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makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone) original pr: #58522 basically the same but ai's moving in/out of the chunk doesnt affect vis_contents anymore because that was really racking up tidi for some reason. Why It's Good For The Game less maptick because theres only 1 vis_contents added instead of 2 and general optimizations to cameranet code
32 lines
973 B
Plaintext
32 lines
973 B
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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