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