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Refactors the AI eye.
Generalizes the eye itself, allowing it to be created and used by any other mob.
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// EYE
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//
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// A mob that another mob controls to look around the station with.
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// It streams chunks as it moves around, which will show it what the controller can and cannot see.
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/mob/eye
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name = "Eye"
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icon = 'icons/mob/eye.dmi'
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icon_state = "default-eye"
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alpha = 127
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var/list/visibleChunks = list()
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var/mob/living/owner = null
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density = 0
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status_flags = GODMODE // You can't damage it.
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see_in_dark = 7
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invisibility = INVISIBILITY_EYE
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var/ghostimage = null
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var/datum/cameranet/visualnet
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/mob/eye/New()
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ghostimage = image(src.icon,src,src.icon_state)
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ghost_darkness_images |= ghostimage //so ghosts can see the eye when they disable darkness
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ghost_sightless_images |= ghostimage //so ghosts can see the eye when they disable ghost sight
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updateallghostimages()
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..()
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mob/eye/Del()
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if (ghostimage)
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ghost_darkness_images -= ghostimage
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ghost_sightless_images -= ghostimage
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del(ghostimage)
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ghostimage = null;
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updateallghostimages()
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..()
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// Movement code. Returns 0 to stop air movement from moving it.
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/mob/eye/Move()
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return 0
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/mob/eye/examinate()
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set popup_menu = 0
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set src = usr.contents
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return 0
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/mob/eye/pointed()
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set popup_menu = 0
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set src = usr.contents
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return 0
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/mob/eye/examine(mob/user)
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// Use this when setting the eye's location.
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// It will also stream the chunk that the new loc is in.
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/mob/eye/proc/setLoc(var/T)
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if(owner)
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T = get_turf(T)
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loc = T
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visualnet.visibility(src)
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return 1
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return 0
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/mob/eye/proc/getLoc()
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if(owner)
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if(!isturf(owner.loc) || !owner.client)
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return
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return loc
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