//UPDATE TRIGGERS, when the chunk (and the surrounding chunks) should update. #define CULT_UPDATE_BUFFER 30 /mob/living/var/updating_cult_vision = 0 /mob/living/Moved(atom/old_loc, direction, forced = FALSE) . = ..() if(!cultnet.provides_vision(src)) return if(!updating_cult_vision) updating_cult_vision = 1 spawn(CULT_UPDATE_BUFFER) if(old_loc != src.loc) cultnet.updateVisibility(old_loc, 0) cultnet.updateVisibility(loc, 0) updating_cult_vision = 0 #undef CULT_UPDATE_BUFFER /mob/living/New() ..() cultnet.updateVisibility(src, 0) /mob/living/Destroy() cultnet.updateVisibility(src, 0) return ..() /mob/living/rejuvenate() var/was_dead = stat == DEAD ..() if(was_dead && stat != DEAD) // Arise! cultnet.updateVisibility(src, 0) /mob/living/death(gibbed, deathmessage="seizes up and falls limp...") if(..(gibbed, deathmessage)) // If true, the mob went from living to dead (assuming everyone has been overriding as they should...) cultnet.updateVisibility(src) /datum/antagonist/add_antagonist(var/datum/mind/player) . = ..() if(src == cult) cultnet.updateVisibility(player.current, 0) /datum/antagonist/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted) ..() if(src == cult) cultnet.updateVisibility(player.current, 0)