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Bubberstation/code/__DEFINES/sight.dm
Kylerace f556296645 Touches up cameranet code (#59165)
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
2021-05-19 19:44:04 +12:00

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#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
//#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
//#define INVISIBILITY_LEVEL_ONE 35 //currently unused
//#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
//#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
#define BORGMESON (1<<0)
#define BORGTHERM (1<<1)
#define BORGXRAY (1<<2)
#define BORGMATERIAL (1<<3)
//for clothing visor toggles, these determine which vars to toggle
#define VISOR_FLASHPROTECT (1<<0)
#define VISOR_TINT (1<<1)
#define VISOR_VISIONFLAGS (1<<2) //all following flags only matter for glasses
#define VISOR_DARKNESSVIEW (1<<3)
#define VISOR_INVISVIEW (1<<4)