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CHOMPStation2/code/modules/multiz/zshadow.dm
Spades edfa947278 These are not Vorestation edits. (#4088)
Y'all are confusing the shit out of us.
2017-10-16 23:01:30 -05:00

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/mob // TODO: rewrite as obj.
var/mob/zshadow/shadow
/mob/zshadow
plane = OVER_OPENSPACE_PLANE
name = "shadow"
desc = "Z-level shadow"
status_flags = GODMODE
anchored = 1
unacidable = 1
density = 0
opacity = 0 // Don't trigger lighting recalcs gah! TODO - consider multi-z lighting.
auto_init = FALSE // We do not need to be initialize()d
var/mob/owner = null // What we are a shadow of.
/mob/zshadow/can_fall()
return FALSE
/mob/zshadow/New(var/mob/L)
if(!istype(L))
qdel(src)
return
..() // I'm cautious about this, but its the right thing to do.
owner = L
sync_icon(L)
/mob/Destroy()
if(shadow)
qdel(shadow)
shadow = null
. = ..()
/mob/zshadow/examine(mob/user, distance, infix, suffix)
return owner.examine(user, distance, infix, suffix)
// Relay some stuff they hear
/mob/zshadow/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
if(speaker && speaker.z != src.z)
return // Only relay speech on our acutal z, otherwise we might relay sounds that were themselves relayed up!
if(isliving(owner))
verb += " from above"
return owner.hear_say(message, verb, language, alt_name, italics, speaker, speech_sound, sound_vol)
/mob/zshadow/proc/sync_icon(var/mob/M)
name = M.name
icon = M.icon
icon_state = M.icon_state
//color = M.color
color = "#848484"
overlays = M.overlays
transform = M.transform
dir = M.dir
if(shadow)
shadow.sync_icon(src)
/mob/living/Move()
. = ..()
check_shadow()
/mob/living/forceMove()
. = ..()
check_shadow()
/mob/living/on_mob_jump()
// We're about to be admin-jumped.
// Unfortuantely loc isn't set until after this proc is called. So we must spawn() so check_shadow executes with the new loc.
. = ..()
if(shadow)
spawn(0)
check_shadow()
/mob/living/proc/check_shadow()
var/mob/M = src
if(isturf(M.loc))
var/turf/simulated/open/OS = GetAbove(src)
while(OS && istype(OS))
if(!M.shadow)
M.shadow = new /mob/zshadow(M)
M.shadow.forceMove(OS)
M = M.shadow
OS = GetAbove(M)
// The topmost level does not need a shadow!
if(M.shadow)
qdel(M.shadow)
M.shadow = null
//
// Handle cases where the owner mob might have changed its icon or overlays.
//
/mob/living/update_icons()
. = ..()
if(shadow)
shadow.sync_icon(src)
// WARNING - the true carbon/human/update_icons does not call ..(), therefore we must sideways override this.
// But be careful, we don't want to screw with that proc. So lets be cautious about what we do here.
/mob/living/carbon/human/update_icons()
. = ..()
if(shadow)
shadow.sync_icon(src)
/mob/set_dir(new_dir)
. = ..()
if(shadow)
shadow.set_dir(new_dir)
// Transfer messages about what we are doing to upstairs
/mob/visible_message(var/message, var/self_message, var/blind_message)
. = ..()
if(shadow)
shadow.visible_message(message, self_message, blind_message)
// We should show the typing indicator so people above us can tell we're about to talk.
/mob/set_typing_indicator(var/state)
var/old_typing = src.typing
. = ..()
if(shadow && old_typing != src.typing)
shadow.set_typing_indicator(state) // Okay the real proc changed something! That means we should handle things too
/mob/zshadow/set_typing_indicator(var/state)
if(!typing_indicator)
typing_indicator = new
typing_indicator.icon = 'icons/mob/talk.dmi' // Looks better on the right with job icons.
typing_indicator.icon_state = "typing"
if(state && !typing)
overlays += typing_indicator
typing = 1
else if(!state && typing)
overlays -= typing_indicator
typing = 0
if(shadow)
shadow.set_typing_indicator(state)