
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user = true_user
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if(user.client)
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animate(user.client, 0.2 SECONDS, pixel_x = 0, pixel_y = 0)
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tracker = null
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tracker_owner_ckey = null
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/atom/movable/screen/fullscreen/cursor_catcher/scope
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icon_state = "scope"
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/// Multiplier for given_X an given_y.
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var/range_modifier = 1
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/atom/movable/screen/fullscreen/cursor_catcher/scope/assign_to_mob(mob/new_owner, range_modifier)
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src.range_modifier = range_modifier
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return ..()
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/atom/movable/screen/fullscreen/cursor_catcher/scope/Click(location, control, params)
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if(usr == owner)
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calculate_params()
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return ..()
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/atom/movable/screen/fullscreen/cursor_catcher/scope/calculate_params()
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var/list/modifiers = params2list(mouse_params)
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var/icon_x = text2num(LAZYACCESS(modifiers, VIS_X))
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if(isnull(icon_x))
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icon_x = text2num(LAZYACCESS(modifiers, ICON_X))
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if(isnull(icon_x))
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icon_x = view_list[1]*world.icon_size/2
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var/icon_y = text2num(LAZYACCESS(modifiers, VIS_Y))
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if(isnull(icon_y))
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icon_y = text2num(LAZYACCESS(modifiers, ICON_Y))
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if(isnull(icon_y))
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icon_y = view_list[2]*world.icon_size/2
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given_x = round(range_modifier * (icon_x - view_list[1]*world.icon_size/2))
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given_y = round(range_modifier * (icon_y - view_list[2]*world.icon_size/2))
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given_turf = locate(owner.x+round(given_x/world.icon_size, 1),owner.y+round(given_y/world.icon_size, 1),owner.z)
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