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Bubberstation/code/__DEFINES/fov.dm
SkyratBot 5eed631762 [MIRROR] Improve nightvision code [MDB IGNORE] (#12875)
* Improve nightvision code (#66244)

* Add NIGHTVISION_FOV_RANGE define

* Change has_nightvision to use define

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to use NIGHTVISION defines

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to use NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Change see_in_dark to NIGHTVISION define

* Move has_nightvision() proc location

* Fix spaccing indentation for code comment

* Improve nightvision code

Co-authored-by: Tim <timothymtorres@gmail.com>
2022-04-18 16:30:02 -07:00

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/// Field of vision defines.
#define FOV_90_DEGREES 90
#define FOV_180_DEGREES 180
#define FOV_270_DEGREES 270
/// Base mask dimensions. They're like a client's view, only change them if you modify the mask to different dimensions.
#define BASE_FOV_MASK_X_DIMENSION 15
#define BASE_FOV_MASK_Y_DIMENSION 15
/// Range at which FOV effects treat nearsightness as blind and play
#define NEARSIGHTNESS_FOV_BLINDNESS 2
/// Range in tiles that a mob can see in the dark (used to determine if a mob has night_vision)
#define NIGHTVISION_FOV_RANGE 8
//Fullscreen overlay resolution in tiles for the clients view.
/// The fullscreen overlay in tiles for x axis
#define FULLSCREEN_OVERLAY_RESOLUTION_X 15
/// The fullscreen overlay in tiles for y axis
#define FULLSCREEN_OVERLAY_RESOLUTION_Y 15